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Economic technologies dilemma
real_tabasco_sauce replied to Deicide4u's topic in Gameplay Discussion
I agree that they are largely researched as soon as reasonably possible, with little variation, but the answer is not to force trade-offs by making them tech pairs. its better to diversify unit costs (we see more priority of the stone tech for slinger civs for example) and maybe reconsider the costs of the eco techs themselves. we can also make techs non-ubiquitous across civs. -
The economic ones yes.
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...doesn't exist. It makes no sense to skip on any economic upgrade, as they are now. No choice this-or-that. It's just pointless not to get them, the question is only when. And, as a rule, we actually know when to get the most important upgrades. - Woodcutting Level 1 - either before or after Barracks. No question here, this is a must. - Farming Level 1 - After clicking to Town phase, or just before if you really need faster farming before Town phase. - Woodcutting Level 2 - Immediately after getting to Town phase. - Farming Level 2 - Immediately after getting to Town phase. - Metal Mining Level 1 - As soon as you put your first metal miners to work. - Stone Mining Level 1 - As soon as you put your first stone miners to work. - Metal Mining Level 2 - Just after Stone Mining Level 1. - Woodcutting Level 3 - Immediately after getting to the City phase. - Farming Level 3 - Do I even need to say it? Etc., etc... In short, economic upgrades in this game are there just to be there. Everyone gets them, it makes no sense not to, or you will fall behind. I believe that getting rid of the pair-techs was a wrong choice. And we absolutely don't need so many levels of economic upgrades in a game where booming is essentially the same thing as making military.
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So my goal is. Create a compact UnitAI~convert.js that only modifies or adds functions for the "Convert" command, integrating with Convert.js I need to modify the healer XML for testing. <Convert> <MaxFaith>100</MaxFaith> <CurrentFaith>100</CurrentFaith> <FaithRegenRate>1</FaithRegenRate> <ConversionCost>50</ConversionCost> <CooldownTime>5000</CooldownTime> <ChancePerSecond>0.05</ChancePerSecond> <Range>20</Range> <ConvertibleClasses>Infantry Cavalry Support</ConvertibleClasses> </Convert>
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TheDestroyer123 joined the community
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The skirmish map Gallic Fields has a similar feature.
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I have to make a list of corrections, I only corrected the first line of convert.js I'm not sure if UnitAi.js is correct, if I'm not missing anything it's a very complex file. I'm lost with the commands.js suggestion but I need to look into it in depth. I don't know if I should see what's in input.js I don't know the structure yet, I'm following the heal.js trail/path. I don't know if I should clear the cache.
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Conversion system round 2 CmpConvert
Grapjas replied to Classic-Burger's topic in Game Development & Technical Discussion
Ah, if you want to make it into a patch thats a bit different for sure and folk at IRC dev or here on the forums can probably help you better. I haven't done patches in a long time and tbh didn't have the patience for it compared to modding. I am curious if your errors are gone with the suggested changes though. -
0 A. D. is not a game about World War II. Ancient battles were fought in the open, or in and around stone fortresses.
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You have to investigate the templates, I guess.
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Conversion system round 2 CmpConvert
Grapjas replied to Classic-Burger's topic in Game Development & Technical Discussion
Couple of pointers - Why do you have the tests folder? I suggest deleting it or properly using it to only test new functions. - You can compact UnitAI like this and only include functions you change/add. Note the ReRegister on the last line. After doing this you can delete the interface file for UnitAI aswell. - I think Stan has a valid point about optional elements, you forgot 2 unless they are intentionally not optional. -
It would be nice if you could move earth with workers. That way you could build earth mounds or dig trenches in your defense line. (After all, this game is supposed to be historically accurate, and that was a common tactic at the time).
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Yeah, I tried that already, and added a Roam distance to the soldiers, but it just gave me errors. Still trying to figure out why.
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Hey, i was wondering if anyone knows how to make Gaia soldiers wander around the map, similar to how the wolves and cattle wander around.
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Fleetoise started following Hyrule Conquest
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Fleetoise joined the community
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Thanks for replying
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This was a symptom of A27.0, check if you downloaded the latest version of the game that address this bug : A27.1
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The former. Egypt map is especially detailed and full of various entities. The AI bases are also fully built up. But, that isn't the primary cause. AI scripts and pathfinding are still the biggest issues. I recommend playing 2vs2 games with "Normal" size maps, at most.
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