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Thanks! How would I increases a unit's building rate in a tech? { "value": "Cost/BuildRate", "multiply": 2 }
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By Perzival12 · Posted
If you want the AI to use it as a dropsite, you’ll also want to make sure you add this. -
Observe the XML code of the Storehouse: <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_structure_economic"> <AlertRaiser> <List datatype="tokens">Civilian</List> <RaiseAlertRange>50</RaiseAlertRange> <EndOfAlertRange>100</EndOfAlertRange> <SearchRange>100</SearchRange> </AlertRaiser> <Cost> <BuildTime>40</BuildTime> <Resources> <wood>100</wood> </Resources> </Cost> <Footprint> <Square width="15.0" depth="15.0"/> <Height>8.0</Height> </Footprint> <Health> <Max>800</Max> <SpawnEntityOnDeath>decay|rubble/rubble_stone_3x3</SpawnEntityOnDeath> </Health> <Identity> <GenericName>Storehouse</GenericName> <SelectionGroupName>template_structure_economic_storehouse</SelectionGroupName> <Tooltip>Research gathering technologies.</Tooltip> <Classes datatype="tokens">DropsiteWood DropsiteMetal DropsiteStone</Classes> <VisibleClasses datatype="tokens">Village Storehouse</VisibleClasses> <Icon>structures/storehouse.png</Icon> <Requirements> <Techs datatype="tokens">phase_village</Techs> </Requirements> </Identity> <Loot> <wood>20</wood> </Loot> <Obstruction> <Static width="13.0" depth="13.0"/> </Obstruction> <ProductionQueue/> <RallyPoint disable=""/> <Researcher> <Technologies datatype="tokens"> gather_lumbering_ironaxes gather_lumbering_strongeraxes gather_lumbering_sharpaxes gather_mining_servants gather_mining_serfs gather_mining_slaves gather_mining_wedgemallet gather_mining_shaftmining gather_mining_silvermining gather_capacity_basket gather_capacity_wheelbarrow gather_capacity_carts </Technologies> </Researcher> <ResourceDropsite> <Types>wood stone metal</Types> <Sharable>true</Sharable> </ResourceDropsite> <Sound> <SoundGroups> <select>interface/select/building/sel_storehouse.xml</select> <constructed>interface/complete/building/complete_storehouse.xml</constructed> <alert_raise>interface/alarm/alarm_alert_0.xml</alert_raise> <alert_end>interface/alarm/alarm_alert_1.xml</alert_end> </SoundGroups> </Sound> <TerritoryInfluence> <Root>false</Root> <Radius>20</Radius> <Weight>30000</Weight> </TerritoryInfluence> <Vision> <Range>20</Range> </Vision> <VisualActor> <FoundationActor>structures/fndn_3x3.xml</FoundationActor> </VisualActor> </Entity> I believe it's the ResourceDropsite element.
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I have been trying to integrate a similar companion setup for my StarCraft and Call of Duty sessions, but I am running into major latency issues when the app tries to pull real time data from the game API. Have you found a way to minimize the sync lag between the desktop and the mobile app without triggering anticheat flags? Thanks.
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By guerringuerrin · Posted
In MP, some say it's always recommended. I do it if I have at least one extra fruit tree or berry patch. It's always recommended to assign only one gatherer per berry bush. On 5-berry patches, you'll get: Without Wicker Baskets: ~150 extra food With Wicker Baskets: ~100 extra food. (There are 40 seconds without Wicker Baskets while the technology is being researched.) You can easily distribute the gatherers using the "Order one unit" command. My conclusion is that it's always best to spread out the gatherers. After that, the choice is whether you want food faster or more food in the long run. That's a good practice. You'll save quite a bit of wood that can instead be used for buildings and technologies. Just make sure to have a smooth transition: anticipate when the berries will run out and start researching Iron Plow (the first farm upgrade) before or during farm construction, so the farms start producing at maximum efficiency right away. Depending on the playstyle you choose, if you want to go for early cavalry, it's best to scout the map to see whether there's plenty of hunt or not before deciding; otherwise, you'll run into food problems. If you're going for late cavalry, aim to have 10–12 farms and your food income should be enough.
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