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    • I was analyzing the commit from @Freagarach for regeneration to make some tooltips on it. Since there was an issue opened by @wowgetoffyourcellphone, and other modders might find it interesting, never know. @Emacz @Lopess It's possible now to give some arbitrary timer to resources for regeneration or decay, given certain states. For example, if you want dead animals to have some kind of decay you can do this: <ResourceSupply> [...] <Change> <Rotting> <!-- Add your new effect, name it however you want --> <Value>-1</Value> <Interval>2000</Interval> <State>dead</State> <!-- Add a state, "dead" or "alive" --> </Rotting> </Change> </ResourceSupply> The other interesting state supported is if the resource is currently being gathered or not (notGathered or gathered). <Spawn> <Value>1</Value> <Interval>2000</Interval> <State>notGathered</State> </Spawn> Above a current implementation in vanilla for Fishs. Below the results : Tooltips I added to ModernGUI for now.
    • Is there a way to change certain map settings (like rain, darkness, or fog) during the game?
    • Indeed, I always want to do the opposite, fill fields one by one. And if I send them to a filled farm, they already go to a nearby empty farm (not sure how far away the farms have to be for this to work).   What!? How was I supposed to know this... there has to be some indicator for this kind of stuff (maybe there is?). I haven't played this game for too long.   I agree that it would be nice for this kind of stuff to be added to the base game.   I like this, although if the point filled first are the ones closer to the dropsite, not to add micro.   They should. Actually, I'd like for unit abilities to be added, and them making a sound could have a temporal aura effect (maybe increased damage stats for now, but more realistically enemy morale decrease if this is added).   I'd like to see day and night, seasons, weather, and other natural phenomena, eventually.   In line with what was said before, I think they meant that they just become inefficient, since storehouse and farmstead techs would apply only to civilians. I think the idea is interesting (considering specialisation of trades), but faction considerations should be taken into account, since not everyone had the same dynamics between civilian and soldier. This could be solved by fine tuning which civilian, citizen-soldier and soldier units each faction has access to (and at which cost). For example, around the timespan of the game, Greeks and Romans would indeed mostly progress from civil militias to professional soldiers (that would find mercenary service more profitable than farming), but other factions like the early Germanics wouldn't make this shift in the same scale, and their armies (and male civilians) would mostly consist of farmer warriors even towards the end of the period (only later being more influenced by the Roman ways). All this would influence how the different factions should be played.
    • it doesn't show ally stats?
    • Planning production in advance by placing orders in a queue until the necessary resources become available also seems to me like a good compromise for those who are opposed to autotrain but would like to see an improvement in the current method. I think that to estimate the resources that will be available in the future and planning your queue accordingly when you want to use your attention away from production buildings is also a game mechanic that rewards experienced players and adds a nice new element.
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