-
Posts
2.853 -
Joined
-
Last visited
-
Days Won
71
Everything posted by real_tabasco_sauce
-
I forget- can you add exp to cost of upgrading units?
real_tabasco_sauce replied to Emacz's topic in Game Modification
Oh, for that, I am not sure. One kinda cheesy way u could do it would be to have the unit promote into new template, u could call it merc_inf_archer_a_pre.xml, which then features the upgrade capability to turn into merc_inf_archer_a.xml The downside is that the user wouldn't have a greyed out icon before they are able to pay the 10 metal. -
I forget- can you add exp to cost of upgrading units?
real_tabasco_sauce replied to Emacz's topic in Game Modification
You want it to promote upon upgrading? Or do you want the user to have the choice of upgrading by spending some metal vs promoting by letting the unit gain xp. If it is the latter, yes this should work. -
Not precisely related to what I was discussing, but i think that would conflict with HP bars.
-
This could be a neat way to replace the less intuitive diminishing returns feature. As long as the spots get filled by proximity to the storehouses, and the farmers choose the move to the closer spots if they are vacant. Lots of stuff to implement for this tho.
-
Do workers tasked on busy farms not already look for spots on nearby farms? Or do you mean that they should automatically distribute to all available farms?
-
Why Don’t Cheaters Repent?
real_tabasco_sauce replied to king reza the great's topic in Gameplay Discussion
I say let it be hectic. I think its fine for the "perfect" start to be an asymptote: never reached but only approached. -
@Emacz when I make mod .zips, i always select the files within the mod folder (art,simulation,mod.json, etc.) and compress those to a zip file. Then i'll just rename it to whatever the directory name should be. That makes the right file structure. my bad, didn't see @Stan` already said this!
-
The new version has mainland balanced fixed. It is also on the mod downloader now: feldmap.zip This is version 3.0.1
-
unit speed is extremely strong in this game.
-
i didn't notice, that's funny! 1:03 in the video.
-
https://www.youtube.com/watch?v=Hf-62WEaVtY
-
I think that's a bit restrictive no? The only harm to gameplay is the sound queues really, which can be improved upon. Visually, i think they are distinct enough. Despite attacking realism (which I agree with to some extent), you seem to be upset about something unrelated to gameplay, could you elaborate?
-
Modding .xml files - Remove Requirements of parent
real_tabasco_sauce replied to DesertRose's topic in Game Modification
you should be able to do -phase_city <Requirements> <Techs datatype="tokens"> -phase_city phase_town </Techs> </Requirements> -
yeah u got scammed on food @Meister Ok so basically, because these came from a PR, I needed to add "_balanced" to a bunch of things, and I forgot it for mainland balanced, which caused mainland balanced to use the old script even though the "balanced" checkbox was present. The issue is exclusive to mainland_balanced.
-
ok I'll be able to check it out later. Thanks for reporting!
-
Yeah audio feedback from actions is important. It would be awesome to have some additional work done in this area, something to distinguish a male citizen from a soldier.
-
this was not from DE
-
I don’t have a repo for this. Thanks for pointing out those bugs! I suppose I could fix those since the mod isn’t signed yet anyway.
-
Food trickle efficiency: Ice House vs Corral + Cows
real_tabasco_sauce replied to ffm2's topic in Gameplay Discussion
The Persian's only major eco bonus is their team bonus, which makes production buildings cheaper. Having 220 max pop (and p3 trickle sources) doesn't contribute much to economy growth, just the maximum output after you have completed the exponential curve. I like the idea of letting the ice houses double as a food drop-off point, since that would encourage early game usage. It would allow some wood savings while using stone that might otherwise go to barracks/eco techs. -
yeah I'm pretty sure that's because its not signed yet.
-
i did, does it not say version 3?
-
Feldmap 3.0.0 feldmap.zip Added a button to turn on/off balancing Added a button to turn on/off team shuffling NEW (and returning) MAPS Lake: Wrench (partially bugged): Cross: River Island: Enjoy
- 77 replies
-
- 10
-
-
-
They are not supposed to have these. The were previously able to build like mercenaries, hence the classes, but the champion designation helps clearly separate them from normal CS. I should have also re-created the icon in a red style, but I forgot to do this In general, I don't think the class of champion should be so constrained (by cost, attack, armor). So this is an example of a unique champion that isn't so expensive, but has a particular role.
-
There is a way
