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Showing results for tags 'techs'.
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Thanks to new code added to the game, I am able to complete my blacksmith tech trees with "Forging" and "Metallurgy" techs. Forging Reduce the cost of Blacksmith techs by -25% and unlock all other blacksmith techs. Research time: 40s Metallurgy Reduce the research time of Blacksmith techs by -50% and unlock all other blacksmith techs. Research time: 20s So, neither cost resources, but you must choose one or the other in order to start researching scrumptious techs at the blacksmith.
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Remove capture buildings it breaks the balance!
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Hi guys. In my mod I make mercenary camps work. They are indestructible (a few bugs but that's different story), can be capture by all players, the right mercenary are available to the right player. So far so good.Everything wprk BEAUTIFULLY. Now, I would like to have some mercenary camp technologies, some unique to different civs who capture them. I tried out two test technology. I put them in the merc camp building and capture the building. { "genericName": "Test Romans", "specificName": "Teste Romani", "description": "Test tech for merc camps.", "cost": {"food": , "wood": , "stone": , "metal": 250}, "requirements": {"all": [{"tech": "phase_town"}, {"civ": "rome"}]}, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "sibylline_books.png", "researchTime": 40, "tooltip": "All units +20% vision range.", "modifications": [{"value": "Vision/Range", "multiply": 1.25}], "affects": ["Unit"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } { "genericName": "Test Athenians", "specificName": "Teste Graeci", "description": "Test tech for merc camps.", "cost": {"food": , "wood": , "stone": , "metal": 250}, "requirements": {"all": [{"tech": "phase_town"}, {"civ": "athen"}]}, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "helmet_corinthian_crest_2.png", "researchTime": 40, "tooltip": "All units +20% vision range.", "modifications": [{"value": "Vision/Range", "multiply": 1.25}], "affects": ["Unit"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } You can see one are to show up if the ROME civ or the ATHEN civ capture the mercenary camp, but they don't show up when captured by either player. Is something I to do to make this work? Thanks.