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3 minutes ago, wowgetoffyourcellphone said:

I'm confused. Your mod doesn't edit territorymanager.xml :) It adds-on to Player.js. 

You may have an old version, I recently updated it, it now only contains the territorymanager.xml file.

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  • The cursor symbols are great.
  • Scout is fast, I love it. "Autoscout" would be fantastic, like a button to switch and go to any black spot on the map automatically.
  • Maybe I need to get used to it, but "cheese" is the first thing that comes to mind when I see these gold blocks.
  • Only one person is allowed on the field, the soldier can't collect resources, that's both okay. But I can't even build buildings with soldiers, big yuck. I think they should be. 
  • The capturing of buildings is gone, but destroying buildings takes quite a long time, unless you have siege weapons. The enemy army took almost 3min to destroy a siege workshop while I pumped out 5 more rams.
  • After researching "Unlock champions infantry" in the barracks, it tells me they are available in the barracks but end up in the fortress. This is your intention, just the info I get from the window is wrong.
  • Thanks for taking the time to make this.
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31 minutes ago, Langbart said:

Maybe I need to get used to it, but "cheese" is the first thing that comes to mind when I see these gold blocks

Lol yeah, the gold icons could be improved. 

 

31 minutes ago, Langbart said:

Only one person is allowed on the field, the soldier can't collect resources, that's both okay. But I can't even build buildings with soldiers, big yuck. I think they should be. 

Well... that's how the classic RTS games are. :declare:;)

 

33 minutes ago, Langbart said:
  • The capturing of buildings is gone, but destroying buildings takes quite a long time, unless you have siege weapons. The enemy army took almost 3min to destroy a siege workshop while I pumped out 5 more rams.

Yeah, I can make buildings a little weaker.

 

34 minutes ago, Langbart said:

After researching "Unlock champions infantry" in the barracks, it tells me they are available in the barracks but end up in the fortress. This is your intention, just the info I get from the window is wrong.

Oops, that's a big one. I'll remove those techs!

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2 hours ago, wowgetoffyourcellphone said:

1. Do you think I should keep Outposts capturable? I've removed capturing CCs.

Sure, why would you want to remove it?

2 hours ago, wowgetoffyourcellphone said:

2. Do you think I should throw Theban Greeks into the mod as a nice little bonus? 

Sure, why not?

When starting a random "Alpine Valley" map, I get some errors. I used the Github "theban_greeks" version.

The issue is resolved via theban_greeks-master/simulation/data/civs/theb.json

theb.thumb.jpg.0ce95d49092b569488287061db3b7cb1.jpg

Edited by Langbart
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17 hours ago, Langbart said:

but it might end up being buried in the forum

Fine with me.

 

8 hours ago, wowgetoffyourcellphone said:

1. Do you think I should keep Outposts capturable? I've removed capturing CCs.

Wouldn't that make them even worse compared to sentry towers. Also doesn't particularly fit the special case relics et al.

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On 26/03/2021 at 6:01 AM, wowgetoffyourcellphone said:
On 26/03/2021 at 4:33 AM, Lion.Kanzen said:

limited resource farm

Better yet, if we make this possible to "reseed" in the Farmstead.

So I have made a kind of 'reseeding' concept for my City Building mod. Basically I made fields to have finite resources (default is 1000 grain) and unit assigned to farm the field will automatically rebuild the field once it is depleted. I cannot create pull request to the mod, but I have tested it and so far there is no problem.

I attached the mod below. If you want to test, you can set the resource supply to 4 grains or something so you can see the loop.

FarmReseed.zip

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3 hours ago, azayrahmad said:

So I have made a kind of 'reseeding' concept for my City Building mod. Basically I made fields to have finite resources (default is 1000 grain) and unit assigned to farm the field will automatically rebuild the field once it is depleted. I cannot create pull request to the mod, but I have tested it and so far there is no problem.

I attached the mod below. If you want to test, you can set the resource supply to 4 grains or something so you can see the loop.

FarmReseed.zip 174 kB · 1 download

@wowgetoffyourcellphone

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