Stan` Posted October 5, 2021 Report Share Posted October 5, 2021 Another option is to use mul_round added by @wraitii Quote Link to comment Share on other sites More sharing options...
Micfild Posted October 5, 2021 Author Report Share Posted October 5, 2021 Thank you very much @Freagarach, @bb_ and @Stan`! All three solutions (changing the cost.js schema from integer to decimal, using "add" instead of "mul" and using "mul_round") worked independently. Of these 3 "mul_round" seemed to be better, since i don't need to mess around with the schemas and it's easier to scale than "add". Quote Link to comment Share on other sites More sharing options...
Micfild Posted October 5, 2021 Author Report Share Posted October 5, 2021 Of all the proposed changes, i'm still testing metal distribution, crush damage and palisades, since i'm still not satisfied with the changes i made. As for the population costs, they seem to be fine in a game of 300 max pop, so i'm attaching a mod with just this change in case anyone wants to try. Population_mod.zip 1 Quote Link to comment Share on other sites More sharing options...
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