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Interesting...:hmmm:
If I messed up your thread introductions so feel free to delete my post in the middle![]()
No worries dragon. We are still laying ground work here. My original script for this was HUGE but I figured out a way to make it smaller, so now we can add some more stuff and make it big again.
I think Azim or the DoTS Team would be willing to give assistance if you needed/ wanted it.
Interesting. I'm curious, do you expect to implement this for the AI, or just for the player? It seems that it would be fairly simple to implement for just the player. Similarly, it seems like it could cause the AI undue problems if forced to cope with a script setup.
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The AI will use it as well, but the conditions for governors probably wont be nearly as stringent. In certain ways this will actually help the AI as some buildings will be built for the AI no matter what other decisions it makes. In some early testing I actually found that the AI factions were better off because it did not have to decide between military and economic buildings.
Very Interesting![]()
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Are you planning to make other buildings longer/more expensive to construct to make up for not having to build economic buildings (or recomend other mods do this).
Also, do the script-created buildings just appear in settlements or do get put in the build queue like any other building?
(god I'm tired of writing "building" - there I go again!![]()
That part of the balancing act will be tough. Costs will definitely be changed, some construction times may or may not be. I fail to see why it would take 4 years to construct an archery range for instance.
The ones created by script are just there, but this will only be the first level of each tree. One day you wake up and a new merchant is setting up shop in your settlement. For a low level building this makes sense, as its probably just a horse and wagon or maybe a tent.Also, do the script-created buildings just appear in settlements or do get put in the build queue like any other building?
Here's a suggestion for some variety: maybe you can replace non-military/non-public sector buildings with mandates, or laws: these would have minimal costs and time to build, but in turn would have trade-offs associated with them. An example could be a "low tariffs" mandate in a city, which would give you more income from trade, but would also reduce public order. Another could be "agricultural subsidies", which would give you less taxable income (to simulate the decrease in allocative efficiency), but would increase the chances of the settlement in question getting agriculturally-related buildings upgraded. Mandates opposite of these would be good, too (high tariffs for less trade income; more public happiness/cultural conversion bonus). Something like that would help make the economy more dynamic, as well.
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Interesting idea of mandates/decrees. If we went that route, we would probably make them selectable from the governor's character panel via a scroll rather than buildings (we need to conserve building slots for the myriad of merchant building we plan to implement).
This is a very interesting idea. I will make sure to keep an eye on the progress. Good Luck.
"I have only two regrets: I didn't shoot Henry Clay and I didn't hang John C. Calhoun."- Andrew Jackson
hmmmm
Building slots arent 100% defined yet. Its possible there might be a spot for a few there but as Mim said we are using a ton of them for new buildings.
I could tie it to a character (faction leader) as ancillaries but then there is the problem of inheriting.
If I went the route of just enabling it by script you would never be able to see which ones you have enabled, so I would prefer some sort of visual reference. Buildings and ancillaries are the top two that come to mind...:hmmm:
quite a plan you guys have for this. looks interesting. my only concern would be how the AI deals with it. But it seems to work with the AI is a more passive approach that actually lessens the descisions the AI has to make as opposed to increasing them. is that basically how the script is going to work with the AI, GED?
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