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Thread: Population Control and Horse Pastures - Beta

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  1. #1
    preachercheeze's Avatar Biarchus
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    Default Re: Population Control and Horse Pastures

    Quote Originally Posted by Tsarsies View Post
    I think you took in to consideration every building when only the last building counts. Your math was right but you added to much i think. For example, a fairground requires 8 horses but the 2 buildings prior to that bring that total to 14). I think you were adding the previous buildings in that building tree to it. If you do that you end up with a negative in horse population after adding all totals up. But if you just take the one level of building you come out at a positive. If you take the first building in each tree (not including the caravan or guilds) you end up breeding 5 horses but require 3 horses for those buildings to function properly. So a positive of 2.

    Which is kind of about where i want it to be. I dont want the player to have too many horses, but i dont want them to be lacking severly either.
    well... noooo... I didnīt count the earlier stages of buildings... I counted the following:


    Horse Trader - 16 - 0 - 0
    plus
    Irrigation - 4 - 0 - 40
    equals
    20

    Merchants Quarter - 0 - 16 - 50
    minus
    Guild Grand Merchant - 0 - 8 - 0
    equals
    24

    IMHO that is a negative number... the only thing I did wrong with my first calculation was to have the tourney field in this calculus, thus rendering the negative number to a greater negative value although it is prohibited for castles only and merchants are for cities only, but as you can see above, the city itself will DECREASE the horse populus for every turn by 4... and if I play a muslim faction I have Caravans also... is it a virus??? is it contagious?

    my suggestion is to decrease the markets impact on horses negative numers by dividing it by 2 (not the guild mind you, but the markets themselfs)... in my experience, the horse breeders guild is a dead ass hard thing to get! and with the horses increasing so slowly, it would be very hard indeed to get ahold of it...

    although, when I think of it, I usually own three marketguilds and only one is bound to be a HQ... so perhaps I overreact... playtests will show if my calculus have any effect at all...
    Last edited by preachercheeze; March 07, 2009 at 05:15 PM.

  2. #2

    Default Re: Population Control and Horse Pastures

    You are including a guild in that tho, which was my point. If your adding the merchants guild why cant you add the 12 from the horse breeder?... without guilds, it is a posotive... But i do see your point, and agree, i should halve the negatives that marketplaces give. Otherwise it is living a fine line between a positive horse and a negative horse. Consider it done.

    Proper play testing will give us better results as well. Cause these are just random values really and not yet tested. And the player will have many different level settlements, multiple levels of farms and multiple levels of marketplaces etc. So will be interesting to see how it plays out.

    Have updated first post...
    ...longbows, in skilled hands, could reach further than trebuchets...

  3. #3
    preachercheeze's Avatar Biarchus
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    Default Re: Population Control and Horse Pastures

    Quote Originally Posted by Tsarsies View Post
    You are including a guild in that tho, which was my point. If your adding the merchants guild why cant you add the 12 from the horse breeder?... without guilds, it is a posotive... But i do see your point, and agree, i should halve the negatives that marketplaces give. Otherwise it is living a fine line between a positive horse and a negative horse. Consider it done.

    Proper play testing will give us better results as well. Cause these are just random values really and not yet tested. And the player will have many different level settlements, multiple levels of farms and multiple levels of marketplaces etc. So will be interesting to see how it plays out.

    Have updated first post...

    nice... I was thinking that it would be better with a couple of buildings that have small numbers of decrease than a few buildings that have a large number of decrease... but letīs start with playtests first...

    You may have answered this already, but what if you actually get a negative number globally? does this mean that you can have a negative number or do you have a script blocking negative numbers in horses? I hope you understood that, cause my english grammar isnīt the best...


    EDIT: just remembered something, and itīs about autenticy... I donīt remember exactly when the horse was bound to the plough, but I think it was starting to be more or less common first in the high middle ages, maybe 16th century... before that it was oxens and *snickers* the missus that pulled the plough... and as a sidenote, the plough was invented radher late in the history of man... I usually am a big fan of autenticy, but this is not that important to me... just thought I would comment it...
    Last edited by preachercheeze; March 08, 2009 at 03:51 AM.

  4. #4

    Default Re: Population Control and Horse Pastures

    You may have answered this already, but what if you actually get a negative number globally? does this mean that you can have a negative number or do you have a script blocking negative numbers in horses? I hope you understood that, cause my english grammar isnīt the best...
    There is a script in place to stop the player going negative. Well kind of. It will need to be play tested so i can figure out ways to maximize it. What it does is, depending on what the player wants to do (like recruit cavalry), checks to make sure the player has enough horses (24+). If the player does then he can recruit (this script fires as soon as you open any settlement info page). The issue, is that the script currently only checks once when you open the settlement, so if you have 25 horses all cavalry are recruitable. If you click on 2 cavalry placing them in the training queue they will both be recruited next turn (bringing your total to -23 > not including any buildings that may be breeding horses). BUT, next turn you wont be able to recruit any cavalry as you have less than 24 horses, and all cavalry refresh pools will be reset once you reach 24+ again. So in essence you have to wait much longer (need to get back to 24+ horses and then wait for the unit pool to refresh). From the little testing ive done it seems to be working fine.

    I have been thinking of putting in a script that as soon as the player goes negative in horses due to recruiting cavalry he is forced to pay a large sum of money to buy horses from another faction. Less money if you have a trade agreement, more if you are trying to buy off someone your not trading with). But i was going to wait on that script until after the first beta and i have began writing the script for trading horses with other factions.

    Also, buildings have a similar affect. If you dont have the required horses then you lose the benefits that the building gives. For example, the grain exchange grants the settlement +1 to trade based income, but with this mod you need 1 horse avaiable to be able to get that bonus. If you currently have 0, you wont get that bonus (or be able to recruit merchants). Once you have the horses, then you regain that bonus.

    That is where the mod hints at what it has the potential to do (turn lag permitting ofcourse dependant on how big the script becomes), forcing the player to ensure he has the supplies else he wont gain the benefits of his buildings..

    I am hoping to release a beta later today.
    ...longbows, in skilled hands, could reach further than trebuchets...

  5. #5
    preachercheeze's Avatar Biarchus
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    Default Re: Population Control and Horse Pastures

    makes sense...

    looking forward to the final release... because of my slow computer, I am sceptic to it working on it... too much script and I can read books between the turns...

  6. #6

    Default Re: Population Control and Horse Pastures - Beta

    Updated first post and Uploaded the Horse Pastures beta mod.
    ...longbows, in skilled hands, could reach further than trebuchets...

  7. #7
    Gorrrrrn's Avatar Citizen
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    Default Re: Population Control and Horse Pastures - Beta

    Am DL'ing horse pastures and will grab the revised 2tpy when released later this week.
    (will do a fresh install of SS 6.1 plus latest RC4 patch and install over them.)

    (Doesn't look as if I'll be playing empire:total war until i can get broadband installed. Who knows they may have sorted out the bugs by then.) (pigs may have evolved wings too.)

  8. #8
    Gorrrrrn's Avatar Citizen
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    Default Re: Population Control and Horse Pastures - Beta

    OK have 2tpy and this and a couple of minor mods installed

    anything in articular you want testing?
    special factions to check?

  9. #9

    Default Re: Population Control and Horse Pastures - Beta

    Are these mods compatible to RR/RC??
    Are they still active, since it looks like they haven't changed for a while....


  10. #10
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Population Control and Horse Pastures - Beta

    Quote Originally Posted by krolyn View Post
    Are these mods compatible to RR/RC??
    Are they still active, since it looks like they haven't changed for a while....
    I'm going to go with no to both of those questions.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  11. #11
    ignasigh's Avatar Ordinarius
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    Default Re: Population Control and Horse Pastures - Beta

    A fabulous idea...just a hint, I'd like to see the "pilgrims" unit (overwrite the current pilgrims or peasants) become true in a way they represent the population transfer, so if I make a full stack of pilgrims I could "unload" them either on a new villa or in one that cannot grow.

    mmmm I could imagine myself intercepting a full stack of pilgrims of the enemy MHUAHAHAHAHAHAHAHAH!!!!!!!!

  12. #12
    Gnostiko's Avatar Campidoctor
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    Default Re: Population Control and Horse Pastures - Beta

    Brilliant idea on the horse pastures; I've suggested something like this be done before, nice to see it happening!

    I look forward to seeing the final product.

  13. #13
    Polycarpe's Avatar Back into action!
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    Default Re: Population Control and Horse Pastures - Beta

    Looks excellent and more realistic.

  14. #14
    newt's Avatar Primicerius
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    Default Re: Population Control and Horse Pastures - Beta

    Hasn't been updated in about a year

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