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  1. #1

    Default Buildings Damaged Over Time

    Anyway to make the game more realistic as making buildings being damaged over time (Old age)... IE Like roads getting damaged say over... 25-30 turns (30ish years) due to weather,traffic, etc. ? In a way that the buildings start a count down after being built, don't want them to goto 100% damage when 25ish turns up, but maybe like 5 percent damaged first, then like 3-5% after each turn? Or just crush my idea and tell me it's hardcoded lol
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  2. #2

    Default Re: Buildings Damaged Over Time

    I think it's possible but will increase the turn time.
    Teutonic Crusades Sub-mod for SS6.3
    Many graphical enhancements to Teutonic Order and Lithuania factions

  3. #3

    Default Re: Buildings Damaged Over Time

    how would it increase turn time? If it only happens about 25ish years then it should only happen like 20 times for one building right? (25 x 20 = 500 turns)
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  4. #4

    Default Re: Buildings Damaged Over Time

    Yes but I think this kind of script (in the campaign_script) would be executed each turn for each building in each settlement to see if it's aged enough to damage it or not.
    Teutonic Crusades Sub-mod for SS6.3
    Many graphical enhancements to Teutonic Order and Lithuania factions

  5. #5

    Default Re: Buildings Damaged Over Time

    ah ok, makes sense now
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  6. #6

    Default Re: Buildings Damaged Over Time

    it would be realistic, but cpu consuming process wich doesn't compensate, imho

  7. #7

    Default Re: Buildings Damaged Over Time

    yea that too... gar... lol maybe someone else has tried doing this? Hope they see this post and put their tidbit in
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  8. #8

    Default Re: Buildings Damaged Over Time

    An interesting idea -- but only applicable if the player could somehow elect to spend 0 upkeep in a city... otherwise the citizens would be maintaining the buildings, roads, etc. The only reason the old ruins we see today are ruins is because someone stopped taking care of them.

  9. #9

    Default Re: Buildings Damaged Over Time

    While amusing, the issue is that a 1% damaged building won't work (far as I know), so despite your best efforts, the building must be damaged before you can repair it, ie:

    Imagine how annoying it would be if every X turns one of your buildings stopped working and you can't do anything about it either.

  10. #10

    Default Re: Buildings Damaged Over Time

    well i'm trying to get it do that every 20-25ish turns so hopefully player forgets about it ya know (damage due to neglect)
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  11. #11

    Default Re: Buildings Damaged Over Time

    Oh, hehe.

    Every turn I check my towns/cities for Followers of Perkunite (max: 1) and castles for Lithuanian Cavalry (max:1) so it didn't occur to me that not everyone checks every settlement before ending their turn. If you wanted, you might try putting a tax penalty on the building, so putting a fancy town hall will reduce your tax income slightly. That's the method used in some mods I've seen.

  12. #12

    Default Re: Buildings Damaged Over Time

    The damage over time is already represented in a abstract way in the taxation and squalor system and the increased turntime due to the check of every settlement against (is playerowned) and the following execution of "building damage" code might have to be weighed against the benefit. I'd say just go for it but keep it as an optional submod for people with higher end cpus.

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