View Poll Results: Would you like a more detailed/immersive building tree?

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  • Yes

    43 75.44%
  • No

    8 14.04%
  • Me no understand

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Thread: Building System

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  1. #1

    Default Building System

    My main gripe with SS after playing RSII for a while is the building system. It could be a bit more diverse, it seems pretty linear and boring at the moment, it is pretty much build everything it's just a question of what order. Would anyone else welcome a way to make it more immersive and detailed?

    If you have any ideas on how to do so please share them here

    Btw I do not mean this as a criticism of this amazing mod, it is by far the best m2tw mod imho.
    Last edited by Smokey Bacon; December 01, 2010 at 09:59 AM.

  2. #2
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Building System

    I would support a more detailed building tree, but only so long as the AI can handle it too.

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  3. #3
    Mihajlo's Avatar Centenarius
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    Default Re: Building System

    Quote Originally Posted by Caesar Clivus View Post
    I would support a more detailed building tree, but only so long as the AI can handle it too.
    This ^

  4. #4

    Default Re: Building System

    Has anyone got any good sources for how medieval citys where run?

  5. #5
    Tears of Destiny's Avatar Senator
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    Default Re: Building System

    Quote Originally Posted by Smokey Bacon View Post
    Has anyone got any good sources for how medieval citys where run?
    Radically Differed on the culture, so unfortunately there is no real standard. Early enough, even cities within a "nation" rarely talked to one another in certain nations.

  6. #6
    ly0_ly0's Avatar Miles
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    Default Re: Building System

    Yeah that would make the game more enjoyable.

    I'm a rep whore so rep me already

  7. #7

    Default Re: Building System

    As stated its a "yes" for sure, the only problem is the AI handling it as well, wich means heavier scripting, wich means a ton load of work and it might overload the AI, making medium-slow PC's waiting 10 minutes till a turn is over

  8. #8
    Civis
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    Default Re: Building System

    Quote Originally Posted by HolyDevil View Post
    As stated its a "yes" for sure, the only problem is the AI handling it as well, wich means heavier scripting, wich means a ton load of work and it might overload the AI, making medium-slow PC's waiting 10 minutes till a turn is over
    maybe it should be implemented just for the players and not for the AI. this way it will make things a little harder for us.

  9. #9
    Chyeaaaa111's Avatar Campidoctor
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    Default Re: Building System

    I agree. SS could definitely learn some good things from RSII and EB.
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  10. #10
    RollingWave's Avatar Praepositus
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    Default Re: Building System

    I highly recommand you to check out the build tree system of Chivalry II: The Sicilian Vesper mod (it's also in the kingdoms mod section) it has a very complex and interesting build tree
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  11. #11
    Radiso-FIN's Avatar Campidoctor
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    Default Re: Building System

    I wouldn't mind seeing more diverse building trees. I would also like to see more diversity between buildings and adding new buildings as well.
    For example in a region with large forests and logs as a trade able resource, you could build logging camp for example etc.
    Or is there a limit for maximum buildings? Has it been reached yet? And AI must be taken into note as well.

  12. #12
    Tears of Destiny's Avatar Senator
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    Default Re: Building System

    Quote Originally Posted by Radiso-FIN View Post
    I wouldn't mind seeing more diverse building trees. I would also like to see more diversity between buildings and adding new buildings as well.
    For example in a region with large forests and logs as a trade able resource, you could build logging camp for example etc.
    Or is there a limit for maximum buildings? Has it been reached yet? And AI must be taken into note as well.
    The limit for buildings is so high I do not think any modder has bothered to take it into consideration. I think it could be reached if you started customizing per culture, but if you are merely diversifying the already-existent tree, I think you will still fall short.

    Of course, we managed to hit the 500 mark for units...

  13. #13
    Civis
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    Default Re: Building System

    Quote Originally Posted by Tears of Destiny View Post
    The limit for buildings is so high I do not think any modder has bothered to take it into consideration. I think it could be reached if you started customizing per culture, but if you are merely diversifying the already-existent tree, I think you will still fall short.

    Of course, we managed to hit the 500 mark for units...
    great.

    i've been struck by a lighting ( all hail thor ).
    what if we somehow change a type of agents to do change the culture of a region like a priest changes religion. do u have any idea if it's possible? in britannia campaign, religion is changed with culture. is there any way we could add another way to separate nations, to make it harder to retrain/recruit troops in newly conquered towns and castles. could we merge spies with assassins, this way we could free an agent spot that affects culture?
    what i want to say is this:
    - add culture groups for every nation ( ie : italian, french, spanish, german etc ) and different buildings for each of them.
    - add limits to buildings and troops depending on culture % ( similar to britannia campaign )
    - allow nations to have buildings with different effects that can only be built if we achieve certain limits ( religion, culture ) or buildings that can be built in a single town for example any historical building or institution in historical towns.
    i remember playing a mod in rome total war that forbidden me to recruit or retrain troops in newly conquered towns until i have built a certain level of a new structure. also whenever a nation conquers a town/castle the religious building is destroyed, some of the culture limited buildings should be destroyed once a nation with different culture conquers the given city/castle.
    i belive the game can be much improved if the buildings will be different, if buildings could provide global effects to make the armies of certain nations be more historical accurate.

    p.s. i understand it's a huge amount of work, but i'm sure the comunity can help there.
    Last edited by SoCCo; December 02, 2010 at 12:11 PM.

  14. #14
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Building System

    Quote Originally Posted by Tears of Destiny View Post
    The limit for buildings is so high I do not think any modder has bothered to take it into consideration. I think it could be reached if you started customizing per culture, but if you are merely diversifying the already-existent tree, I think you will still fall short.

    Of course, we managed to hit the 500 mark for units...
    Hardcoded limits for buildings:
    • 128 building trees


    • 9 buildings per tree

    In 6.1 we were up to 80 something trees. Not sure how many 6.3 has.

    Quote Originally Posted by SoCCo View Post
    what if we somehow change a type of agents to do change the culture of a region like a priest changes religion.
    could we merge spies with assassins, this way we could free an agent spot that affects culture?
    Agents are pretty much hardcoded. You can't change what they do. And there is a hardcoded limit of 12.


    - add culture groups for every nation ( ie : italian, french, spanish, german etc ) and different buildings for each of them.
    Not possible. There is a hardcoded limit of 7 cultures.
    Last edited by Caesar Clivus; December 02, 2010 at 05:25 PM.

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

  15. #15
    Tears of Destiny's Avatar Senator
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    Default Re: Building System

    Quote Originally Posted by Caesar Clivus View Post
    Hardcoded limits for buildings:
    • 128 building trees


    • 9 buildings per tree

    In 6.1 we were up to 80 something trees. Not sure how many 6.3 has.
    Alright, I thought it was over a thousand total possible buildings, nice to see I was remembering correctly. So there is definitely a lot of room for even trees.

    Thank you for that!

  16. #16

    Default Re: Building System

    The mod is perfect the way it is.Adding or changing the tree will not be as possitive as people think.
    But maybe having a unque additional tree for a settlement within a section of the map.But not a building,maybe a "tech".
    I think that maybe instead of adding more buildings,adding something new would be better.This "tech" could be a law,act,even,ect.
    Like i.e,In England,around the 1300's King Edward I bans all sports other than archery on sundays.Have the player be able to pass such a law once longbowmen are trainable.This could add more exp to trained longbowmen and up,but lower happiness.

  17. #17
    Gnostiko's Avatar Campidoctor
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    Default Re: Building System

    I agree; if it's possible, the building system needs to be more diversified, but at the same time, we need to give Roz's troop-building system front row seats.

  18. #18
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: Building System

    I agree too for a system more diversified.
    It is a bit boring to always get the same "structure", no matter which faction you play.

  19. #19

    Default Re: Building System

    i would love to see more buildings add to troop values much like blacksmiths etc. main buildings unlock soldiers, side buildings make them better or more divirsified.
    seeing this alot in other mods. love danova's building previews in 'the last kingdom'.
    can't wait for LAST KINGDOM

  20. #20
    Gorrrrrn's Avatar Citizen
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    Default Re: Building System

    RozMod has 4 govt buildings: Parliament, Chancellory, Exchequer, Treasury give local (hidden_resource capital) and faction-wide bonuses
    added rocket Workshop for Mongols - which they can build before CANNONS event
    added diplomat school and diplomat college for more experience diplomats, spies, assassins

    from a file I prepped ages ago but haven't got any further with:

    Here's an outline of 10 possible trade related building trees that could be created
    they can be used to give various bonuses to AI and human player.
    (AI will usually build any buildings available if they give some sort of local bonus (don't like faction only bonuses.) and they have the money.)

    building foodshops
    {
    levels bake_house bakery butchers pie_shop restaurant

    ------------------------------------------------------------
    building drinkies
    {
    levels ale_house brewery vintner distillery
    {

    -----------------------------------------------------------
    building fishing
    {
    levels fishing_boats fishing_fleet ocean_fishing_fleet

    ------------------------------------------------------------
    building basic_clothes
    {
    levels home_spinner weavers_workshop taylor clothes_merchant
    {

    ------------------------------------------------------------
    building luxury_clothes
    {
    levels furrier dyer silk_weaver
    {

    -------------------------------------------------------------
    building construction
    {
    levels lumber_camp carpenter joinery stone_mason
    {

    --------------------------------------------------------------
    building manufacturies
    {
    levels tin_smelter iron_worker tool_shop factory
    {
    ---------------------------------------------------------------
    building precious_things
    {
    levels silversmith goldsmith jeweller
    {
    ----------------------------------------------------------------
    building sweets
    {
    levels sweetshop
    {

    ----------------------------------------------------------------
    building chemicals
    {
    levels chemist
    {

    have suggested a silk_road_stop for a third tier to caravan buildings for SS6.4.

    provided you don't need to place on battle maps they are relatively easy to do if you can source decent graphix for the building info screens and building queue icons

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