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Thread: I heard grain resource is bugged (hard-coded)

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  1. #1

    Default I heard grain resource is bugged (hard-coded)

    Hi,
    I heard grain resource is bugged (hard-coded)
    Is that true?
    Sorry for my English...

    top 10 favourite mods: RTRVII, RSII, 300WOS, LOTRTW, FATW, HCT, EB, ROP, ARISTEIA, IBFD

  2. #2

    Default Re: I heard grain resource is bugged (hard-coded)

    How do you mean "bugged"?
    'Ecce, Roma Surrectum!' Beta Tester and Historian
    Under the proud patronage of MarcusTullius

  3. #3

    Default Re: I heard grain resource is bugged (hard-coded)

    it causes problems with population growth,... in EB it is fixed I think, don't know how, maybe you could ask it to the EB dev team...

    edit: RTR has the problem too, but in some submods it is fixed... maybe you can read this thread:
    http://www.twcenter.net/forums/showt...t=bugged+grain
    edit2: I also found this:
    Quote Originally Posted by Caligula Caesar View Post
    Taking a look in descr_sm_resources gives me the following list:
    gold - fine
    silver - fine
    pottery - did the ancients trade pottery?
    furs - completely unused
    grain - completely unused due to hardcoded side-effects
    timber - no complains, though it doesn't seem to be present much in Gaul and Germania...
    iron - fine
    olive_oil - fine
    wines - fine (the Romans liked their wine )
    slaves - present in every settlement for some strange hardcoded effect which takes place when a faction enslaves a region
    glass - no complaints, except for the fact that it isn't very widespread at all and I don't get what determines which regions have it and which not
    marble - no complaints, except for the fact that it isn't very widespread either - does anyone know where it should be found?
    textiles - wouldn't each region produce its own textiles (not that I know much about it)? Or is this meant to be fancy clothes, in which case it should be renamed nad redistributed, because I somehow doubt the Britons exported fancy costumes
    purple_dye - no complaints, but shouldn't it be widespread throughout the Punic regions?
    incense - fine
    silk - fine
    wild_animals - used, but I have never heard of the ancient wild animals trade
    hides - not sure what that's meant to represent either
    tin - fine
    copper - fine
    lead - fine
    amber - fine
    elephants - not tradeable; used in EDB to mark out the recruitment of Numidian cavalry and elephants - can't hidden resources do the same?
    camels - present in descr_regions but untreadeable and not used in EDB
    pigs - completely unused
    dogs - used as grain

    Can't furs, elephants, camels and pigs at least (not sure about the others) be used for other resources? For instance, I can think of salt, Indian spices (to boost India trade-wise), and some other things I can't think of at the moment. My writing has to but cut short here as I have to go - but what do you think? Does anyone have any suggestions?

    Edit: Maybe a horses resource?
    Last edited by Megas Antiviros <3 Gaesatae :p; August 21, 2011 at 01:24 PM.
    Sorry for my English...

    top 10 favourite mods: RTRVII, RSII, 300WOS, LOTRTW, FATW, HCT, EB, ROP, ARISTEIA, IBFD

  4. #4
    dvk901's Avatar Consummatum est
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    Default Re: I heard grain resource is bugged (hard-coded)

    Well, there are some pretty intelligent hitters in there that say the resource is bugged. However, I don't agree that the solution is to delete the resource altogether. The more serious problem with population growth is here:

    Terrae_Brigantes
    Isurium
    thrace
    Brigantes
    232 41 198
    furs, lead, dogs, limes, naval, area1, r3, wall, bar, river_port, rebel
    5
    3 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

    In descr_regions.txt. This number represents the 'Base Farming Level' for a settlement, and most mods pay little attention to it. For many cities in RTW, the number is set quite high...10+....in some cases, which means that population growth
    can NEVER be below a certain level no matter what you do. Resources and farms would only make things worse, but I believe this is the real problem, because the higher the number is, the less you are able to reduce growth.

    In RS2, this number was reduced for ALL settlements...and some cases too much...so it takes a bit of care to make sure you don't get it too low, or too high. Why is this important? Well, in RS2 you can reduce pop. growth with buildings designed
    to do that....but they can only reduce it to the level that this number (Base Farming Level) allows. So if you destroyed all buildings that provice growth (farms of course, can't be destroyed), and built all levels of pop. reduction buildings in RS2, the very best you could do would be to reduce it to the Base Farming Level.

    The population growth\reduction buildings in RS1.6 did not work for this reason...the Base Farming Level was still too high.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  5. #5

    Default Re: I heard grain resource is bugged (hard-coded)

    sorry...
    Sorry for my English...

    top 10 favourite mods: RTRVII, RSII, 300WOS, LOTRTW, FATW, HCT, EB, ROP, ARISTEIA, IBFD

  6. #6

    Default Re: I heard grain resource is bugged (hard-coded)

    Does anyone object to my closing this thread now that the original post has been addressed?
    'Ecce, Roma Surrectum!' Beta Tester and Historian
    Under the proud patronage of MarcusTullius

  7. #7
    Ybbon's Avatar The Way of the Buffalo
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    Default Re: I heard grain resource is bugged (hard-coded)

    And thus it was closed

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