SCRIPT OVERLOAD SUBMOD for DAC 0.52
part 1: Resources(ALPHA)
1. This mod adds these main resources to the game.
Iron, leather, wood, stone, coal, food, silver, gold, dunedain, prestige(100% done)
2. Everything logical requires a combination of these resources, or a counter is turned off and that building cannot be built or that unit recruited
3. Resources are added via buildings....so mines increase iron, hunting camps increase leather and wood, etc...(99% done)
4. This mod adds an economic advisor, he will keep track of your current resources(100% done)
5. Every recruited unit draws down resources as well(75% done)
6. If you run out of any resource, every general will lose all of their movement points... this is done to stop the exploit where a character can fill the queue and still recruit even when resources are gone...(0 % done)
7 . Every recruited unit will draw down the population of the town they are recruited from...but disbanding will increase the population of the town they are disbanded in...disbanding will also return resources.(100 % done)...disbanding and adding to population can only be done globally, still working out if possible.
8. AOR units and units that are not outfitted with materials such as woodsmen do not require any resources but food. Only "imperial" troops require resources such as iron, wood, leather, coal
Problems: The script is large, and time consuming...I am about 95% done with the Northern Dunedain as a testing faction(the only faction I play)... it is unlikely that I will finish the other factions...but when released this will become open source. I have no idea the effect on turn time...it doesn't seem immense right now with one faction done.
I posted this update to measure if anyone would actually like to try a northern dunedain campaign with the resources as a limiting factor. I do have many other scripts in the works that related to the Northern Dunedain, if people are interested I will fast track the resource mod, separate it from my other mods and release it. With some encouragement, I imagine a playable version of the resource mod will be available soon, but I am weird and find weird things interesting. If other have no interest then it will save me work and a release.