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  1. #1
    craziii's Avatar Protector Domesticus
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    Default More building slots?

    possible to add more building slots for this mod??? you know, not just 6 max for huge cities, 1 or 2 for villages. Looking at all the huge changes that are being made by you guys, I am hoping you guys can also change this!

    I have always felt the building number limit is a huge dumb down for this series. I understand it is needed for new players and CAI, but not worth it IMO. If this mod can fix it, this could be a mod I will play for years.
    fear is helluva drug
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    “The only rule that ever made sense to me I learned from a history, not an economics, professor at Wharton. "Fear," he used to say, "fear is the most valuable commodity in the universe." That blew me away. "Turn on the TV," he'd say. "What are you seeing? People selling their products? No. People selling the fear of you having to live without their products." freakin' A, was he right. Fear of aging, fear of loneliness, fear of poverty, fear of failure. Fear is the most basic emotion we have. Fear is primal. Fear sells.” WWZ

    Have you had your daily dose of fear yet? craziii
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  2. #2

    Default Re: More building slots?

    I wouldn't say this is impossible, but it's something I haven't worked on in sometime (since I was modding Rome II, or just starting). It's conceivable, but would be something to look at down the road for us. It would require a concerted effort.


  3. #3
    craziii's Avatar Protector Domesticus
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    Default Re: More building slots?

    that is all I am asking. please consider this for a future mod update! please!
    fear is helluva drug
    Spoiler Alert, click show to read: 
    “The only rule that ever made sense to me I learned from a history, not an economics, professor at Wharton. "Fear," he used to say, "fear is the most valuable commodity in the universe." That blew me away. "Turn on the TV," he'd say. "What are you seeing? People selling their products? No. People selling the fear of you having to live without their products." freakin' A, was he right. Fear of aging, fear of loneliness, fear of poverty, fear of failure. Fear is the most basic emotion we have. Fear is primal. Fear sells.” WWZ

    Have you had your daily dose of fear yet? craziii
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  4. #4

    Default Re: More building slots?

    Quote Originally Posted by craziii View Post
    that is all I am asking. please consider this for a future mod update! please!
    From a technical perspective I have doubts that it is realistically possible.
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  5. #5
    craziii's Avatar Protector Domesticus
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    Default Re: More building slots?

    Quote Originally Posted by Causeless View Post
    From a technical perspective I have doubts that it is realistically possible.
    I am hoping the AE team can figure something out the team is doing some major stuff with this mod, I am hoping they can do this! here's to hope!
    fear is helluva drug
    Spoiler Alert, click show to read: 
    “The only rule that ever made sense to me I learned from a history, not an economics, professor at Wharton. "Fear," he used to say, "fear is the most valuable commodity in the universe." That blew me away. "Turn on the TV," he'd say. "What are you seeing? People selling their products? No. People selling the fear of you having to live without their products." freakin' A, was he right. Fear of aging, fear of loneliness, fear of poverty, fear of failure. Fear is the most basic emotion we have. Fear is primal. Fear sells.” WWZ

    Have you had your daily dose of fear yet? craziii
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  6. #6
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: More building slots?

    Isn't Warhammer built on the Attila Engine? Or am I wrong in this, if so would it be feasible or does this require too much work? I'm sure this will be put up as for future considerations, I'm no fan of this six building slot, because it limits the amount of buildings you want to put. Wood elves allow you to build 10 slots. So not a great thing, but one feature I'd like to see is the return of RTW's game feature, where you could just select daily games and your people would be happy .
    Last edited by The Wandering Storyteller; December 30, 2016 at 07:37 AM.





















































  7. #7

    Default Re: More building slots?

    It's built on the same engine (an updated version), but Warhammer still has many changes to their codebase.
    modificateurs sans frontières

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    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

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    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  8. #8
    KAM 2150's Avatar Artifex
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    Default Re: More building slots?

    Quote Originally Posted by craziii View Post
    I understand it is needed for new players and CAI.
    It is not needed for the CAI, since CAI is unable to handle the system. That is why the campaigns often can be soo easy as CAI does not understand that if it holds entire province, that third barrack building is not needed as it will never demolish existing buildings or plan ahead. In Rome 2 if often lead to AI destroying itself as it would starve itself to death or go bankrupt.
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  9. #9
    craziii's Avatar Protector Domesticus
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    Default Re: More building slots?

    Quote Originally Posted by KAM 2150 View Post
    It is not needed for the CAI, since CAI is unable to handle the system. That is why the campaigns often can be soo easy as CAI does not understand that if it holds entire province, that third barrack building is not needed as it will never demolish existing buildings or plan ahead. In Rome 2 if often lead to AI destroying itself as it would starve itself to death or go bankrupt.
    I honestly thought CA made this to help with new players and CAI. Don't get how CAI can't handle it when it is just 10 buildings for an entire province. the code is that bad?
    fear is helluva drug
    Spoiler Alert, click show to read: 
    “The only rule that ever made sense to me I learned from a history, not an economics, professor at Wharton. "Fear," he used to say, "fear is the most valuable commodity in the universe." That blew me away. "Turn on the TV," he'd say. "What are you seeing? People selling their products? No. People selling the fear of you having to live without their products." freakin' A, was he right. Fear of aging, fear of loneliness, fear of poverty, fear of failure. Fear is the most basic emotion we have. Fear is primal. Fear sells.” WWZ

    Have you had your daily dose of fear yet? craziii
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  10. #10

    Default Re: More building slots?

    Does it really require Warhammer? I mean the Woodelves are a good argument, but the Hordes have already in Atilla more than 6 Slots.

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  11. #11
    SenseiJT92's Avatar Semisalis
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    Default Re: More building slots?

    I hope this is possible given the release of the Woodelves DLC - perhaps someone can view the startpos and see what kind of changes they've made and whether this is replicate-able in Attila/Rome?
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  12. #12

    Default Re: More building slots?

    I was playing around with the db files the other day for hordes, and realized it SHOULD theoretically be possible to convert all of the cities into stationary horde settlements by basically making the city garrison a stationary horde, and getting rid of cities almost entirely. The problem I had when I started working on this even a little bit (and realized it would become a huge problem later and require enormous work) is how important regions and provinces are, which really don't work with the horde system. Or at least, I was unable to figure it out.

    This DOES however open up the possibility of establishing forward camps that have up to 10 buildings in them, and balancing those to make them mini versions of the city buildings, making for some interesting (and much more realistic) Roman forward garrison gameplay. I am taking a little break from Attila currently, burned myself out for a time on my last campaign (holy crap it was amazing, I was WRE against the ERE, Huns, Sassanids and a bunch of little allies at once!), but when I get back t modding I intend to try this out a little bit. At the very least, I would love to get a system working similar to the expedition system from TLR DLC.

  13. #13

    Default Re: More building slots?

    I hope this is possible given the release of the Woodelves DLC - perhaps someone can view the startpos and see what kind of changes they've made and whether this is replicate-able in Attila/Rome?
    I am curious about this myself, though I don't at this time own WH.


  14. #14
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: More building slots?

    Quote Originally Posted by ABH2 View Post
    I am curious about this myself, though I don't at this time own WH.
    To get the 10 slot settlements they added building effects called "wh_main_effect_construction_slot_dummy" and "wh_main_effect_construction_slot_multiple_dummy".
    Idk if there's also startpos changes.



  15. #15

    Default Re: More building slots?

    To get the 10 slot settlements they added building effects called "wh_main_effect_construction_slot_dummy" and "wh_main_effect_construction_slot_multiple_dummy".
    Idk if there's also startpos changes.
    Yes. I'm aware of that much. I'd think there'd have to something done to the startpos as the slots are physically in the startpos from the start, and then modified. It's possible CA is just bypassing the startpos and storing the extra buildings some other way. Or that info is still stored in the startpos and they are adding slots in. It's also possible CA built upon the horde system or is doing something similar with this effect.

    I believe the main limitation with building slots in Attila and Rome II is (all of my testing was done on Rome II, and I can't guarantee everything is the same between it and Attila):
    1. Some part UI as, in at least Rome II, it does not or would not expand past 6. And only one region could have the space for 6 which is determined by whether it is set as the capital in the startpos or not.
    2. Every building slot has a physical manifestation on the battlefield besides those built by hordes
    3. There are construction animations involved every time you go to build something.

    So, I have added in extra slots that mostly work, but there were stability issues related to it. It's been a long time since I was doing all of this, probably 2 years now. But we had hit a wall in Rome II mostly as a result of #2 and #3 above. At least, that was my theory.

    SO the WH thing may not have any utility to the previous games, but it may at least hold some clues that would lead us down the right path.


  16. #16
    craziii's Avatar Protector Domesticus
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    Default Re: More building slots?

    Quote Originally Posted by ABH2 View Post
    Yes. I'm aware of that much. I'd think there'd have to something done to the startpos as the slots are physically in the startpos from the start, and then modified. It's possible CA is just bypassing the startpos and storing the extra buildings some other way. Or that info is still stored in the startpos and they are adding slots in. It's also possible CA built upon the horde system or is doing something similar with this effect.

    I believe the main limitation with building slots in Attila and Rome II is (all of my testing was done on Rome II, and I can't guarantee everything is the same between it and Attila):
    1. Some part UI as, in at least Rome II, it does not or would not expand past 6. And only one region could have the space for 6 which is determined by whether it is set as the capital in the startpos or not.
    2. Every building slot has a physical manifestation on the battlefield besides those built by hordes
    3. There are construction animations involved every time you go to build something.

    So, I have added in extra slots that mostly work, but there were stability issues related to it. It's been a long time since I was doing all of this, probably 2 years now. But we had hit a wall in Rome II mostly as a result of #2 and #3 above. At least, that was my theory.

    SO the WH thing may not have any utility to the previous games, but it may at least hold some clues that would lead us down the right path.
    damn, those 3 points is like ice cold water pouring down my head.
    fear is helluva drug
    Spoiler Alert, click show to read: 
    “The only rule that ever made sense to me I learned from a history, not an economics, professor at Wharton. "Fear," he used to say, "fear is the most valuable commodity in the universe." That blew me away. "Turn on the TV," he'd say. "What are you seeing? People selling their products? No. People selling the fear of you having to live without their products." freakin' A, was he right. Fear of aging, fear of loneliness, fear of poverty, fear of failure. Fear is the most basic emotion we have. Fear is primal. Fear sells.” WWZ

    Have you had your daily dose of fear yet? craziii
    Spoiler Alert, click show to read: 

  17. #17

    Default Re: More building slots?

    Quote Originally Posted by ABH2 View Post
    And only one region could have the space for 6 which is determined by whether it is set as the capital in the startpos or not.
    So theoretically you can swap a province's capital with another settlement?

  18. #18
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: More building slots?

    Quote Originally Posted by You_Guess_Who View Post
    So theoretically you can swap a province's capital with another settlement?
    Yep, but I didn't have much luck when I tried it. Admittedly, I didn't really have a clue what I was doing either
    It requires startpos and ESF editing from what I recall, but the problem I ran into was that I could get 6 slots on another settlement, but I could actually only use 4 of them.



  19. #19

    Default Re: More building slots?

    Quote Originally Posted by You_Guess_Who View Post
    So theoretically you can swap a province's capital with another settlement?
    I'm not sure that's what he was implying there. It might be but I really doubt it would work fully in practice.
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  20. #20
    gdwitt's Avatar Semisalis
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    Default Re: More building slots?

    I have long wanted more slots for strategy-sake.
    I recall seeing an Attila/Rome 2 mod that made additional province cities emerge as in Napoleon/ETW where one could build an additional building.
    I lost track of the name and it still seemed to be experimental.

    One thing I have done in my personal submods is make buildings more malleable.
    1) Minimize conversion costs outright or with a tech. This is already a faction trait for several factions.
    2) Minimize build times via a tech
    3) Make buildings multi-functional.
    A sanitation system at higher levels can take on the bonuses of sanitation, happiness and cultural wealth. This is already there a little but can be magnified.

    As to the AI not being very good with strategic building, that will take a lot of work.
    As it is, the AI gets so many bonuses on very hard that smart building is the only way for humans to beat them over the course of a game.

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