emperor'sfury
Chieftain
- Joined
- Feb 8, 2009
- Messages
- 3
oops sorry double post
Yes, it is overpowered. As it currently stands, the Suidocks is the most powerful wonder in the game. It adds a third production ring, AND adds 2 trade routes to all coastal cities, AND gives +1 hammers to water tiles AND gives 15% trade route bonus AND gives +2 xp for naval units AND gives a production bonus to naval units.
In other words, it gives the benefits of THREE separate wonders and more; the city of One Thousand Slums, the Great Lighthouse, the Heron Throne and a shipyard.
These are all powerful wonders in their own right; having a single wonder that gives the same bonuses of all of them is just whacked.
It should be reduced so that it gives the 3rd ring, 2 free trade routes in that city only, and a 25% trade route bonus. And can only be built in coastal cities.
And it could have its cost reduced to say 450 hammers. Thats a wonder with similar powers to the other wonders.
It needs the latest BTS, and as for 40K the guys making this have no plans for this ever turning into 40K. On the other hand I am working on a 40K mod and am looking for people to help me.Will this mod work on the unpatched version of the game? Also it would be pretty sweet if as time progresses it changes from warhammer to warhammer 40k.
would also be fine for 500 hammers or so, because you've taken out the 3rd production ring AND nerfed the trade routes from all coastal cities to just one city.
me said:Only costal
+25% maint cost
+20% trade route yeald
+2 Trade routes in this city
+1 hamer on watter.
Build range of 3.
production bonus for naval units. (maybe not the 25%, maybe 10% or something)
cost: 600 - 650 (maybe even 700) hamers.
I would also add eather shipyard or more likely port/harbor(can't remember the name) to the requirements.
Absolutely - or make new threads, or post in existing threads on particular factions. Ideas are always welcome.
However.... be aware that I tend to be pretty harsh about shooting down new features. The limits of the AI, engine and coder ability mean that there are a lot of interesting ideas that just aren't feasible. Or that will mess up balance. Or that would be more work than they're worth. My role is to try to prevent feature creep. Its nothing personal
It is possible, considering that you wouldn't need to update the interfaces to reflect the change is even relatively easy for an SDK mod. Doing it 'right' and adding appropriate XML tags for the different specialist would be the hardest part, once in the guts of the code differentiating between human and AI players for applying different effects is easy and used very frequently.1. I'm assuming that we'd remove the worker behavior of slaves, so that the only purpose of them was to settle them (or use them like a great engineer to build), but thats not really the issue.
I don't think its possible to give the AI specific bonuses/handicaps from a particular specialist. The AI bonuses at various difficulty levels are hardcoded I believe. I *think* they get some happiness/health/research/production bonuses at higher difficulty levels, but it still doesn't make up for many of the mechanics in the mod that they just can't understand; the AI in this mod will always be even more inferior to a human. Even if we could change the AI handicaps manually, we almost certainly couldn't have it depend on the number of slave specialists in a particular city.
The 'easy' way is to handle them the same way buildings work, that is to have specific civic type bonuses or penalties assigned per specialist rather than speacialist bonuses assigned per civic type. The hard part here would be updating the code to expose it to python and modifying the interface to display it.2. If there's an easy way to vary specialist benefits by civic that would definitely be useful.
I should also point out that I'm only a designer; I don't have the time/ability to do any of the coding.
The easiest solution to this would be to cheat and use a mechanic similar to the altar in FfH. So allow slaves to create series of buildings (up to the limit desired) and have each building replace the prior (easy python code). This, incidentally, means you could use the existing code for buildings bonuses by civic and have each building grant an increasing number of free specialist and apply an equal amount of unhappiness or happiness depending on the civic. For example a 'Slave pen I' building created by a slave if no slave pen exists, grants one free slave specialist (new specialist type) and whatever unhappy penalty you want to be the worse case for the total number of free specialists. Then, the building could have a happiness bonus to cancel that penalty (or part of it) when running the slavery civic. Using the FfH spell interface you could even prevent the slave from creating slave pens without the slavery civic, perhaps having a 'join city' option instead for the goody goody 'free the slaves' civic(s).3. I don't think FFH has any way of limiting the number of settled slaves per city. The closest thing I can think of are the Cualli in Fall Further; their World spell is to build slave pits that add 3 citizen specialists to all of your cities. Which is a vaguely similar idea to your proposal here.
I also don't know if the AI would actually consider issues like added unhappiness from added citizen specialists. Unless it was coded that way I doubt it would.
Hence my worry that the AI could potentially add slaves to a city until it had no happiness at all.
I also don't know if its even possible to have a settled specialist add happiness or health; they might be limited to hammers, beakers, gold and culture.
That's pretty easy to do in the SDK, it uses some limits based on the number of cities the AI has and that can be redefined.4. I know nothing about the AI programming or how it works. If you know a way to make the AI build more workers, that could be useful for the mod.
It is possible, considering that you wouldn't need to update the interfaces to reflect the change is even relatively easy for an SDK mod. Doing it 'right' and adding appropriate XML tags for the different specialist would be the hardest part, once in the guts of the code differentiating between human and AI players for applying different effects is easy and used very frequently.
The 'easy' way is to handle them the same way buildings work, that is to have specific civic type bonuses or penalties assigned per specialist rather than speacialist bonuses assigned per civic type. The hard part here would be updating the code to expose it to python and modifying the interface to display it.
The easiest solution to this would be to cheat and use a mechanic similar to the altar in FfH. So allow slaves to create series of buildings (up to the limit desired) and have each building replace the prior (easy python code). This, incidentally, means you could use the existing code for buildings bonuses by civic and have each building grant an increasing number of free specialist and apply an equal amount of unhappiness or happiness depending on the civic. For example a 'Slave pen I' building created by a slave if no slave pen exists, grants one free slave specialist (new specialist type) and whatever unhappy penalty you want to be the worse case for the total number of free specialists. Then, the building could have a happiness bonus to cancel that penalty (or part of it) when running the slavery civic. Using the FfH spell interface you could even prevent the slave from creating slave pens without the slavery civic, perhaps having a 'join city' option instead for the goody goody 'free the slaves' civic(s).