Moosezilla
Grognard Warlord
Sorry I was not familiar with the site, got it now.
I don't think so. I just took off the auto produce, picked an appropriate time for the building of the item, and made it available.
I first made the different plantations available when the resource became available and was connected to the city. However the auto produce gave me these packets of cotton, tea, etc. which I could do nothing with. In the editor I found that these were auto-produced (lower right side of screen). So I unchecked the auto produce of that. I assume that the makers had wanted to trade the 'tea' or 'cotton' that was produced but never were able to add that into the equation.
So I then went to the building and added a number to the production to get some value of the Tea Plantation for the expense of building it. This gave me a return on my investment if you will.
I hope that this helps explain it better to you. I have made sure that the resource was in city limits also so you wouldn't be able to build Tea Plantations in all cities, just those that had the Tea nearby, which only makes sense.
It does not work. There really went a lot time in RaR for playtesting, and a lot of experience from DyP, and we had to disable quite some seemingly nice stuff that does not work properly, like the plantations or hidden nationality land units.
What do you use the plantations for? The unit they were intented to produce is useless and especially has no AI strategy, unless it is a victory point scenario. If no VP scen, you cannot get cash, disbanding for shields does not work for the AI, and leader properties is to much (and it would not work anyway!).
Of course, if you simply add another commerce building....sure...that will work...but do you need it? There are tons of them already.
There is admitteldy a lot of gfx and especially sound that was finished. But the balance + testing is fine.
It is also a point of (n)etiquette to (at least try to) contact scenario/mod designers before substantially altering + reuploading stuff under the original name. Permission granted for all maps, sound + gfx changes, of course.
But if you alter the mechanics => please do not simply call it "RaR1.0x", but something like "micokesman's/Ward's RaR adaption".
Thanks.
DocT
Thank you Jobarto for the maps. I think they are great. You mentioned earlier that it is easy to convert a map to use in RAR. Is it something you could explain or describe easily? Thanks again.
-Joe
1. Open RAR basic or RAR extended in ConquestEdit.
2. Go to the Scenario tab and copy the text in the Scenario Search Folders field.
3. Now close RAR and open the map you want to convert.
4. Open the Scenario Tab and paste the text you copied from RAR into the same field on the map you're changing.
5. Now go to the File tab and click Import. If you get a warning just press OK.
6. Check the Rules box on the next screen and hit OK.
7. Browse the list of files until you find the RAR file you opened earlier. Double click on it.
8. If you did everything right, you should be able to place RAR objects (resources, units, etc.) on the map the same way you would with default objects. When you're done, save the map under a new name unless you want to overwrite the original.