Hydromancerx
C2C Modder
Was that an old game or a new one?
It was over the weekend. So new-ish.
Was that an old game or a new one?
It might be a disagreement between plot type and terrain type on those plots. But I am quite unsure what causes that.It was over the weekend. So new-ish.
Market and Grocer are available after Trade tech, along with Bazaar and Trading Post, so I can build them both in a row. Is that intended?
Some annoyance with descriptions: (I play on 1440x900 btw)
- the Spiritual leader trait description could use some cleanup, it's... overwhelming to say the least (combine all 10%/25%/50% faster production lines into single lines?)
- most of the common Subdued Animal buildings (Governor's Pets/Menagerie, Master Hunter etc) also have ridiculously large descriptions (combine them to say they can be built by Subdued Animals in general?)
Not sure what you mean in point 1. An image may help.
Spoiler :
it is currently listed as:
religion cathedral
religion temple
religion cathedral
religion temple
religion cathedral
religion temple
religion cathedral
religion temple...,etc.
it should be:
religion cathedral religion cathedral religion cathedral...etc
religion temple religion temple religion temple...etc
to reduce the length
I didn't know the descriptions were generated by the DLL. It's kinda sad because I can't see what I was gonna be building because of the huge description (can still see the bonus they provide so it's fine I guess... until some more animals )Point 2 is actually a symptom of another issue since the heroes component has a similar problem. The list of units that can build the building is built by the dll and does not "think" about how long the list is. BTW only half or so of the subdued animals can build those buildings.
A lot of stuff both in the mouseovers and the pedia are generated from the actual settings in the XML, partially in the DLL and partially in Python (for the pedia). The big advantage is that that documentation always fits to what the actual gameplay behavior is. On the other hand you get some pointlessly large descriptions like that.Thank you for providing the image, nightcreature!
I didn't know the descriptions were generated by the DLL. It's kinda sad because I can't see what I was gonna be building because of the huge description (can still see the bonus they provide so it's fine I guess... until some more animals )
A lot of stuff both in the mouseovers and the pedia are generated from the actual settings in the XML, partially in the DLL and partially in Python (for the pedia). The big advantage is that that documentation always fits to what the actual gameplay behavior is. On the other hand you get some pointlessly large descriptions like that.
One option would be to just mention a certain number of units that can build something and if there are more just add ',...' at the end.
The civic thing is harder because you do want all of the effects displayed and combining entries by value is not a fast change. One option would be to change the display like that:
Faster Building Production: Jewish Synagogue (10%), Jewish Monastery (25%), Christian Cathedral (10%), and so on
Hey guys,
Cows shouldn't create an instant rescource after killing on salt flakes.
Kind regards
the new one
More useless stuff I noticed:
- Sevopedia -> Building Upgrades: Frontier Outpost and Fortified Outpost show distinct upgrade paths even though the latter is an upgrade to the former
- Sevopedia -> Improvements: "Becon" should probably be "Beacon"
Yes, I go into the Sevopedia a lot. Still trying to digest the ginormous amount of content added!
Also, any chance of expanding the Sevopedia to cover the entire screen? On 1440x900, it still shows a large part of the background.
I'm trying to use the perfect mongoose map script because its the best we have I think. Except that I'm having real trouble getting it to allow more than a third of the map or so to be more than just ice and permafrost. That's frustrating and takes from some of the enjoyment. I don't have a clue how to work with that stuff but if anyone can assist with making that mapscript cut this amount of terrain by 50-75% I'd be real appreciative!