BlazeRedSXT
Warlord
- Joined
- Feb 6, 2003
- Messages
- 294
So, I feel a little silly... it was probably I was working on this Settlement thing too late and just missed something obvious. I found the cannotTrain and canTrain functions... it makes sense... anyway, I realized that adding exceptions to the cannotTrain function would make it huge and unwieldy, so I thought to add exceptions to the canTrain... and that worked.
but unfortunately, I couldn't specific UNITCLASS, only UNIT type... so, any civ that is set to sprawling can only train the basic units there, even if they have unique UNITS normally in place of that UNITCLASS... maybe thats okay, just goes to show they are "conscripted" units from Settlements, instead of the Empires Unique soldiers.
another note, I am considering everything mentioned regarding historic Fort strategies you guys put out there, cool stuff btw... but truthfully, some of those things are in Fact strategies, not something a mechanic should deal with, but a generals decision. Even so, I am thinking of ways to continue to improve the code, and mechanic... though I still doubt it will be out before 22.
In response to Gutus, Fallout is still in the code(the Spell Defile uses it), so thats not so much an issue, but it is an issue if AI doesn't use spells like Sanctify and other plot based spells... it would put them at a bigger dis-advantage. The only thing is, I really don't like the random disappearing resources myself, and it seems like there should be some other secondary penalty, any alternative ideas?
Also, I am interested in the idea about reversing the Hills/Forest defense values. the Idea kind of agrees with me, and Gutus can back up the idea. Opinions?
Cheers!
but unfortunately, I couldn't specific UNITCLASS, only UNIT type... so, any civ that is set to sprawling can only train the basic units there, even if they have unique UNITS normally in place of that UNITCLASS... maybe thats okay, just goes to show they are "conscripted" units from Settlements, instead of the Empires Unique soldiers.
another note, I am considering everything mentioned regarding historic Fort strategies you guys put out there, cool stuff btw... but truthfully, some of those things are in Fact strategies, not something a mechanic should deal with, but a generals decision. Even so, I am thinking of ways to continue to improve the code, and mechanic... though I still doubt it will be out before 22.
In response to Gutus, Fallout is still in the code(the Spell Defile uses it), so thats not so much an issue, but it is an issue if AI doesn't use spells like Sanctify and other plot based spells... it would put them at a bigger dis-advantage. The only thing is, I really don't like the random disappearing resources myself, and it seems like there should be some other secondary penalty, any alternative ideas?
Also, I am interested in the idea about reversing the Hills/Forest defense values. the Idea kind of agrees with me, and Gutus can back up the idea. Opinions?
Cheers!