philipschall
Warlord
- Joined
- Aug 14, 2009
- Messages
- 221
Sikhism can be founded way before Islam. That really shouldn't happen.
For the first time I loaded up a Version 26 C2C game and experienced a graphics glitch, ill include a screen shot, any advice?
See the bugs subforum, Black tiles thread (I can't link, as the forums (or my connection to the forums) seems flaky at the moment).
Buying things is bit overpowered since we have a lot of gold in the game.
Now we have funny situation taht i can buy wonder that normaly will take me 100 turns to build it
Slevery civic is good at this point because you can buy things but you pay with your population so you want do this only in emergency cases
New buying buildings/units system
- take variable from population cost (name it popCost)
- take gold cost variable (name it goldCost)
- divide (goldCost/popCost) = costPerPop
if ((city population - busy population) > popCost){
buy entire building/unit
make some city population busy in next turn (popCost)
}
else{
buy only part of building (costPerPop * (city population - bussy population))
}
Used population to buy something will be busy in next turn so you will unable to use them again:
usablePop = city population - busy population
It will be more realistic because you cant buy things when you dont have access to enought workforce (gold is not all). This will reduce buying exploit strategy (used by me)
I don't suppose you could simplify the solution, there are alot of posts to read through
For the first time I loaded up a Version 26 C2C game and experienced a graphics glitch, ill include a screen shot, any advice?
Also i have some suggestions (not sure if they have been implemented)
Great Scientist/Doctor = Galen
Unique building for Rome = Asclepion, +2 Health, +2 Happiness. Expires after the classical era.
Could you also add Irish and Welsh Civilizations?
Just a idea for a late game concept for special forces/ partasian units. IEDs. Idea being you plant them in your own terratory on improvemnets. If a enemy army enters the tile you detonate it causing the unit damage. Downside is you lose the improvemnet.
There is a mine warfare mod by Orion Veteran which I was going to merge when it was written in Python. It has now been converted to dll so I can't merge it. As it says it has mines, land and sea.
I have (well used to) mine and trench and anti-tank mines i used to have in my old PC, that would take away XP and stuff if you landed on them, infact i used to even build a landmine field. But now i cant remember which MOD i made that did that?? It was all done i believe by XML
OV has all the AI for the non-human players so they can use it too.I only got as far as starting to do the terrain changes needed to convert the Python version.
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The only problem I as having with the python was converting the "mine this plot" mission which is similar to "sentry" but instead of waking up when a unit gets near by it explodes when a (enemy) unit enters the plot. IE the mission. I have not looked at it since we got the mission/outcome system.
With the MULTI_FEATURE_MOD it might be better to have mines as features (if we have any graphics for mines, that is).In OV's they are units which gets over the problem with the terrain stuff.
@modders,
1) OV has published a "bridge" mod. It is SDK so can someone look at it to see if it can be merged. It would have to replace tunnels I expect.
2) The "Natural Wonders" mod has some new tags and SDK code which will need to be merged if we are going to include it in C2C.