Early Buildings

I am wondering if it is a number of resources issue since I have tested with honey or pottery and each by themselves works but when you add in the other the problem occurs. As far as I know the fonts file and WoC are supposed to allow 128 but with one of yours RoM has 63 so something else in RoM or what it is built off may have an old limit in it.
 
I am wondering if it is a number of resources issue since I have tested with honey or pottery and each by themselves works but when you add in the other the problem occurs. As far as I know the fonts file and WoC are supposed to allow 128 but with one of yours RoM has 63 so something else in RoM or what it is built off may have an old limit in it.

I doubt it. The way the gamefonts are read is in the DLL, and I doubt it has been broken or even touched.

However, I will look into the SDK and see if it is correct.
 
If it helps Early Buildings 1.0 had no font issues but once you made Early Buildings 1.1 it had issues. What did you change between these 2 versions?

This issue is having to make it compatible with RoM 2.8. I could leave Early Buildings alone and just have it compatible with RoM 2.7, but that version is very error prone. It is important that the issues get resolved so that this module is compatible with a superior version of Rise of Mankind.

I actuallly love these font issues, the smily Faces instead of bullet points View attachment 232418 should be part of RoM! I feel happy!

You made my day with this one.

On the issue of being up against a resource limit, if I am against such a limit that would me I would have to redesign the module to remove honey and/or pottery. Hypothetically, which should I remove, if not both, and how should I redesign the Apiary and Potter's Hut (other buildings which use these resources can easily be edited), keeping in mind that I would like to keep these two buildings python-free at the moment (at least until I get the Carpenter's Shop up and running).
 
I wouldn't bother redesigning it until I/we can find out more about the bonus limit in the SDK. You would just hit more problems down the road if Zappara adds 1 more resource, and then you would be in exactly the same bind then as you are now.
 
Well I noticed that say Afforess' Mods are in a folder called "Afforess" within the "Modules" Folder. While this on is in the "Custom Buildings" folder within the "Modules" Folder". Would it be better if he made a "GeneralStaff" folder to put his stuff in rather than using the existing "Custom Buildings" folder or does it matter?
 
Well I noticed that say Afforess' Mods are in a folder called "Afforess" within the "Modules" Folder. While this on is in the "Custom Buildings" folder within the "Modules" Folder". Would it be better if he made a "GeneralStaff" folder to put his stuff in rather than using the existing "Custom Buildings" folder or does it matter?

Doesn't matter, but it may be confusing to anyone looking for his files.
 
Okay, that's it... I can't stand by silently anymore... I'll take a look at the fonts and see if I can do anything about it. Could you upload your latest gamefonts.tga?
 
Okay, that's it... I can't stand by silently anymore... I'll take a look at the fonts and see if I can do anything about it. Could you upload your latest gamefonts.tga?

The gamefonts aren't changed, and they work perfectly. It's an SDK bug.
 
Well I noticed that say Afforess' Mods are in a folder called "Afforess" within the "Modules" Folder. While this on is in the "Custom Buildings" folder within the "Modules" Folder". Would it be better if he made a "GeneralStaff" folder to put his stuff in rather than using the existing "Custom Buildings" folder or does it matter?

I have to currently run a "Custom_Buildings" folder for BULL. With that said, any more buildings are going to be placed in "Custom_Buildings/Other" to get around the MLF file.
 
If you want to release your stuff without that the ******** font problem (and continued delays), I would just cut one of the resources, merely by commenting them out in the XML with the <!-- and --> comments, and hope that progress is made on that front...
 
Some ideas ...

- Do you think the Dye Resource should give an effect to the Potter's Hut?

-------

Trapping (Req Hunting and Weaving)

Fur Trapper's Camp
+5% Commerce with Fur, Deer
+5% Food with Fur, Deer
Tech: Trapping
Obsolete: Biology

Fish Traps
+5% Food with Fish
Req: River
Tech: Trapping
Obsolete: Biology

Poacher's Camp
+2 Unhappiness
+15% Commerce with Fur, Deer, Ivory
Tech: Trapping, Biology
Obsolete: Artificial Evolution

--------

Root Cellar
Store 25% Food after Growth
+1 Happiness with Charity
Double Production for Agricultural Leaders.
Tech: Agriculture
Obsolete: Refrigeration

Wine Cellar
+1 Happiness with Wine
+1 Unhealthiness with Wine
+1 Happiness with Charity
Double Production for Agricultural Leaders.
Req: Wine Resource
Tech: Fermentation
Obsolete: Refrigeration
 
Before we move on to more ideas for Early Buildings, we may want to discuss if we should request that GeneralStaff use this modmod as an opportunity to mod Snail XML entry to better use his EBs in the limited time allotted before a player settle into Classical Age and later?
Maybe modify iTrainPercent and iConstructPercent in Snail to, let's say, 200 and 250 respectively?
 
Minor bug report. In the River Authority XML, you forgot to capitalize the FLAVOR_PRODUCTION part. That means the AI will not value that. Also, it makes my Debug DLL grumpy.
 
Minor bug report. In the River Authority XML, you forgot to capitalize the FLAVOR_PRODUCTION part. That means the AI will not value that. Also, it makes my Debug DLL grumpy.

I think you mean Candlemaker, am I right?
 
Some ideas ...

- Do you think the Dye Resource should give an effect to the Potter's Hut?

-------

Trapping (Req Hunting and Weaving)

Fur Trapper's Camp
+5% Commerce with Fur, Deer
+5% Food with Fur, Deer
Tech: Trapping
Obsolete: Biology

Fish Traps
+5% Food with Fish
Req: River
Tech: Trapping
Obsolete: Biology

Poacher's Camp
+2 Unhappiness
+15% Commerce with Fur, Deer, Ivory
Tech: Trapping, Biology
Obsolete: Artificial Evolution

--------

Root Cellar
Store 25% Food after Growth
+1 Happiness with Charity
Double Production for Agricultural Leaders.
Tech: Agriculture
Obsolete: Refrigeration

Wine Cellar
+1 Happiness with Wine
+1 Unhealthiness with Wine
+1 Happiness with Charity
Double Production for Agricultural Leaders.
Req: Wine Resource
Tech: Fermentation
Obsolete: Refrigeration

Dye does not give a bonus at the Potter's Hut because Lead does (lead paint), which is a better fit considering it takes until Calendar to gain access to Dye.

I like the Fish Traps, but other than that, the other buildings either seem too minor or part of existing buidings which I added to the game (The Villa in Modular Civics buildings would have a Wine Cellar). With that said, I would like to "cap" the number of buildings this module is adding.

Before we move on to more ideas for Early Buildings, we may want to discuss if we should request that GeneralStaff use this modmod as an opportunity to mod Snail XML entry to better use his EBs in the limited time allotted before a player settle into Classical Age and later?
Maybe modify iTrainPercent and iConstructPercent in Snail to, let's say, 200 and 250 respectively?

I will take a look at that. However, a few of the buildings do fall into the Classical Age in practice (Candlemaker's Shop is the one on my mind as an example), and a few are Medieval Age buildings, namely the City Gate and River Authority. This issue could maybe be resolved by reducing the cost of a lot of the buildings added, playing the game as Cixi (Pro/Org, China) is making me think I may have made the hammer cost too high. (Overcost buildings I think are Weaver's Hut, Candlemaker's Shop, and Apiary (in current form))

I found the issue and am uploading a fixed version.
EDIT: Uploaded a version which fixed the non-capitalized line
 

Don't worry, its a while off. Ideally, I would I would only want to add buildings with new Rise of Mankind versions (i.e. 2.81, 2.82, 3.5)I should have said a "RoM 2.80 cap." It is sounds worse than it is. The main reason is I found myself adding buildings before I could finish a Snail game (I have started 1 as Akbar and 3 as Cixi and been unable to finish any of them, although I am working on one of the Cixi ones), and adding more buildings results in games needing to be restarted. Adding new versions with Rise of Mankind versions allows me to hide that necessity. If this module was based around Marathon games or faster, then I would not have brought up a limit. The whole thing sounds more traumatic than it is.
 
@generalstaff

I agree that with RoM 2.8 cities and production are just too slow. Before in 2.8 beta i thought it was perfect on snail and I could build most of the early buildings (sometimes all if i use the trade caravans). But not the trade caravans are nerfed and the cities grow slow. I am not sure why things were changed. I mean if both AI and the player could produce things faster it should not matter that its higher production.

In short I wish either ...

1. City Production and Growth were put back to the way they were in RoM 2.8 beta.

OR

2. The Early Buildings cost less so they could be built easier.
 
Back
Top Bottom