Existing Buildings Discussion

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Another thing: Could you please make the Farmscrapers 1 to 3 not depend on each other? It really should not matter which one you build first but to build them all can be handled much easier if you can put them on a build list at once. Just to reduce micromanagement...

I think the intent of it by Afforess was to have each one be a different floor. So Farmscraper I would be like the first level.
 
Do you guys still plan to implent a "free at tech X" for various buildings?

Yes but we need it to be correct for C2C. I just asked AIAndy about this in another thread. In basic Civ IV BtS it is OK just to give the building free to new cities built after a given tech. However in C2C many buildings have requirements and they should be met. What this means is that when a new city is built we need to loop through all the potential free buildings, adding them if their requirements are met. Then go back through those not yet built to see if the requirements are now met, since some requirements are buildings or may be resources supplied by buildings. Then keep doing that until we have a pass through the un-built potential buildings where we don't build any buildings.
 
DH i know that FfH or atleast RiFe has a starting option to simplify the building Restrictions for the AI or doesn't that want to work C2C style?
 
Are you saying their AI cheats:eek:;). I think we should aim for a level playing field and develop AI's that learn:mischief:.

Yes I agree with this, since we have a very good AI programmer here we may as well try and get the AI as good as it can get without cheating.
 
Their AI has the Optional Back door to a lot of the higher tier stuff if the player wants more of a challenge (i find it unnecessary as the game likes to park dragons of 34 :strength: in my city after 20 turns)
i was thinking those lines of code might help with the issue of "Free at Tech X" or atleast that it would give idea's
 
-Snip- double post due to my crap internet my apologies
 
The "National Fire Service" a national seems a bit expensive. It is twice as expensive as the wonders I got the tech before Neuchw... castle. It is possible that I am going down the wrong branches but I would have thought that no national wonder in an era would be more expensive than the cheapest world wonder in the same era.

Edit Would it be possible to have the Scriptorium upgrade to the Printing Press Printer's Workshop instead of going obsolete? I need it for the scriptures.
 
I just reverted to a new SVN in a very late game and I now can build Nature Circle of Power and the Invocation Hut in a number of my cities (prerequisites being changed recently?). Is it intended that they do reduce research by 8% which means more than 200 research points in my case?
It is strange in my view that such an ancient building would cause such a research reduction in future times. Probably it would be better to have it go obsolete at a point or have something that counters the -8% of research. As it is it just uses up space in my building list...
 
I just reverted to a new SVN in a very late game and I now can build Nature Circle of Power and the Invocation Hut in a number of my cities (prerequisites being changed recently?). Is it intended that they do reduce research by 8% which means more than 200 research points in my case?
It is strange in my view that such an ancient building would cause such a research reduction in future times. Probably it would be better to have it go obsolete at a point or have something that counters the -8% of research. As it is it just uses up space in my building list...

The only change should have been the various altars for those buildings and they should add food and do nothing to research. It is too late right now, but I will check in the morning.

edit just checked - it is my modmod, I did a reduction in science on all monasteries and forgot to remove the Shaman and Druid ones because they don't give a science boost in the first place. They are all about food!
 
The only change should have been the various altars for those buildings and they should add food and do nothing to research. It is too late right now, but I will check in the morning.

edit just checked - it is my modmod, I did a reduction in science on all monasteries and forgot to remove the Shaman and Druid ones because they don't give a science boost in the first place. They are all about food!

Indeed, I forgot to mention that I activated your modmod for the 1st time. You realized that anyway - I am really impressed :thumbsup: !
 
Can someone PLS make an button change for the National Courier Service looks exactly like the stables btn, and is confusing at times, thx.

Sure. I also have been wanting to make a new one for the Cave Dwelling since its the same as the Microlith Workshop. Maybe even the Knights Stables since that has the same as the Stables and National Courier Service.

So many reused icons from RoM/AND. :crazyeye:

EDIT: Here are icon/buttons for ...

- National Courier Service (National Wonder)
- Knights Stable (Building)
- Cave Dwellings (Building)

Please replace those with these icons. Thanks!
 
While talking about identical buttons, here is a list that is definitely not complete. While some are not very important as they can´t be built at the same time, others are quite annoying (mostly the factories):

Factory/Nanofactory/Cement Mill/Manufactoring Plant

Cloning Laboratory/Biological Warfare Lab

Toll House/Cutoms Office

Balloon Rides/Balloon Festival

A number religious buildings for Shamanism, Druidism, Mesopotamism & Scientology

Centre for Whale Studies/Centre foe Cephaloid Studies/Centre for Shark Studies/Marine Institute

Snake Charmer/Snake Pit

Fish Pens/Crab Nets

all the Shark Myths

Computer Network/Silicon Valley

Medical Clinic/Research Hospital

Courthouse/Local Courthouse/District Courthouse

Rubber Factory/Rubber Plant
 
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