Faustmouse
Deity
- Joined
- Jan 31, 2012
- Messages
- 3,524
Raxxo, why don't you instead start being creative and post your ideas for future crimes and pests(control) with detailed building stats etc?
Well I was more interested in general feel of future eras.Raxxo, why don't you instead start being creative and post your ideas for future crimes and pests(control) with detailed building stats etc?
Ok, I don't know what era you're in Joe, but the following is the prerequisite set for
Police Squad (UNIT_RIOTPOLICE)
Maybe rubber is too demanding but Firearms and Ammo seems to be pretty much top priority for so many things, including most units.
- BONUS_FIREARMS
- BONUS_AMMO
- BONUS_RUBBER
Given the insight we just made into the Surgeon, however, perhaps we do need to make it so that these prerequisite bonuses also go on the Police Station. I'll remove the Rubber prereq - I suppose they can get around that although that was for the armor.
Police Cars
And it requires either the Police Station OR the Police Precinct.
- BONUS_FIREARMS
- BONUS_AMMO
- BONUS_AUTOMOBILES
- BONUS_TIRES
- BONUS_DIESEL
We can forgo enforcing access to these on the police station because we've at least established a minimum of Firearms and Ammo on the building to fix a lot of potential reasons for this fallback problem.
The police station requires furniture, and bricks or concrete. No other buildings. We already fixed furniture.
In summary, this is the same basic problem as the Surgeon displayed earlier today. The fallback unit's unlocking building needs to have the same minimum basic prerequisites as the unit itself so that you aren't tempted to construct the replacing building (cutting you off from the earlier unit(s) as well) without being assured of being able to then train at least the simplest form of the units that building unlocks. It's taken a while for this design rule to finally become obvious. I need to look at this for the Police Precinct as well.
Neither the Police Station nor that Police Precinct obsolete and currently the Police Precinct doesn't have ANY bonus prerequisites, so the only way to cause problems is for them to be constructed, replacing the buildings before them when you can't train the units they unlock (and thus also bar the previous units - which COULD also be given an OR prereq of the next building up in the hierarchy to further eliminate the possibility of these collapses, though I don't think that will be necessary.)
I have not got that far in a game but shouldn't rubber be replaced by plastic by then?Ok, I don't know what era you're in Joe, but the following is the prerequisite set for
Police Squad (UNIT_RIOTPOLICE)
Maybe rubber is too demanding but Firearms and Ammo seems to be pretty much top priority for so many things, including most units.
- BONUS_FIREARMS
- BONUS_AMMO
- BONUS_RUBBER
Rubber should not be replaced by Plastics but by Synthetic Rubber if you don't have a Rubber resource. Trouble is every building that gives a new resource is also laden with excessive Air, Water and Flammability malus. It's Out of Control. Hydro and Mr. Azure had no idea that repetitive +5, +10, +15 of these 3 Properties on scores of new factories and mills had no counter balance buildings to absorb all this added weight. The assumption was All factories pollute for All time. Wrong idea, bad idea, now we pay the price.I have not got that far in a game but shouldn't rubber be replaced by plastic by then?
... aaaaand you're out of coal. Which might be a bad thing.this one will get the National Park NW
We use both rubber and plastic today so why would plastic replace rubber?I have not got that far in a game but shouldn't rubber be replaced by plastic by then?
Correct. My mistake. I thought about the smiths and losing coal in that city might have been a big problem - so removing this "property" might have been a really good thing.Plus IMO this was removed recently.
This from a recent game that is fully updated? And "huge amounts of and " will disappear very fast too.Also I mostly have huge amounts of and so even if I get over 700 Pollution or more it doesn't really matter.
This from a recent game that is fully updated? And "huge amounts of and " will disappear very fast too.
The plans to address this are unveiling in the research requests thread. I agree, these things are highest priority to correct. I feel it starts with a little evaluation of the bonuses we have but primarily this is all to form the basis of establishing a system that makes the whole structure work. I'll talk more directly rather than just in responses about the way I think we can resolve this subject and numerous others with one underlying plan.The flood of Air and Water Pollutions that come with the factories age will have to be dealt with after the v38 release. Also there are Early buildings that are way out of line now for the Mod with the amounts of Air, Water, and Flammability they give. When these get toned down there will be a better progression and also give the AI some room to work with. Right now even in the later Ancient early Classical you can run into Pollution problems of the magnitude those eras never experienced.
Example: How does a hat "hut"/workshop early game give +3 of both Air and Water Poll.? Is the Hat maker thowing dead cacasses in the well or out in the streets to rot? What? Arbitrary assignage back when the mod did not get past modern era. There are sooo many like this that have to change.
Mercury if i remember from the design of those buildings. The production and use of it.Example: How does a hat "hut"/workshop early game give +3 of both Air and Water Poll.? Is the Hat maker thowing dead cacasses in the well or out in the streets to rot? What? Arbitrary assignage back when the mod did not get past modern era. There are sooo many like this that have to change.
Faust I got to ask, how old are you? Do you have actual real life experience from the mid 1900's, say 1950s thru the 70's? How about grandparents? Where they living at the turn of the 1900's?
And lead. They used to use lead strips in hats and people were going nuts if they wore hats too much. A la 'the Mad Hatter' character.Mercury if i remember from the design of those buildings. The production and use of it.