Goblin forts question

Hanny

Prince
Joined
Sep 3, 2007
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343
Location
IOW UK
How would one make them generate culture?, so over time they push out culture in game?. I dont see a tag that allows such a thing in the file, so how would it be done?.
 
It wouldn't.

Well, it could, but not that easily. You could use python to set the owner of the nearby tiles, but I believe that this would have to be updated every turn which could really slow things down, and it wouldn't actually be generating culture.



There are a couple of modcomps out there that do basically what you want, such as [BtS] JCultureControl: Beyond City Borders, but the ones that wouldn't completely ruin performance are SDK mods that could be difficult to merge with FfH.

I was planning to look into doing so for the next release of my modmod, but I'm no expert in C++ so I'm not really expecting it to work. I've also been trying to get Xienwolf to include it in FF, but he has been hesitant to do so.
 
Speaking of goblin forts, they seem to have the same problem with permanent maps that the barrows/ruins used to have in that every time you edit/save the map another clan archer is added to the fort.
 
It wouldn't.

Well, it could, but not that easily. You could use python to set the owner of the nearby tiles, but I believe that this would have to be updated every turn which could really slow things down, and it wouldn't actually be generating culture.



There are a couple of modcomps out there that do basically what you want, such as [BtS] JCultureControl: Beyond City Borders, but the ones that wouldn't completely ruin performance are SDK mods that could be difficult to merge with FfH.

I was planning to look into doing so for the next release of my modmod, but I'm no expert in C++ so I'm not really expecting it to work. I've also been trying to get Xienwolf to include it in FF, but he has been hesitant to do so.

I thought an improvemnet was not intended to allow culture, so that methods out.

What i have so far, is to include a dummy civ AI that has no units or buildings, only a culture generating capital, which of course is lost when captured, and have the forts inside this citys culture.

Works for me because my maps fixed rather than random, and does not slow the game down because this extra civ adds no units to the game, and i like the concept of many of these in game that can be taken out rather than allow settlers to be built.

Might give it a single unit to protect the city that has no movement and high def values.
 
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