Allright, now back to the comments:
@bcr1776
Thank you for all your suggestions. Indeed are your comments very helpful.
We badly need to start designing the idea of blacksmith, armories and etc war factories. One major problem here is the graphics for the building.
Maybe I could google around for pictures and just resize them and make dds out of them. Any better idea?
I was thinking according to your suggestions going this path:
Ancient Units do not need any extra factory.
Archers, Mali_Skirmisher, Chariot, Egypt_Chariot, Warrior, Incan_Quechua, Spearman, Hyapist, Aztec_Jaguar, Axeman, Greek_Phalanx, Persia_Immortal, War_Elephant, Catapult, Galley, Caravel, Galeon
Early Middle age and Middle age Units need a Armorers-Smith.
Longbowman, Crossbowman, Chokonu, Swordman, Pikeman, Rome_Praetorian, Maceman, Japan_Samurai, Crusader, Mongol_Keshik, Horse_Compan, Mujahid, Knight, Arab_CamelArcher, Spanish_Conquist., Private, Frigatte, Line, Ironclad
Renaissanse:
Musketman, French_Musketeer, Rifleman, English_Redcoat, USCavalry, Cavalry, Russia_Cossack,
etc etc.
My problem is that since I haven't played the game once through, the lack of knowledge which unit belongs actually to which period.
bcr1776, you could help me a lot, if you download the UniInfo.zip file from previous post and have a look on the excel file. There are all the Units. Could you group these units into these categories to know, which unit would need a armory, which one needs an updated armory etc etc.
Many thanks for helping me,
When a unit gains a speed promotion it's new speed is reflected in the units stats. Strength promotions are not. Is there a way to implement this?
No problem. I have implemented 0.8 Promotion Mod. This might be fixed now.
What is a kdiff3 editor?
I'm still using edit2Plus.
Kdiff editor can actually do a comparison line by line and is very helpfula nd easy to use.
Sugar, Spice, Incense, Dye, Silk, Banana
Ok, IMHO, here's the problem.
It is not necessarily the Calendar advance that is the problem.
Sugar, Spice, Silk, and Banana probably need plantations, what is missing is the fact that they need other advances to be trade items.
Sugar and spice need a milling advance.
Silk needs weaving.
Bananas need refrigeration to be tradeable. Not so much for domestic use(?).
Incense and dyes are ancient arts. They need only gatherers. The most popular incenses were gathered from the desert by bedouin traders. The most valuable dyes came from Mediteranean sources, not really from jungles.
Shellfish provided favourite dyes to the civilizations bordering the Med.
A dye producing shellfish resource would be a good thing here.
Woad (the blue dye of the Celts) was traded widely before Indigo was discovered (here is your jungle dye).
Both of these were exhorbitantly expensive and produced great wealth for thier purveyors.
I see, but what shall we change?
Hi, Perfect Blue.
A somewhat saner thread than the Isreali one.
Have any of my questions/observations any value? Or have I unwittingly stepped where I don't belong?
I dont understand this. Do you mean me or blue? well, of course do your suggestions have a value. I appreciate any help. see above
@Nightravn
I like those Modifications you have except the Gunpowder one requiring steel as that will cause it to come much to late and besides early muskets were made from iron. I would say that we should require Steel for Machine GUN and later. How about having Gunpowder just require sulfur or how about charcoal if you want two resources though coal dosen't show up until steampower so we would have to move it. Then have musket-man/rifleman require gunpowder and iron. Machine gun and infantry units will require steel and gunpowder. Modern units should require Armaments and Oil.
We could have sulfur and charcoal show up at gunpowder and obviously steel factory requires steel tech. Do the resources from GreenMOD show up in Realism MOD the same time as in salt with quarries(masonry), potatoes with farming. Then maybe we could move a couple of the calender resources to Guilds as that is when "trading" for those items would have been occurring.
If you need any help with this just let me know what I can do to help out other than give suggestions and more work for you.
This is a very good idea too. But as I said, I am having poblems because I don't know the Tech Tree quite well. I don't know which unit depends on which tech etc. It is hard for me to distinguish them in era and tech.
I need help with that. We need to know which units needs what level of factory to be build + which unit needs which type of resource + generated resource by other factories. I need more than input, I need design.
@Kushan, Blue
I try to implement the Regiment Mod as optional for this version, but can't promise.
@candeavladimir
Thanks for the new version. i will have a look on it. BTW why is the Manhatten Project so cheap to build now? only 500?
Thanks guys
Houman