Have you tried using the auto worker build network action ?
I do so and it removes all micromanagement from Organized tears.
Please try and tell me whether it solves your problem. Else I'll review your options.
I've tried using autobuild network and it works much better. There is still an issue that the AI will waste turns by trying to move too far and ending on a root of some kind.
I still think that making duration not count down on roots of any kind, including dry roots, would be good.
Well, none should be able to gain anything from the tears but the tears save for....<MAYBE> 1-2 production. Once you kill the biomass you can put it to use but its certainly not edible, nor profitable. Actually it could be, depending on if some crazy as mage-scientists would be interested.
My idea on it would be to have its base on 2 hammers or 1 hammer and 1 gold for other civs, and maybe you can just add modification to the Tears civ bits to compensate back to where it should be.
Thoughts?
Edit*: Can you make sure that tears wont spawn or be barbarian in others territories btw? Otherwise I'd imagine you would just want to block it from being possible to do inside others borders.|/QUOTE]
I should be able to.
Edit**: Do you need to work over some things for patch C? Im gonna try this but its good to know if something might go ballistic that isn't related to start of the game.
Answered itself. Tons of XML errors, hope you can get it sorted soonishly =)
Sure, I'll do it for v0.2, until then just keep your current install please.
You actually, to my undestanding, if you come with another tear to the same place it will not start from stract but will continue from where the previous Tears already did, thus nt wasting any turn (like for farms of cottage if you stop producton and come back 2 turns later).
But I'll consider, although it may be a bit difficult to do as you propose, and one may stock Organized Tears this way (which i do not like).
LOL !
Actually you should NOT be able to send workers inside ennemy territory (as I used the <bRivalTerritoryBlock>1</bRivalTerritoryBlock> in th XML, hum, guess this one is not orking as I thought)...
I'll have to make adjustment so that the generated Tear is barbarian if the owner of the tile is not a Tear Civ.
The strangest is that the ennemy could still work the tile. Do you have screnn shot when the IA was working the Tear tile ?
You actually, to my undestanding, if you come with another tear to the same place it will not start from stract but will continue from where the previous Tears already did, thus nt wasting any turn (like for farms of cottage if you stop producton and come back 2 turns later).
But I'll consider, although it may be a bit difficult to do as you propose, and one may stock Organized Tears this way (which i do not like).
Duration altering is easy, at least the method described... Autoacquire promo, requires Organized Tear and Root, <iDurationPerTurn> of 1, and MustMaintain so it's lost when you step off the root.
Edit: Damn, really need to read the full thread before I post... Odalrick already said this.![]()
I'm talking about when the AI decides to send the tear to the other side of the empire for some reason. It moves, ends the turn on a dry root, duration counts down. I don't know how big the difference is, but my impression is that it wastes about 25% of the organized tear lifetime.
Using two tears or abandoning a build also costs more duration than necessary, but that's a better trade off, since you get the root faster as well. Boosting their movement so that they could start the root instantly would help with that.
And it would be possible to stock organized tears, but why would you want to? And isn't there a production penalty if you have many organized tears?
It's quite easy to do, an bAutoAcquire, bMustMaintain promotion with PrereqImprovements for roots and +1 iDurationPerTurn . I'll do it as a module if I can find the time.
I've tried using autobuild network and it works much better. There is still an issue that the AI will waste turns by trying to move too far and ending on a root of some kind.
I still think that making duration not count down on roots of any kind, including dry roots, would be good.
9] Removed duration for Organized Tears, replaced by a chance of dying when rooting a Tear, this chance increasing depending of the relation "total number of organized Tears / total population".
Will you change life extension into some other form of function?
Perhaps add a rooting speeder somewhere in the tech tree? Only one turn reduction somewhere would be pretty nice and adds to the builder player tech lines.
Update of thought: Aha! I got it, reduced rooting time in "harsh" enviroments like ice and marsh etc. That'd be nice to have somewhere ^^
Update of curiousity: Whats your lore view of Dagda's Tear? Is it simply munching up everything "living" in order to create a total equilibrium or is it a somewhat evolving biomass crunching more and more? With the first, hearts (cities) should eventually wither away as the would serve no purpose, however if this thing wants to consume more, it would eat to the depths aswell. My hope is for the latter because with that said one can have an improvement (Burrowing Tear) to actually make tiles workable again in later game which in turn revives old hearts as production centers. Maybe not much, but combined with building(s?) (Earth Lung?) that increase the production flatly, it still gives hearts a long-term purpose in the game.
Update of gaming: Im quite pleased with how the Lust Tear assault strategy works out. I bridged 2 continents and the Ljosalfar started attacking me, and I amassed a defense Pride, a 10def passion and 12 Wilds, obliterating all elves that came my way. Then I slowly rooted myself into their territory by 2 bits, and sent another barrage of Lusts against a size 6 city mwahahaha. I combined this tactic by going Hunting for the extra attack fast, rather than needing a whole more step for ranged attacks (Distress) which I've done in previous games. Now Im just awaiting my new Love to build next to their capital city, and Tracking to finish for Jealousy tears.
Update of thought: Expanding near water and mountains is highly favourable although Im still slightly bugged by the balance between production->absorption and digesting->science again.
I do realize that the teching scales quite differently for the tears, and while its alot to ask for, maybe a future project would be to amp up the overall science and move some upgrades&units a tech tier or two up for the sake of score, multiplayer and AI understanding of ones actual position.
On the whole I feel so far that its a mighty civ but the lack of apparent progress can sometimes create the ZZZ promotion. Pop-ups that actually does something are always more fun =)
That's easy enough, but would you think only for harsh environment or everywhere ? (I would rather think of the later but see what you think)
But now you actually gave a rather good idea with the "second breath" tech, allowing to absorb the earth itself. I'll see what I can do in that line.
I haven't yet limit to 80% damage have I?
Update of thought: Expanding near water and mountains is highly favourable although Im still slightly bugged by the balance between production->absorption and digesting->science again.
Here's a save game, if you need it, of the Hippus working a rooted tile next to their city.