The Boz
Nooblet
I noticed a bug where opportunities will appear more often as the game progresses. After 250 turns, I had an opportunity every 10 turns, which increased to every 5 turns after 300.
One thing I would like to see is that barbs get resource units as well through barb camps because right now exploring is quite easy & u can explore the whole continent very quickly.
@The Boz
What game speed do you play on?
Do you mean units which require strategic resources? You should see barbarian swords/chariots/etc appearing... if not, it's a bug. They don't start showing up until around the Classical/Medieval era.
@The Boz
What game speed do you play on?
Do you mean units which require strategic resources? You should see barbarian swords/chariots/etc appearing... if not, it's a bug. They don't start showing up until around the Classical/Medieval era.
I haven't seen a barb sword or horse in a very long time, at least as I can remember.
I do eventually want to add the capability for timed opportunities. I estimate setting up the framework and debugging it would take approximately 20 hours. I have limited time to work on the mod each day, so I've been focusing on other priorities first.
The reason for the large workload is we do not have access to an event which runs immediately before the player saves a game. This means I have to store every variable every turn, just in case a save happens. Each save/load action may take only take a fraction of a second, but with several dozen opportunity timers active it could add significant lag later in the game, 20-40 seconds per turn. It's possible to turn all the variables into a string to save just once per turn, but that takes more time to code.
How does this look for the Scout Savior opportunity:
- +30
Experience for the Scout (was 20).
- Upgrade to an Archer who ignores terrain.
- Creates a new copy of the Scout (was +20% strength).