Somebody613
Somebody613
- Joined
- Nov 18, 2019
- Messages
- 2,813
So???
Used to be you could as long as it had beyond the first level of culture - I don't think that condition is still in play though. Not sure when it was removed.Still waiting, but have one more question.
What are the conditions of capturing a city without razing it, besides it being size 2+?
Can it ever be done with a size 1 city (aka in Prehistory of Eternity)?
So does it mean that the Eternity world conquest MUST stall for hundreds of turns, no matter what?Used to be you could as long as it had beyond the first level of culture - I don't think that condition is still in play though. Not sure when it was removed.
I spent some time today realizing I'm completely incapable of debugging anymore and must relearn how to mod from scratch again basically.So does it mean that the Eternity world conquest MUST stall for hundreds of turns, no matter what?
That is, if I want to capture the cities, not just eliminate them.
That's disappointing.
So, what's new about Quality?
If you are not joking, I feel kinda sorry for you.I spent some time today realizing I'm completely incapable of debugging anymore and must relearn how to mod from scratch again basically.
Chill man; there are many things to be fixed, and nobody is paid to work on this...So it is a BUG. Please, FIX it.
Thanks a huge.Yeah I just had to update a few things that I've let go out of date since when Bill was working on getting stuff further setup. With a little direction pointing by Toffer, I was able to remember what I needed to do here once I got it working again.
The problem was, well... mathematical. And yes, it's fixed on git now and we're working on updating to SVN.
Stacking Merges make just as little sense as well, lol.Merges stack and this is in essence the same as a merge. This is also why you lose ALL XP AND gain a penalty to XP gain after you take a quality up promo. Also makes it so that quality-upped units cannot merge with other units that haven't improved their quality to the same degree. That may matter more soon.
I disagree. Quality is about how well you can handle your weapons, and about your fighting spirit. Prehistoric units were not lacking in either.If you ask me, ALL Prehistoric units should be the LOWEST Quality, not above-middle.
Well... at least I got you thinking.Stacking Merges make just as little sense as well, lol.
Let's be honest, both systems kinda require an overhaul, so you only have ONE defining "label" per unit, and it changes accordingly to what it is representing.
Like I said, stacking 3x Quality on a unit of Q1 (resulting in Q4) makes a totally different *UNIT* than if it was Q3 and got 1x Quality to Q4.
Yet logically there should NOT be any difference between them (both are the same Q4) - or at least it should be somehow recalculated to avoid those differences.
It looks REALLY weird to me the way it is now, sorry.
That said, I would also expect (and prefer) if lower Quality units were those of ACTUAL "lower quality".
It's totally weird to see a Stone Thrower of a clearly higher-than-middle Quality right out the cave.
If you ask me, ALL Prehistoric units should be the LOWEST Quality, not above-middle.
Note that Merging actually works better in this context, though it's also still "incorrect", since units start at very varied Sizes, again mostly unrelated to their "historicity".
I've just got a very funky IDEA for you (for the future modmods on Combat).
You should be able to CHOOSE the Size of the units you build (regulated by buildings and other stuff) - that'd be much better than making units of various Sizes and wasting time on Merging them forever.
The same can go for Quality as well.
Just BUILD a "Merged x27, Quality x5" unit, lol - you'd get the same outcome for much less mouse-clicking, hehehe.
I really suggest planning in that direction when you (the ones who are involved with the Combat modmods, of course) have free time.
Aaand I can't stop my running thoughts now, lol.
You could even make buildings upgradeable (I don't mean replaceable like now, but literally making them bigger/better, while NOT changing the building "type").
Maybe using resources (or at least "requiring X of Resource_Z", and so on).
Damn, if only I could magically transform my IDEAS into a working game CODE.
LOOOL!!!
I hope it was MUTUAL.Well... at least I got you thinking.
Says who?I disagree. Quality is about how well you can handle your weapons, and about your fighting spirit. Prehistoric units were not lacking in either.
So you're saying a typical Modern man equipped with a stone is higher quality than a prehistoric man equipped with a stone?It's totally weird to see a Stone Thrower of a clearly higher-than-middle Quality right out the cave.
I think Quality should be split into Efficiency (which is what you're talking about) and Dangerousness (which is what I'm talking about).So you're saying a typical Modern man equipped with a stone is higher quality than a prehistoric man equipped with a stone?
I'd say the prehistoric man would win 9 out of 10 matches between them, therefore higher quality. Also the better the equipment the higher the potential of becoming better at using them. A stone thrower can only quality up a couple time before he reaches his full potential as a warrior with a stone, while a modern infantry unit have loads of avenues to explore in tactics and equipment familiiarity to become far superior than a green recruit with the same equipment. So it makes sense for there to be possible to get more quality up promotions the more modern the unit is.
That's exactly why they have higher quality. They are more savage, closer to nature and its regular fight or flight experience, not soothed by the niceties of modern society. They are stronger fighters, naturally. Training is NOT quality but experience with battle can lead to quality-ups, and enough training can feel close enough to experience in actual combat to achieve it if there's a LOT of it. Generally Prehistoric military forces are naturally more savage and ready for a fight, but they aren't usually found in the kind of numbers humans arrange into armies later as populations expand.So you're saying a typical Modern man equipped with a stone is higher quality than a prehistoric man equipped with a stone?
I'd say the prehistoric man would win 9 out of 10 matches between them, therefore higher quality. Also the better the equipment the higher the potential of becoming better at using them. A stone thrower can only quality up a couple time before he reaches his full potential as a warrior with a stone, while a modern infantry unit have loads of avenues to explore in tactics and equipment familiiarity to become far superior than a green recruit with the same equipment. So it makes sense for there to be possible to get more quality up promotions the more modern the unit is.
You're talking the difference between quality and base strength. I wouldn't call quality efficiency either... just that natural speed of thought in battle, readiness to fight, ability to push past the fear and focus on making the kill. Quality is largely the psychological readiness for battle.I think Quality should be split into Efficiency (which is what you're talking about) and Dangerousness (which is what I'm talking about).