frontiersman
Chieftain
- Joined
- Sep 26, 2012
- Messages
- 43
Orlanth said in post #618:
Orlanth, thanks for the explanation. I guess I just didn't notice the extra cash previously. I really don't think it's necessary because if you choose to allow the adventurers, you get good and bad. Yes, you get two petty criminals but you also get anarchy for the colony for two turns which shuts down production for that time. That's enough to provide a balanced decision without sweetening the "no to adventurers" choice further, in my opinion.
As for the "slaves" event not recognizing the extra cash, that's understandable as probably those two events were queued up together, and then executed one after the other, so the second one could not react to the consequence of the first. One way to prevent such a thing happening is to try to ensure events are not queued up together. That might be hard to program, however.
The Adventurers event is from TAC, the xml for option 2 does set +150 gold plus up to 100 random extra gold; I guess that was intended by the original authors as a bonus for not letting people search for treasure? The slaves uses a separate DLL event system, I don't know the details of that.
Orlanth, thanks for the explanation. I guess I just didn't notice the extra cash previously. I really don't think it's necessary because if you choose to allow the adventurers, you get good and bad. Yes, you get two petty criminals but you also get anarchy for the colony for two turns which shuts down production for that time. That's enough to provide a balanced decision without sweetening the "no to adventurers" choice further, in my opinion.
As for the "slaves" event not recognizing the extra cash, that's understandable as probably those two events were queued up together, and then executed one after the other, so the second one could not react to the consequence of the first. One way to prevent such a thing happening is to try to ensure events are not queued up together. That might be hard to program, however.