Task allocation

My thought was that [all] workers could have a 'build tunnel to' action that would take a while - it would allow passage on Peaks and allow cities to be built there.
 
i was hopeing for a hilly/ mountainy city set that could be used for the dwarves. if we don't get that, well, i'll try to figure out if it is opssible to build cities on peaks.
 
probably add a worker action that has some link to the SDK or Python. I could then make the unit able to go on peaks. Should be doable.
 
That's a radical idea - I'd be impressed if anyone pulls it off. It does, however, compromise the defensive properties of mountain ranges - I've relied on them to hold back or hinder my enemies more than once.
 
Maybe only dwarves should be allowed to build cities on peaks, but as soon as the city is built, that spot becomes passalbe to all (with a greater defense bonus). if the city is razed, the units doing the razing are omoved to a square next to the mountian.
 
if the city is razed, the units doing the razing are omoved to a square next to the mountian.

Or killed, as the subterranean halls and tunnels collapse around them. It would make the dwarves very tough in war, if razing their mountain cities was a suicide mission - though of course, the cities could be captured and kept like any others.
 
Truly, there were very few mountain passes on LOTR and the Silmarillion. If we make mountains passable, places like Mordor or Gondolin would lose their appeal. Perhaps we could make one special promo that allowed the unit to pass over it (like Flying, for Eagles and such). Maybe a dwarven worker should be able to build roads on it (very, very difficult and slow), so anyone can pass. But I'd prefer to keep the normal system.
 
Yeah, that would be cool.
Maybe just give the Dwarven workers the Tunnel ability, and give the settlers the ability to found cities in tunnels.

Interesting thought - Dwarven cities in tunnels have to be 'expanded' by a worker when they're ready to grow from some particular size (like 6).
 
Another idea for civ-specific cities - if elves found a city on a forest tile, the forest stays.
 
so, the answer from Kael:
Kael said:
thomas.berubeg said:
Another idea for civ-specific cities - if elves found a city on a forest tile, the forest stays.
So, as the title says, is this possible in the XML? (is this something that you've done already?)

Not directly. That actually occurs in the SDK (when a city is built the feature on the tile is removed) so an XML change wouldnt do it.

But in python you could add a function to onCityBuilt so that if an elven city is built a forest is added to the tile.

Before you implement consider the idea from a function (non-flavor) perspective. What you are saying is that all elven cities are +1 hammer and +50% defense. Thats a pretty significant boost. If you were going to do it I would at least recommend removign the elves ability to build walls and other defensive buildings.
we'll have to ask Death900, but it's not a too great priority, so it can wait until the end...
 
I think it should be doable. I have no real idea about it though, since I still have to go tru the SDK and Python.
Man, I wish there was 36 hours per day :cry:
 
I don't think elves should have cities in forests. For example, in the First Age most Noldorin cities were on hills, not on forests, Círdan lived in a Harbor (probably there was no forest there), Thingol lived in a underground palace; later, Eregion was not a forested region, nor Lindon; the elves of Mirkwood also lived mostly underground; Rivendell was in a valley, surrounded by forests, but not in a forest actually. Only in Lórien and Ossiriand the elves had dwellings in forests (except for small bands of elves, that would rather be the population that works that tile).
 
Back
Top Bottom