Guys, I've tested this, and you can't have more than 256 improvements.
Not only do you get the extra improvements in a city when you have more than 256, but also, whenever you build an improvement in the city (any improvement, even #s 1-256), you get a further improvement in the city, from the 256+ range.
I've been able to lower the number of buildings in order to fit them all in, with a few to spare. There were still several that were unused in the list, and I've made it so that you can grow your towns to any size with a single building. I've been able to add all the buildings I need and I am at 241 buildings, so I still have 15 to spare (which those will probably end up being mostly used). This means I may be able to add the Neutral Civ after all.
Thanks for the info, you saved me alot of work!
nick0515 said:
Tom the Pixie and Mage look like really cool units. Can't wait to seem.
Also I'm pretty srue the AI disbands units. I recently saw a worker disbanded, presumably for unit support reasons.
EDIT: I've just checked and in the mom I was playing (MEM II) workers don't require support, so I have no idea why the AI disbanded the worker.
Re Virote's comment I guess axing the neutral civ will be your best option to cut buildings down.
Yes that is strange that AI would disband units with no support costs first (or at all). I remembered from Rocoteh's WWII Global, that the AI would often do the same thing for Moscow's Fortress Defenses (which required no support costs). I suppose for units that require no support costs, I will make sure I take the Disband option off.
I've added all buildings in the game now for all tech's, as well as special buildings unique to each civilization. For neutral civ, I will need 3 buildings for Fort, Citadel, and Castle, and then I would have 12 left for creature structures... but I will wait until I make sure I do not need those buildings for something else before I do that.
GRAIL
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Grail buildings have been added also, with the closest special benefit that could be applied to them.
Should I make the Grail artifact Invisible??? By clicking on the terrain, the words Grail would still appear (once The Grail tech is discovered), but since in HoMM3 you had to dig for the Grail to find it, I suppose doing such a thing would go along with that.
Of course, if a road is on the Grail, the popup will be seen saying that the people want to build the Grail Structure (the player will be made aware of it, so it's not an annoying feature).
Also, should the grail on the Epic map be very rare (set at 5 appearance right now), or should it be somewhat more common, so all civ's can have a chance to get it. I think more common (20 appearance ratio perhaps) may be more enjoyable for players instead of never seeing it.
I am finishing the touches on each of the 3 unique civ buildings; so Alpha testing may be coming somewhat soon. There is probably much to be balanced!
DIFFICULTY
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I am going to do a playtest myself, which I will post in the next few days. Difficulty levels have been balanced, so Monarch is a fair game, in the sense that the player can stay on an even level with the AI in terms of tech, and military power. Emporer level is much more difficult (the small bit of difference in terms of AI slightly faster build times makes a very large difference). Although good strategy is absolute key to making sure you stay in the game. Above that difficulty would require one to know the game very well to stay competitive.
UNITS
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All units are done except for a few... the Ballista, Gog/Magog, and a few other graphics I need to complete. I think I have found somewhere to grab the Ballista graphic from; for Gog/Magog, I may see about the Oblivion graphic (they never replied to the several emails sent, so I may use and post unless they ask not to or to take it down).
I may start putting in work on Civilopedia, all pedia creatures are already done, but this helps alot when testing the game being able to see it right there.
Tom