Through the Lua script, I can tell that a certain building like charcoal will only be unlocked when there is enough log and at the same time there is a need for coal. This leads to buildings being build or upgraded where it is not necessary, which means that building materials for other essential buildings are lacking and, in extreme cases, the entire economy can hang up. Because its time-dependent but ignores the actual economical status. There is the AI hint "prohibited_till =", but in rare cases the AI ignores it or the effect is to small. I've incorporated and tested it in the "Headquarters" starting condition and it works pretty well. The time-dependent and more important ware-dependent activation of buildings. I've introduced a new feature for the European tribe. It has now cost me a week of work to convert the code from Build 21 to Build 22 (master) and introduce some improvements. Apart from the Scouts House, no new buildings will be added in the near future. The building programs are also still in the middle of development. At the moment they all have a "build cost" instead of an experience upgrade. Currently, the workers' upgrades still have to be incorporated. It would be nice if some of you test the Europeans tribe and give me feedback here in the thread. > I'm trying to keep the code up to date with the current master version. In the following repository on Github you can view and download the current development status. The barbarian buildings serve as the base building, the atlantean buildings as the first upgrade, and the empire buildings as the second upgrade. Since I'm a bad graphic designer and also a little lazy, I adapted the buildings of the Barbarians, Atlanteans and the Empire for the Europeans. ![]() So every building, with a few exceptions, can be upgraded to at least two advanced versions. Otherwise the basic orientation of the tribe is on the gameplay of "Empire Earth". after all, there was a bronze age in comparison to stone ege and iron age. But an economy based on bronze would be interesting and realistic. Metals that are not available in the game. ![]() The idea came to me through the barbarian bronze ax. So you don't have to invent new resources on the map in the game. The background to this change is the future introduction of more metals for new tools and weapons. It can be refined into both iron and gold and is mined in both iron and gold mines. It has now developed into an independent tribe, which brings three additional wares (ore, rye and european bread). See also Originally it was just a "Supertribe", a combination / fusion of the buildings, wares and workers of the Atlanteans, Barbarians and Empire. A year ago I wrote about a new tribe that I am developing. I'll open this thread for all users who don't look into the German player forum.
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