December 30th, 2014, 18:58
(This post was last modified: December 30th, 2014, 19:00 by AdrienIer.)
Posts: 6,259
Threads: 17
Joined: Jul 2014
(December 30th, 2014, 18:46)Krill Wrote: West Point: Not really, I'd use the Royal Marines training facility but it's got an awful name for identity.
Why don't you keep the name of West Point but change it into a national ? It's not like the previous effect was super entertaining. Else there's St-Cyr in Brittany which is the French equivalent.
December 30th, 2014, 19:00
Posts: 23,583
Threads: 134
Joined: Jun 2009
West Point is a National Wonder.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
December 30th, 2014, 19:04
(This post was last modified: December 30th, 2014, 19:04 by AdrienIer.)
Posts: 6,259
Threads: 17
Joined: Jul 2014
You're right I mixed it up with another mod. St Cyr's the best idea I have then.
December 31st, 2014, 00:21
(This post was last modified: December 31st, 2014, 00:25 by Cheater Hater.)
Posts: 2,559
Threads: 18
Joined: Oct 2009
I decided to come back to this for a bit, and I tackled a big project--getting the new Fast Worker working. I actually managed to make it most of the way, in that it's in and is buildable (not true for most of the time I was working on it), but there are a couple problems: - I had to make a Worker for all the other civs to upgrade into at Machinery--right now it's exactly the same as the normal Worker (down to the name), but that could be changed if desired obviously
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
- You can't actually upgrade Workers to Fast Workers! I have no clue why this is happening--everything else is working like a normal upgrade (it upgrades in the queue for instance), but you just can't click on them and upgrade! If I had to guess, it might be that both the normal Worker and the Fast Worker cost the same number of hammers, so it doesn't like the upgrade--I'll try to confirm that tomorrow if no one else does.
Also, another clarification--for "Commando Point" (what I'm planning on calling it, until someone gives me a better name ![tongue tongue](https://www.realmsbeyond.net/forums/images/smilies/RBOld/tongue.gif) ), what should the build requirements be? Should it be the same as West Point (Military Tradition and a Level 5 unit) or something else (Military Science?)
Edit: If anyone else wants to pick up where I left off (or work on the stuff that clearly needs DLL), my Github repository is here--just make sure you're on the AdditionalGameplayMod branch, not the master
December 31st, 2014, 02:13
Posts: 10,092
Threads: 82
Joined: May 2012
Quote:•You can't actually upgrade Workers to Fast Workers! I have no clue why this is happening--everything else is working like a normal upgrade (it upgrades in the queue for instance), but you just can't click on them and upgrade! If I had to guess, it might be that both the normal Worker and the Fast Worker cost the same number of hammers, so it doesn't like the upgrade--I'll try to confirm that tomorrow if no one else does
This shouldn't be it - there is a similar case in ffh (indeed, some with the initial unit costing more) which works fine. Can your workers upgrade to new workers at machinery?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
December 31st, 2014, 16:57
Posts: 2,559
Threads: 18
Joined: Oct 2009
Apparently I wasn't trying it right yesterday, since upgrades are working when I tried it this time--maybe the worker I tried to upgrade before didn't have any moves left?
Now time to try something else--let's move stuff around in the early tech tree
January 2nd, 2015, 19:15
(This post was last modified: January 2nd, 2015, 19:21 by Krill.)
Posts: 23,583
Threads: 134
Joined: Jun 2009
Question: What do people think of an IND rebuild that provides +25% production of all buildings (wonders included, excluding the granary because that would be OP as fuck).
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
Posts: 2,559
Threads: 18
Joined: Oct 2009
(January 2nd, 2015, 19:15)Krill Wrote: Question: What do people think of an IND rebuild that provides +25% production of all buildings (wonders included, excluding the granary because that would be OP as fuck). I don't like the "all buildings except granaries" clause, since it feels like a real kludge--maybe tweak the numbers somewhat so the granary can be included.
January 2nd, 2015, 19:51
(This post was last modified: January 2nd, 2015, 19:51 by Krill.)
Posts: 23,583
Threads: 134
Joined: Jun 2009
Granary isn't even really a city improvement. Who compares a granary to, well, anything except workers and settlers?
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
Posts: 2,559
Threads: 18
Joined: Oct 2009
(January 2nd, 2015, 19:51)Krill Wrote: Granary isn't even really a city improvement. Who compares a granary to, well, anything except workers and settlers? If you're thinking of it that way, why not revamp it? I mean, I don't know what that would be--right now it's just 30/60 hammers that have to be invested in every new city once you get Pottery. Maybe even just remove it entirely, and put the effect on a tech (maybe a bit further up than Pottery). Any thoughts?
|