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Starting Builder's Hall?

I've edited my building tree significantly.

In short, I made the Builder's Hall the root building for the "advanced" building tree, so less developed races can be locked out of most such buildings with simply disabling Builder's Hall instead of the 5 separate buildings it is the requirement of (which are very different from the original game, and are mostly buildings you can do without, but that provide a nice boost if you do build them).

The concept seems to work well but towns starting with it already built even for races that cannot build them is bad.
I can't really change the function to another building either, Smithy unlocking University and such would not make much sense.

Is there a known way to make sure no towns (player or neutral) start with it already built?
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(August 22nd, 2015, 11:43)Seravy Wrote: I've edited my building tree significantly.

In short, I made the Builder's Hall the root building for the "advanced" building tree, so less developed races can be locked out of most such buildings with simply disabling Builder's Hall instead of the 5 separate buildings it is the requirement of (which are very different from the original game, and are mostly buildings you can do without, but that provide a nice boost if you do build them).

The concept seems to work well but towns starting with it already built even for races that cannot build them is bad.
I can't really change the function to another building either, Smithy unlocking University and such would not make much sense.

Is there a known way to make sure no towns (player or neutral) start with it already built?

What if?
Mechanician's Guild has that unlocking function and is available to most/all races? It kind of makes sense (builder-oriented structure) plus added production bonus.

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(August 22nd, 2015, 15:16)zitro1987 Wrote:
(August 22nd, 2015, 11:43)Seravy Wrote: I've edited my building tree significantly.

In short, I made the Builder's Hall the root building for the "advanced" building tree, so less developed races can be locked out of most such buildings with simply disabling Builder's Hall instead of the 5 separate buildings it is the requirement of (which are very different from the original game, and are mostly buildings you can do without, but that provide a nice boost if you do build them).

The concept seems to work well but towns starting with it already built even for races that cannot build them is bad.
I can't really change the function to another building either, Smithy unlocking University and such would not make much sense.

Is there a known way to make sure no towns (player or neutral) start with it already built?

What if?
Mechanician's Guild has that unlocking function and is available to most/all races? It kind of makes sense (builder-oriented structure) plus added production bonus.

I considered that but didn't like it. +% production is weak early and worth much more later. Not too suitable for a building that unlocks a whole tree, containing several buildings meant for potential early construction. It's even part of the tree unlocked by BH currently.
Also, that would leave the Builder's Hall without any useful function whatsoever. (+ bonus to housing doesn't feel important enough to build something for just that)
As a temporal solution, I added the 3 most important unlocks as additional disabled buildings to the races that cannot build the BH. The remaining two are War College and Parthenon, so cities affected by the bug can get 3 more power, 1 more unrest reduction, and 1 level higher units, but nothing else, which is not too significant, fortunately. If no way to fix this is discovered, it's still going to work without much of a problem.

I have been also thinking, isn't the bonus of Merchant Guild too high at +100%? I guess that's a good way to make building near water worth it but...idk. A 20 population city with max taxes would mean an extra 3*20=60 gold from that alone.
Are the Bank and Merchant guild bonuses located near the Marketplace? I think I'll reduce them to 30 and 60% if so.
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I play on Aureus mod, all races can build builders hall in it. I like the conception in the aureus mod. However, in vanilla, the lizards can not build it, and can not build granary therefore. but neytral lizard's town can have it. its sucks.
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Why can't you change it to another building? Under vanilla, most advanced buildings are blocked by the University.
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(September 4th, 2015, 13:58)Anthony Wrote: Why can't you change it to another building? Under vanilla, most advanced buildings are blocked by the University.

University is an advanced building itself in my mod. The only unused building that serves no real purpose is the Smithy and I have another plan for that one.
This is my building structure (copy paste from the docs I'm going to include in the mod) :

The religion tree
Shrine → Temple → Cathedral
Temple+University → Oracle
Cathedrals now generate 5 power.
This tree provides a total of 8 power and 5 unrest reduction. Shrine unlocks shamas, Temple unlocks priests where available.

The magic tree
Library → Sage's Guild, Wizard's Guild and Alchemists Guild
Wizard's Guild now produces 10 Power and 4 Research, making it the ultimate building of magic power. It also unlocks Magicians and Warlocks where available.
Alchemists Guilds now only generate 2 power because the main purpose of that building is enabling magical weapon/armor on units. This balances out magic and religious buildings to each generate 12 power total.
Sage's Guild is the new ultimate research building, producing 10 research, but nothing else.
With this change, research, weapon bonus, and power are separated into 3 different choices.

The military tree(s)
Smithy → Stables, Armory and Maritime Guild
Barracks → Armory → Fighter's Guild → Armorer's Guild → War College
Stables, Fighter's Guild → Fantastic Stables
Ship Wright's Guild → Ship Yard → Maritime Guild
These trees are mostly unchanged, and are used to unlock more advanced military units.

The food tree(s)
Granary and Marketplace → Farmer's Market
Stables and Granary → Animist's Guild
These buildings serve their original purpose. Note that you no longer need additional buildings to construct them, like the Builder's Hall.

The production tree(s)
Sawmill → Forester's Guild
Miner's Guild+University → Mechanician's Guild
These are significantly changed. The Sawmill now produces a flat +8 production, and doesn't require a forest. It's meant to accelerate the production of the early game, low population towns, intead of the endless waiting in the original game. In a low population or new town, you always want a Sawmill first, but in already developed towns, it's less important. Forester's Guild now only adds 10% production but 3 food, Miner's and Mechanician's Guilds add +25% each. You no longer need a special ore on the map to build a Miner's Guild. This change means you don't actually need to build the Miner's Guild right away, as you need a sizeable population for it to really matter.

The advanced tree
Builder's Hall → University, Parthenon, War college, Bank, Merchant's Guild
As you can see, Univerity and Parthenon are now separated from their original trees, and are independent, extra resource generators, which only races access to the advanced tree can utulize.
They provide a better cost/effect rate than the original trees, but consist of only one building without unlocking further options for Research/Power/Units.
Additionally, the Parthenon now generates 4 power instead of 3 and Universities produce 6 research.

The economy tree(s)
Marketplace → Bank
Ship Wright's Guild → Merchant's guild
The markatplace now generates a flat 8 gold instead of +50%.
Banks now provide +40% gold only and require access to the advanced building tree.
Merchant's Guilds now provide +60% gold only and require access to the advanced building tree and must have access to sea for the Ship Wright's Guild.

After I finish spells, I'll try to find the starting builder's hall in the exe and change it.
Would be nice if I could move the effect of Fighter's Guild to Smithy too, to give it a real function, but haven't found where new units are produced in the code yet (haven't really had the time to look for it either, spells are a priority).
Either way, making all 213 spells useful is the top priority.

Edit : I managed to disable these from appearing.
37651 : 01 → FF
3E1C1 : 01 → FF
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