View Full Version : what does the potter do
gaelic cowboy
11-02-2003, 06:59
I was nosing around some file's in VI i think when i found this ["Master Potter_desc"]
{"At its most beautiful and expensive, pottery ceases to be an implement or utensil and becomes an object of desire in itself. The very finest potters can charge comfortably high prices for their wares, and as a result they add greatly to the level of trade in their home provinces."}
There seems to be loads of buildings not in the game mentioned like mason, potter, glassmaker and weaver etc and many more things. Can they be put in im assuming it give's a trade bonus if you have that good in your province.
Could be handy for modding in new unit and bonus features in a game. Heck there is even a vintners guild mentioned it could be used to give +9 courage -5 accuracy http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif
There are a whole bunch of features that they meant to get into this game but didn't. You'll see things like Border forts, keeps and castles which would have been prelimenary battles before they even got into the province.
From the Vinter and Pottery Tanners and Glassworkers and such you can see they intended each trade item to be able to have a seperate building to trade them so that you could increase the trade of your more profitable goods while ignoring the less important.
There's also unused minerals (for mines and such) that they didn't add in but were obviously on the drawing board, like I see in the texts reverences to Tin and Lead, and the Timber as well instead of just wood to trade (prerequisite for castles?).
In the Unit Icons folder you can see they wanted to have Fuedal bows and cuman mercenary cavalry as well.
From the Castles themselves you can see they wanted the ability to put troops on the walls and in the keeps.
For the agents (spies,emissionaries, assasins) they had a whole lits of V&Vs they probably wanted to implement but couldn't.
Ship combat was probably on the drawing board as well, though I can see why they left it out.
And then there are even more that I didn't mention. On the whole I think the DEVs had a giant super game in mind but deadlines set by activision probably forced them to cut out some of the features.
I am betting that a lot of the features they wanted in this game but couldn't manage to get in will be in R:TW. Like troops on walls
And just as a question to any of the DEVs out there, are there ways some of these features could be modded into the current release of MTW:VI? I'm primarily asking about the V&Vs for the agents.
Duke John
11-02-2003, 17:45
I think it's completely unprofessional to include loads of files and textfile entries about stuff that isn't used, and even have multiple directories containing Shogun files
Cheers, Duke John
In all fairness DJ maybe they were hoping to implement some of the left out features in an expansion.
But they didn't so you do make a point, guess with disk space not being much of a problem anymore the incentive isn't there to cut down on install size.
Hamburglar
11-02-2003, 23:55
Plus it lets us fool with the stuff if we really want to. If you're concerned about space, delete stuff.
Wellington
11-05-2003, 04:24
Quote[/b] (Duke John @ Nov. 02 2003,10:45)]
I think it's completely unprofessional to include loads of files and textfile entries about stuff that isn't used, and even have multiple directories containing Shogun files
Cheers, Duke John
I agree.
You've no idea how difficult/confusing this can be when writing tools for MTW in attempting to ascertain what is important and what is'nt.
http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
el_slapper
11-07-2003, 12:08
"unprofessional"...mmmh, of course it makes things harder, but you can never be sure of how pressured the programmers were. Of course, give them 6 more months, and the game will be clean..... But I know what "rushing towards a deadline" means, and erasing maybe-unuseful files is NOT your top priority at this very moment.....
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