PDA

View Full Version : Multiple Building constuction?



Suraknar
03-18-2007, 12:12
Hello,

Would any of our talented modders know or have explored the possibility of being able to constuct multiple building improvements at the same time?

This has been somewhat of a bane for me in the series...which I usually find myself moding all building construction times to reduce the number of turns they take to build.

For me, part of the fun of the series is Building stuff improving settlements, however, they queu one by one, and it takes too long for a settlement to have a balanced aray of buildings when it takes 3 turns for this plus 5 turns for that plus 4 turns for that and 6 turns for that for a total of 18 turns.

While I understand a Cathedral would and did take years to complete a settlement with 30,000 inhabitants on the other hand would not only be constucting a cathedral.

"How many people does it take to screw in a light bulb?" (comic analogy).

A city would improve in various areas I beleive in a synchronous time.

So if it were for instance possible to have more building slots, like they have units now, that would actually be great, since while aportion of the population would be taking several years to construct a cathedral, another portion could be constucting a commercial warf by the docks ...and not having to wait for the cathedral to finish before they can start constucting the warf...

Any ideas if that would be possible?

alpaca
03-18-2007, 17:48
I don't think it would be possible without changing the game code. Unfortunately something like tht can't be properly scripted because the create_building command doesn't upgrade existing buildings so it'd work only for the first building of each tree (well if you don't want building upgrades you could probably do something like that)

Suraknar
03-19-2007, 00:44
Ahh... :(

Well, lets hope this is something CA evaluates for the future then.

Thank you Alpaca! ~:cheers:

EdwardL
03-27-2007, 19:47
I would think it would be possible via the repair function. As multiple buildings are damaged from seiges and such, those buildings can all be queued and repaired simultaneously. Now the trick would be to swap the repair function with the construction function and to add turn timers to the "build via repair" function. You could then in theory have multiple building projects going on at once, eh.. pending its not hardcoded that is. I dont mod anymore, as i play WoW fulltime and MTW2 is a part time hobby. However if i should see such and idea turn up in a mod in the future you better believe you owe me royalty rights :beam:

FactionHeir
03-28-2007, 00:01
I don't think it would be possible without changing the game code. Unfortunately something like tht can't be properly scripted because the create_building command doesn't upgrade existing buildings so it'd work only for the first building of each tree (well if you don't want building upgrades you could probably do something like that)

If that was the case, then the OP could certain unwind the tech tree so each building is standalone but has a certain other build as a pre-req (as seen in greater market for alchemy school)
Then when one building is finished, it will use create_building and destroy the other building after the creation. Reasoning behind creation first and destruction next is otherwise unit production facilities would reset to 0.

Wonder if that is actually possible!

alpaca
03-28-2007, 14:55
If that was the case, then the OP could certain unwind the tech tree so each building is standalone but has a certain other build as a pre-req (as seen in greater market for alchemy school)
Then when one building is finished, it will use create_building and destroy the other building after the creation. Reasoning behind creation first and destruction next is otherwise unit production facilities would reset to 0.

Wonder if that is actually possible!
Well you couldn't do it for the AI anyways, as it doesn't destroy buildings I think.