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    Beauty hunter Senior Member Raz's Avatar
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    Default Re: Game mechanics questions

    Hmm, wonder why macsen hasn't beaten me to this one...
    Note: I believe this belongs in the Alchemists Lab, perhaps? But hey, it gets more attention here. =D

    Quote Originally Posted by drone
    1. I'm assuming that the viking_build_prod.txt and viking_unit_prod.txt are the ones used for the Viking campaign, while the "crusaders" files get used for the main campaign. projectilestats.txt is shared, correct?
    True. If you are ever unsure, open \campmap\startpos\"era".txt and check. Where "era" is say Vikings etc. It says somewhere close to the top of the file something along the lines of: "UnitProd: viking_unit_prod.txt BuildProd viking_build_prod.txt"
    projectilestats.txt is shared, true, so be careful what you touch in there.

    Quote Originally Posted by drone
    2. For the farm upgrades, in the build_prod file they are listed with 200, 400, 480, 560 "income" in viking, and 120, 140, 160, 180 "income" in crusaders. These are supposed to be percentages, not actual income figures like the ones given for mines or cathedrals. Is this sorted out in the engine by the BuildingType label of FARM_INCOME? Anything special about LEV1_INCOME and CATHEDRAL_INCOME BuildingTypes? Also, any idea what makes the Forest Clearing indestructable?
    No (I think...), those income values are directly implemented in game, they are adjusted in the startpost file I've referred to above under each province. That way you'll see that farm income in Sinai etc. is low no matter how much you soup up the farms. That label simply relates to what is read in game... e.g. "The farms in this province will generate the following income:" and "These mines will produce this following income:" etc. The only one that is different is trade and ports, which is dependent on your province's trade resources and ship routes etc.

    Quote Originally Posted by drone
    3. Never seen this, because I always try to stay pagan as the Vikings, but what happens to pagan shrines when the Vikings convert? Do they just go away/get destroyed?
    I actually have no clue... I've only ever really played a VI campaign properly as, well, the Vikings...

    Quote Originally Posted by drone
    4. Abbeys in VI are listed with an income of 400 in build_prod. I thought this was supposed to be 200. Do I need to rethink my destruction strategy?
    Hmm? Income or cost to construct? You get money from destroying buildings relative to how much it costs... Sorry, I don't think I quite get you on this. You'll have to wait for someone more experienced then me.

    Quote Originally Posted by drone
    5. I always thought that building the first-level castle building gave a happiness bonus, but I see that is not the case in build_prod. Is this just a figment of my imagination, or something hard-coded into the engine? I can imagine this being the case, since the castles get displayed on the main map. Any idea what (if any) the happiness bonus is?
    It's hard-coded. I don't know the exact bonus, sorry.

    Quote Originally Posted by drone
    6. Lastly, Merchants. I assume the engine knows what to do with the TRADING_POST BuildType combined with tech level, because there isn't anything else in there. The bigger the trading post, the more income it makes. Any ideas on how this works with respect to the trade goods present?
    Are you looking for a magic formula that shows how much income you'll get if you had x merchant with y trade goods and z trade routes? Well, I don't think you'll find one.
    But that sounds more like a question for Puzz the ultra-uber technical guy. If he doesn't mind me saying...

    - Eh, I just realized I didn't answer half of those questions... shows how much I know... =D
    Last edited by Raz; 04-19-2008 at 14:48.
    Quote Originally Posted by drone
    I imagine an open-source project to recreate [Medieval: Total War] would be faced with an army of high-valour lawyers.

    Live your life out on Earth; I'm going to join the Sun.

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