Results 1 to 30 of 223

Thread: Traits that are bugged in 1.2 with fixes. Part 1: Scarred, Farmer, Trader

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #21
    Ricardus Insanusaum Member Bob the Insane's Avatar
    Join Date
    Sep 2002
    Location
    London, UK
    Posts
    1,911

    Default Re: Traits that are bugged in 1.2 with fixes. Part 1: Scarred, Farmer, Trader

    To continue Pode's discussion I we should discuss what we want to get out of the Goodfarmer and Goodtrader traits (and their opposites) and who should get them and for what reason...

    I also like the concept that the dizzing heights of these traits are reservered for those governors that not only build loads of farms/trade buildings but also builds the farmer/trade temples...

    Is it really only a change of the threshold values that is required to achieve this?

    One thought I have been considering is a check to see if the the farm or trade build had been built before any other building of the same tech level (looking for which building ware upgraded first). And handing out GoodFarmer or GoodTrader points if those are first... Though thinking about it having Godfarmer and Goodtrader points gained simply by building the coorect building should be pretty easy to balance out with the threshold values.

    And for handing out BadFarmer and BadTrader point a check to see whether those building had been upgraded as far as possible before the settlement itself is upgraded... So if you had a large town and a sufficient population to upgrade to a city, if you had not maxed out your farm and or trade buildings before upgrading the settlement you would get poorfarmer and/or poortrader points... This would make the slide into those traits much slower..
    Last edited by Bob the Insane; 02-23-2005 at 14:28.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO