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  1. #1
    Member Member Narayanese's Avatar
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    Default Re: Buildings

    For me, you're welcome to work on the tech tree.

    On manufacturing buildings changing building times: I think this would require each building level to have it's own units with separate model and unit entry, and that would lower the unit limit a lot.

  2. #2
    Vermonter and Seperatist Member Uesugi Kenshin's Avatar
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    Default Re: Buildings

    I like your idea Godspetmonkey. I am going to take a more in depth look into it to try to find building types and such.
    "A man's dying is more his survivor's affair than his own."
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    "So many people tiptoe through life, so carefully, to arrive, safely, at death."
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  3. #3
    Altogether quite not there! Member GodsPetMonkey's Avatar
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    Default Re: Buildings

    Quote Originally Posted by Narayanese
    For me, you're welcome to work on the tech tree.

    On manufacturing buildings changing building times: I think this would require each building level to have it's own units with separate model and unit entry, and that would lower the unit limit a lot.
    Yes, my bad, I thought there were training time modifiers, but there are only construction time modifiers.... se each level of unit would need a new entry in export_descr_unit.txt, and while we wont be using all 500 avialable slots, it's still not enough... oh well.


    Still, it can be used for things like valour and weapons upgrades. My main point remains, a small city should be as capable of providing men for duty as say provisionatis (of any type) as a large one.... It also means AI armies consisting of largely militia class units are going to be much rarer.

    Not all units should be buildable at baser levels though, mostly for balance reasons...
    Last edited by GodsPetMonkey; 06-03-2005 at 00:37.
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  4. #4
    Member Member Narayanese's Avatar
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    Default Re: Buildings

    Not all units should be buildable at baser levels though, mostly for balance reasons...
    But it hasn't to be like vanilla with militia early and regular units late.
    We could for example have good quality militia, and royal regiments, restricted to cities with good infrastructure.

  5. #5
    Altogether quite not there! Member GodsPetMonkey's Avatar
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    Default Re: Buildings

    Quote Originally Posted by Narayanese
    But it hasn't to be like vanilla with militia early and regular units late.
    We could for example have good quality militia, and royal regiments, restricted to cities with good infrastructure.
    My thinking precisely!

    The best of the best should not be buildable from the outset (for instance, the best armoured knights should require the best armourers). But the backbone of the army of that period should not be restricted to the biggest cities... though it should make more sense to train them there (valour, weapon, armour and morale upgrades, granted from different buildings only available to higher tier cities).
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  6. #6
    Vermonter and Seperatist Member Uesugi Kenshin's Avatar
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    Default Re: Buildings

    Good points guys. As well as the best armored knights and other elite nobels I think the Janissaries should require more due to their position as the elite of the Ottoman army. I will be starting to do a LOT of work on this after the 21st when school ends.
    "A man's dying is more his survivor's affair than his own."
    C.S. Lewis

    "So many people tiptoe through life, so carefully, to arrive, safely, at death."
    Jermaine Evans

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