Results 1 to 30 of 41

Thread: 2 Points for consideration

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Resident Pessimist Member Dooz's Avatar
    Join Date
    Jan 2005
    Location
    AEnima city, USA
    Posts
    1,897

    Default Re: 2 Points for consideration

    Quote Originally Posted by QwertyMIDX
    We can probably script something.
    Will you? Do you agree it's a pretty good idea and will help with the concerns over naval upkeep costs?

  2. #2

    Default Re: 2 Points for consideration

    Would only two or three factions get access to this? What factions in our time period pulled their ships up into ship sheds to decrease the cost of keeping fleets.

  3. #3
    Resident Pessimist Member Dooz's Avatar
    Join Date
    Jan 2005
    Location
    AEnima city, USA
    Posts
    1,897

    Default Re: 2 Points for consideration

    Well it would be more of a gameplay enhancing deal for all factions. I don't assume there were any nations that kept their entire fleets out at sea, all the time. It doesn't necessarily have to be a ship shed, just the port itself, unless you want to just add it in the description as mentioned for certain ports I suppose.

  4. #4
    Recovering Lurker Member jebes's Avatar
    Join Date
    Dec 2005
    Location
    In a Cube Farm
    Posts
    102

    Default Re: 2 Points for consideration

    Hmm, this also brings up what may be a solution for the Militia upkeep problem. Would it possible to use an add_money script that would negate or reduce the upkeep of a militia unit when they have been in a city for one or two turns? This would represent their working in the fields and shops and still be available to repel invaders.

    Is it possible to script for a unit type like that?

  5. #5
    EB Traiter Member Malrubius's Avatar
    Join Date
    Jan 2005
    Location
    On a tree-covered mountain in Anniston, Alabama, USA
    Posts
    2,633

    Default Re: 2 Points for consideration

    Deleted, The_Mark likes the idea
    Last edited by Malrubius; 01-10-2006 at 19:05.

    Ah! the Generals! they are numerous, but not good for much (especially if they're Languorous)!
    -- Aristophanes, if he played EB

  6. #6

    Default Re: 2 Points for consideration

    @jebes,
    Im not sure but i think youd have to make each militia squadron a family member, why is not a totally bad idea, if you make him have a trait like "Captain of Militia" and have that trait make him infertile and everything, could it work?

    For the glory of Rome

  7. #7
    Son of Gob. Member Jebus's Avatar
    Join Date
    May 2005
    Location
    Brugge, Belgium
    Posts
    211

    Default Re: 2 Points for consideration

    I really feel sorry for the guy that writes EB's code...
    Je ne vois qu'infini par toutes les fenêtres.

    Charles Baudelaire, Les Fleurs du Mal

  8. #8
    Resident Pessimist Member Dooz's Avatar
    Join Date
    Jan 2005
    Location
    AEnima city, USA
    Posts
    1,897

    Default Re: 2 Points for consideration

    Quote Originally Posted by Jebus
    I really feel sorry for the guy that writes EB's code...
    I feel grateful and appreciative. And the whole team as well.

  9. #9

    Default Re: 2 Points for consideration

    I really feel sorry for the guy that writes EB's code...
    Why? Its quite simple.
    I must say that i like this idea. Now our historians myst say what they think about this.
    Each port will get refound for only one fleet.

    Hmm, this also brings up what may be a solution for the Militia upkeep problem. Would it possible to use an add_money script that would negate or reduce the upkeep of a militia unit when they have been in a city for one or two turns?
    Nope it wont work for land units. We just cant get enough info.
    On sea it simple.

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