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  1. #1
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: CA propositions thread

    That's bull, if CA knows anything about writing good modular code half of those are not, repeat not major undertakings. So please stop saying they aren't realistic because they certainly should be.
    Im sure they do, but this is for modding changes for PATCHES, something only a few devs work on, not for the next game. For the next game i'd love to have an sdk and stuff, but most of CA ozs resources are now on the expansion.

  2. #2

    Default Re: CA propositions thread

    Can you ask them to remove any hardcoded issues with castles, i.e. the tax rate, having two different types of settlements opens up some nice possibilities

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: CA propositions thread

    Quote Originally Posted by Casuir
    Can you ask them to remove any hardcoded issues with castles, i.e. the tax rate, having two different types of settlements opens up some nice possibilities
    The tax rate is set in campaign_db, isn't it?

  4. #4

    Default Re: CA propositions thread

    You sure? I dont see anything in there, refering to the inability to change the tax rate from normal to high/low etc

  5. #5
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: CA propositions thread

    Ah you mean that setting. Hmm...
    Well you're probably right, that seems to be hardcoded.

  6. #6

    Default Re: CA propositions thread

    isnt auto firing towers like MORE realistic, i mean if a castle built defensive towers they would have soldiers assigned to them. you would have a unit marching to the wall and some go fire arrows. No there would be soldiers manning the towers. (my opinion) so I like to get in on that possibility. however in the walls.txt you can change the # of soldiers in the towers. i increased this and towers without a flag are firing arrows. also i would like to beable to destroy enimy watchtowers on the campaign map, as well as destroy ur own. those would be about a 7 for importance

  7. #7
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: CA propositions thread

    7. Ability to set how many actions agents can perform per turn. Aka diplomacy more than once per turn, assassination more than once per turn, etc.

    8. Ability to set min/max range 'cooldown' required between crusades/jihads.

    9. Ability to configure what constitutes a valid target for crusade/jihad. Aka, "min 10 heresy", at war with { x }, etc. Something like that.

    10. Ability to set line-of-sight distances for watchtowers and cities. Possibly for traits as well. Never mind, Factionhair is right.

    11. I'm to understand that movement rates and weapon swing/attack speeds are governed by the animations, which we don't have access to. Whatever the case may be, I'd like to see the addition of a working float "multiplier" variable for both of these that can be used to speed up or slow down these animations. Before you guys jump me alpaca and lusted, I don't think this would honestly be a big deal at all as it would simply speed up or slow down the rate at which the game renders the animation, hence performs the action.

    Thank you.
    Last edited by Whacker; 04-09-2007 at 01:14.

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