I've been looking around with the Gnome editor, checking out stats and stuff for something I'm working on, and I've come across a few curious things I was hoping you guys could clear up for me. I'll probably come back with more as I get farther along, but I'll start simple for now.
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?
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?
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?
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?
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?
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?
Looking forward to being enlightened.
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