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inadequate buildings or unwanted effect (list in prgress)

 
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Athoen
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Joined: 29 Jul 2014
Posts: 291
Localisation: Réunion

PostPosted: Thu 31 Jul - 18:13 (2014)    Post subject: inadequate buildings or unwanted effect (list in prgress) Reply with quote

Some thought about some buildings that could be reworked, please tell me if you agree/disagree with anything.

-Argond Anarion : As this statue was build before the date of the fall of Arnor, it should still be there, but it seems the wilderness culture there prevents it. Such buildings should be there whatever the culture of the province (didn't tried to understand how yet).

- mud roads : I have a problem with any road giving a penalty as I live on a tropical island with dense vegetation... the worse road/path in the world can only be an improvement to wilderness (speaking about passage of course). So I suggest to change the modificators to weaker positive values. Besides, with the cumulative effet, 2nd level road doesn't compensate enough. So if you agree, I'll change it to something like what's beyond.
(the cumulative values are equal to the value of the great route from the previous file, as I expect it was the intended goal).
Besides, the "local_speed_modifier = 0.2" doesn't seem to be an accepted effect for building, the game screen shows "NONE+0,20" To delete if it is confirmed to be useless.

castle = {

ca_dirt_road_2 = {
desc = ca_dirt_road_2_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
build_cost = 150
build_time = 250
tax_income = 0.1
ai_creation_factor = 90
levy_reinforce_rate = 0.05
local_speed_modifier = 0.2
potential = {
NOT = { has_building = ca_men_i_naugrim }
}
}
ca_paved_road_3 = {
desc = ca_paved_road_3_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
build_cost = 250
build_time = 365
upgrades_from = ca_dirt_road_2
tax_income = 0.5
ai_creation_factor = 88
levy_reinforce_rate = 0.05
monthly_character_prestige = 1
local_speed_modifier = 0.3
potential = {
has_global_flag = building
NOT = { has_building = ca_men_i_naugrim }
}
}
ca_great_route_4 = {
desc = ca_great_route_4_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 4 }
build_cost = 400
build_time = 700
upgrades_from = ca_paved_road_3
tax_income = 0.9
ai_creation_factor = 85
levy_reinforce_rate = 0.1
monthly_character_prestige = 1
local_speed_modifier = 0.4
potential = {
has_global_flag = building
NOT = { has_building = ca_men_i_naugrim }
}
}
}

city = {
ct_dirt_road_2 = {
desc = ct_dirt_road_2_desc
trigger = { TECH_CITY_CONSTRUCTION = 0 }
build_cost = 150
build_time = 250
upgrades_from = ct_ruined_road_1
tax_income = 0.1
ai_creation_factor = 90
levy_reinforce_rate = 0.05
local_speed_modifier = 0.2
potential = {
has_global_flag = building
}
}
ct_paved_road_3 = {
desc = ct_paved_road_3_desc
trigger = { TECH_CITY_CONSTRUCTION = 2 }
build_cost = 250
build_time = 365
upgrades_from = ct_dirt_road_2
tax_income = 0.5
ai_creation_factor = 88
levy_reinforce_rate = 0.05
monthly_character_prestige = 1
local_speed_modifier = 0.3
potential = {
has_global_flag = building
}
}
ct_great_route_4 = {
desc = ct_great_route_4_desc
trigger = { TECH_CITY_CONSTRUCTION = 4 }
build_cost = 400
build_time = 700
upgrades_from = ct_paved_road_3
tax_income = 0.9
ai_creation_factor = 85
levy_reinforce_rate = 0.1
monthly_character_prestige = 1
local_speed_modifier = 0.4
potential = {
has_global_flag = building
}
}
}


Last edited by Athoen on Thu 31 Jul - 18:51 (2014); edited 1 time in total
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PostPosted: Thu 31 Jul - 18:13 (2014)    Post subject: Publicité

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Lonhaldar
Administrateur

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Joined: 06 Mar 2013
Posts: 3,190
Localisation: France

PostPosted: Thu 31 Jul - 18:37 (2014)    Post subject: inadequate buildings or unwanted effect (list in prgress) Reply with quote

For the Argond Anarion, it's mostly because in the 00_MEPspecial, the condition for this building is noted with an accent in b_argonath_anarion, where it shouldn't. If you remove it, the building will appears Smile
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PostPosted: Today at 04:38 (2017)    Post subject: inadequate buildings or unwanted effect (list in prgress)

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