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  • #31
    It needs to be able to sell more though. It sells a tiny amount which means you still end up with hundreds in there.

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    • #32
      Originally posted by snoopy369
      Custom house (as it functioned in Col1) was the single worst exploit in the game. Hence, they were removed. I'm told warehouse expansions work similarly, though without the exploityness.
      What was the exploit? I must have missed it.

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      • #33
        It allowed you to sell things that were under the king's ban (tea party stuff). Thus no reason to accept any tax increases post-custom houses.
        <Reverend> IRC is just multiplayer notepad.
        I like your SNOOPY POSTER! - While you Wait quote.

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        • #34
          Uh wasn't the exploit "tax-free"?

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          • #35
            Hmm, maybe that as well - I always timed it with Fugger so I got no taxes anyway.
            <Reverend> IRC is just multiplayer notepad.
            I like your SNOOPY POSTER! - While you Wait quote.

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            • #36
              I think you guys are missing the point with Custom Houses. They were a great way to cut the micromanagement of a lot of cities. Your profit was guaranteed because the goods were sold. By then I couldn't care less how much money I would be making per product. What I did care was about my expansion and managing younger cities that still didn't have the Customs House.

              If the CH have exploits, fix them. Forcing us to get bored to death with permanent micromanagement is a really awful design decision.

              So I'm all for the inclusion of the Custom House in Colonization.
              "BANANA POWAAAAH!!! (exclamation Zopperoni style)" - Mercator, in the OT 'What fruit are you?' thread
              Join the Civ2 Democratic Game! We have a banana option in every poll just for you to vote for!
              Many thanks to Zealot for wasting his time on the jobs section at Gamasutra - MarkG in the article SMAC2 IN FULL 3D? http://apolyton.net/misc/
              Always thought settlers looked like Viking helmets. Took me a while to spot they were supposed to be wagons. - The pirate about Settlers in Civ 1

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              • #37
                Custom house, as it existed in Col1, will not be in the game, except as a fan mod (and thus should be discussed in its own thread).

                The warehouse expansion could/should be improved, I think, as you say it does reduce MM of sailing back to europe and such... that's something I'll look at certainly.
                <Reverend> IRC is just multiplayer notepad.
                I like your SNOOPY POSTER! - While you Wait quote.

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                • #38
                  Originally posted by Zealot
                  I think you guys are missing the point with Custom Houses. They were a great way to cut the micromanagement of a lot of cities.
                  ....

                  If the CH have exploits, fix them. Forcing us to get bored to death with permanent micromanagement is a really awful design decision.
                  Exactly.

                  I notice that the warehouse expansion functions somewhat like this, but there's no control over what is sold, and it only occurs once you go over 300 units. But I'd prefer custom houses - tax me like I'm supposed to be, and ban me from the sale of things I've been boycotted from selling. That would fix the issue, no?

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                  • #39
                    Well then, perhaps we should mod the warehouse expansion to function along with the import/export elements? Seems not too difficult. It would interfere with the autotrading, though ... hmm. Maybe I'll try to do this tonight if my fighting with compiling the DLL fails utterly, as this would be python.
                    <Reverend> IRC is just multiplayer notepad.
                    I like your SNOOPY POSTER! - While you Wait quote.

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                    • #40
                      Originally posted by snoopy369
                      Well then, perhaps we should mod the warehouse expansion to function along with the import/export elements? Seems not too difficult. It would interfere with the autotrading, though ... hmm. Maybe I'll try to do this tonight if my fighting with compiling the DLL fails utterly, as this would be python.
                      Getting the Custom House shouldn't be THAT easy. It needs either a Founding Father or a special (read expensive) building upgrade as a prerequisite.

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                      • #41
                        I disagree; if we're going to make it just allow trading without a ship, I think there's nothing wrong with it being readily available. It's intended to reduce MM, so it should be for everyone, not just for certain FF strategies or whatnot. That's one of the lessons learned in Civ4...
                        <Reverend> IRC is just multiplayer notepad.
                        I like your SNOOPY POSTER! - While you Wait quote.

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                        • #42
                          I agree with Snoop. It should be available to everyone in every situation. This is very important now since FF's are spread around. If you set it up on an FF only one person in the game will get it.

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                          • #43
                            I don't know if the Custom House in Col1 sold goods tax free, I haven't done the math, but I do know that it made it rather easy to refuse every tax increase of the king's. I very often kept 0% taxes in Col1.

                            One downside that punished me in that game was that wagons in automatic trade route mode would not move boycotted goods, making intensive micromanagement necessary to process and custom-house goods.

                            If they changed Col2 (is that the abbrev we're using?) so that boycotts had that same effect, I might have to de-friend Firaxis. Real big hurt for them, I know. But I've bought every one of their games since Pirates! and a many during the Microprose days as well.

                            Yes, that's right, I said it...I'd pack up my toys and go home haha

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                            • #44
                              Boycots prevent selling in any manner now, but as far as I know you can move them via wagons fine. Then again I thought you could move them via wagons in Col1, also ...
                              <Reverend> IRC is just multiplayer notepad.
                              I like your SNOOPY POSTER! - While you Wait quote.

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                              • #45
                                Originally posted by Dale
                                I agree with Snoop. It should be available to everyone in every situation. This is very important now since FF's are spread around. If you set it up on an FF only one person in the game will get it.
                                Good point about the FF prerequisite. But at least make it an expensive upgrade to the warehouse. I don't think it's something players should have out of the gate, but something that has to be worked for.

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