Originally posted by LDiCesare
#2 Yes, long term imo.
#2 Yes, long term imo.
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Originally posted by LDiCesare
#4 Can be done. Siege is a bit problematic as it's a part of ground combat so when there's a wall, would you increase both siege and ground or siege only?
#4 Can be done. Siege is a bit problematic as it's a part of ground combat so when there's a wall, would you increase both siege and ground or siege only?
Originally posted by LDiCesare
#5 I disagree. MoO had a very nice system where techs continues to give bonuses (reduction of size of ship hull/weapon/etc.) as tech went beyond the "max" level. That was good. There is an upkeep cost that prevents too much of a grwoth, I'd rather have this increase beyond a certain level, or increase exponentially at some point (currently we divide RPs by upkeep * knowledge, it could be upkeep * knowledge + smallNumber * square(knowledge) ). This I would agree with as the limit would nto be hard but there would effectively be a hard limit.
#5 I disagree. MoO had a very nice system where techs continues to give bonuses (reduction of size of ship hull/weapon/etc.) as tech went beyond the "max" level. That was good. There is an upkeep cost that prevents too much of a grwoth, I'd rather have this increase beyond a certain level, or increase exponentially at some point (currently we divide RPs by upkeep * knowledge, it could be upkeep * knowledge + smallNumber * square(knowledge) ). This I would agree with as the limit would nto be hard but there would effectively be a hard limit.
Originally posted by LDiCesare
#6 Yes. Actually the equations allow this to happen, but it's really unclear: Helper effect is 1 + sum of helepereffect * (knowledge - requirement) for all helpers but a tech is only active if all its helpers are. A tech is active if its helpers are past a "startlevel" (Ts in the model at some time from what I read in the code). The problem is that this startlevel is systematically 0 so all techs are active, and that this startlevel doesn't depend on the helped tech but only the helper...
SO: I will add a tag in the helper tag so that the tech is inactive unless the helper reached that level. Since the word requirement is already used, I'll use start instead. If no start tag is specified, the value will be 0.
#6 Yes. Actually the equations allow this to happen, but it's really unclear: Helper effect is 1 + sum of helepereffect * (knowledge - requirement) for all helpers but a tech is only active if all its helpers are. A tech is active if its helpers are past a "startlevel" (Ts in the model at some time from what I read in the code). The problem is that this startlevel is systematically 0 so all techs are active, and that this startlevel doesn't depend on the helped tech but only the helper...
SO: I will add a tag in the helper tag so that the tech is inactive unless the helper reached that level. Since the word requirement is already used, I'll use start instead. If no start tag is specified, the value will be 0.
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