Note: I just changed the name, maybe people will take it more seriously with a serious name.
I've been hacking around with the data\*.xml files and gotten some interesting variations to work. There's still some outstanding bugs (with RoN or with my stuff, not sure), so I'm hoping someone has an idea.
Gameplay Changes:
City Development.
+ City Radius is smaller, forcing you to pick and choose which buildings you really want in each city.
+ Military buildings must now be built in city radius.
+ Military buildings can only be built 1/city
+ Farms can only be built 1/city (bugged)
+ Farms can be built outside the city radius (bugged)
+ Cities must be built further apart
Military Units:
+ Completely new unit advancement tree
+ 15 Unit classes: Light/Medium/Heavy Infantry, Light/Heavy Cavalry, HQ, Intelligence, Spy, Artillery, Light Artillery, Fighter, Tactical/Strategic Bombers, Battleship, Cruiser, Sub, Carrier
+ All units have new combat strengths, speed, range, etc.
+ All cavalry now three figures
+ Unit attack/strength/range now scales more significantly over ages
+ Headquarters unit merges General and Supply Wagon and provides Versailles healing power.
Military Buildings:
+ Production buildings repurposed: Barracks builds LI/MI/LC/Scout. Stable is now Academy and builds HQ and Spy. Siege Factory is now Smithy and builds HI/HC and the two artillery pieces.
+ Tower has stronger attack, stronger range, can no longer garrison units.
+ All units can garrison in Fort, which has larger LOS but less attack capability
Tech Development:
+ Recommended play, on Very Expensive/Slow setting
+ 3 sub-levels of unit strength can be researched per level (bugged)
+ New military researches cheap, but extremely slow
+ Not all unit types have new levels for each age
Notes about the new unit tech tree:
I'll add a list of the units and when you get them, but basically, you don't get a new unit for each class every time you advance an age. For example, the Medium Infantry class has a new unit at Ancient, Classical, Medieval... and then Industrial. This contributes to the different ages having different 'feels' for the battles they have.
Current Bugs:
Farm-Limit bug. I've set a property in rules.xml to set the max number of farms in a city to 1. I've also set the flag in the building object to limit it to one per city. However, in all playtesting so far, I've been able to build unlimited farms in a city.
Outside-city-farm-bug. ALthough you can build farms outside a city, your citizens won't actually work it. I had a strange behavior where citizens would move to it to try to work it, and get stuck in a loop where they couldn't, and kept trying.
A possible workaround may be to not make farms a 'workable' entity. It only generates the default food output, and you just have to place a lot of them.
Unit-upgrade bug. This has been impossible to replicate, but I've gotten it twice. It seems that somehow during the course of a game, you can reach a point where despite upgrading the unit class, it only lets you build units of the original class. I.e., I can only build Javelins but I've researched Muskets.
I have no idea what to do to workaround that. All the dependencies are there. I can only get it when I'm not trying to. Normally, I can upgrade a unit all the way through the tree.
Project State:
Working on these bugs, and finishing implementing all the units. Right now I only have normal land units (no artillery, ships, planes) configured up to the end of Enlightenment Age. I've got their stats in an XLS, I just have to enter them in the XML. Everything else is done.
Does anyone know if BHG staff still monitor these forums? I'd love to get some input from them.
vc
I've been hacking around with the data\*.xml files and gotten some interesting variations to work. There's still some outstanding bugs (with RoN or with my stuff, not sure), so I'm hoping someone has an idea.
Gameplay Changes:
City Development.
+ City Radius is smaller, forcing you to pick and choose which buildings you really want in each city.
+ Military buildings must now be built in city radius.
+ Military buildings can only be built 1/city
+ Farms can only be built 1/city (bugged)
+ Farms can be built outside the city radius (bugged)
+ Cities must be built further apart
Military Units:
+ Completely new unit advancement tree
+ 15 Unit classes: Light/Medium/Heavy Infantry, Light/Heavy Cavalry, HQ, Intelligence, Spy, Artillery, Light Artillery, Fighter, Tactical/Strategic Bombers, Battleship, Cruiser, Sub, Carrier
+ All units have new combat strengths, speed, range, etc.
+ All cavalry now three figures
+ Unit attack/strength/range now scales more significantly over ages
+ Headquarters unit merges General and Supply Wagon and provides Versailles healing power.
Military Buildings:
+ Production buildings repurposed: Barracks builds LI/MI/LC/Scout. Stable is now Academy and builds HQ and Spy. Siege Factory is now Smithy and builds HI/HC and the two artillery pieces.
+ Tower has stronger attack, stronger range, can no longer garrison units.
+ All units can garrison in Fort, which has larger LOS but less attack capability
Tech Development:
+ Recommended play, on Very Expensive/Slow setting
+ 3 sub-levels of unit strength can be researched per level (bugged)
+ New military researches cheap, but extremely slow
+ Not all unit types have new levels for each age
Notes about the new unit tech tree:
I'll add a list of the units and when you get them, but basically, you don't get a new unit for each class every time you advance an age. For example, the Medium Infantry class has a new unit at Ancient, Classical, Medieval... and then Industrial. This contributes to the different ages having different 'feels' for the battles they have.
Current Bugs:
Farm-Limit bug. I've set a property in rules.xml to set the max number of farms in a city to 1. I've also set the flag in the building object to limit it to one per city. However, in all playtesting so far, I've been able to build unlimited farms in a city.
Outside-city-farm-bug. ALthough you can build farms outside a city, your citizens won't actually work it. I had a strange behavior where citizens would move to it to try to work it, and get stuck in a loop where they couldn't, and kept trying.
A possible workaround may be to not make farms a 'workable' entity. It only generates the default food output, and you just have to place a lot of them.
Unit-upgrade bug. This has been impossible to replicate, but I've gotten it twice. It seems that somehow during the course of a game, you can reach a point where despite upgrading the unit class, it only lets you build units of the original class. I.e., I can only build Javelins but I've researched Muskets.
I have no idea what to do to workaround that. All the dependencies are there. I can only get it when I'm not trying to. Normally, I can upgrade a unit all the way through the tree.
Project State:
Working on these bugs, and finishing implementing all the units. Right now I only have normal land units (no artillery, ships, planes) configured up to the end of Enlightenment Age. I've got their stats in an XLS, I just have to enter them in the XML. Everything else is done.
Does anyone know if BHG staff still monitor these forums? I'd love to get some input from them.
vc
Comment