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Figgie
13-04-2005, 03:15
I dont have the game yet (just the demo :() so i havent had a chance to see what some of the mods are like in action, but here are some small tweaks i made to some of the buildings in the game and i offer them here if you established modders might want to include them in your own mods. The main changes include stat tweaks for some of the fortifications as well as the merging of ballista and corner towers to make ballista towers an upgrade of corner towers. Furthermore there is a reduction in the somewhat outrageous IMO requirements for building cathedrals and grand mosques. They are still rare, just not so rare that there are only four provinces on the map that can build them :P. I am also thinking of adding more trade resource requirements to build them (perhaps ink or parchment or... clothing?) comments are welcome :)

[corner towers]
req = stone wall
cost = 1200s, 8000g
group = 2
index = 14
attritionbonus = 500
siegedefencebonus = 5

[ballista towers]
req = corner towers, toolsmith
override = corner towers
cost = 1200s, 5000g
group = 2
attritionbonus = 1000

[gate towers]
req = stone wall
cost = 1500s, 8000g
group = 2
index = 15
attritionbonus = 500
siegedefencebonus = 5

[cathedral]
req = church, sculptors guild, dyes, wax
override = church
cost = 3000s, 10000g
monasteries_bonus = 3a, 3g
base_bonus = 2a
happiness = 10
siegedefencebonus = 20

[grand mosque]
req = mosque, sculptors guild, dyes, wax
override = mosque
cost = 3000s, 10000g
monasteries_bonus = 3a, 3g
base_bonus = 2a
happiness = 10
siegedefencebonus = 20

Figgie
13-04-2005, 04:26
Actually, i have a question about making trade goods as prerequisites for buildings instead of workshops. I know if you remove the workshop the building that is a prerequisite for disappears as well so would a cathedral disappear if you lost your wax or dyes? If so i can certainly see why they made the workshop a requirement instead of the trade good, and why i might have to revoke my changes ;)

Elvain
13-04-2005, 11:53
DOes it work?
I have long planned to make SOME valuables requirements instead of buildings but I aways tested something else before trying this.

In actual game, when you remove apiary, all buildings that require it disappear.
Once I removed by accident Training grounds and then all military buildings except Town watch and palisade disappeared :eek:

Figgie
13-04-2005, 18:08
Yes those changes work (in my demo copy at least) but im not sure whether your cathedral that it took years to build will disappear if you lose your source of wax. Once ive gots the game i plan to test this but for now it exists in the realm of theory. If the tests turn out well we may een start a new revolution in building requirements :cool:

Oh and i had another idea for armouries. I was thinking that the chain mail workshop could be an upgrade of a basic armoury and a plate workshop could be an upgrade of a scale armoury. The only nuisance about this is that it leaves two more blank spaces to fill ;). My reasoning is that chain mail is just the the upgrade from light armour, and scale/plate is "heavy" armour and requires its own set of building. Kind of like is the case with sword maker/sword mastersmithy. Ill post the code for these if and when i write it, if there is any interest. Regardless of interest i plan to put it into my version of the game once it gets here but for now its all pure fantasy ;)

Elvain
13-04-2005, 18:24
in my and angryminer's mod it already is (or it is in versions that are being tested)

Figgie
13-04-2005, 20:15
oh cool, i did not realize :cool: