Pumpkin Lord
Hm, technologies as in Military, Economy...etc? Or, do you have something different in your mind?
two times archery, is it because you want to put an emphasis on archery, or a typo ?- Vaegirs - fur trade, iron, archery, wool, archery
Cernunos said:Thanks
Thanks a lot, this is EXACTLY what I was looking for. a few points however:
Anything that would reimplace sea faring ? I don't plan to add sea stuff in civilisation/rigale
two times archery, is it because you want to put an emphasis on archery, or a typo ?- Vaegirs - fur trade, iron, archery, wool, archery
Tx again.
I am a poor, messy coder.Thane Delphi said:We might have a place for this in perisno. Depends on what the team thinks.
I don't know this mod. Civilisation emphasis is on researching "techs", all techs having an effect ingame (providing special troops, xp, gold, maybe reputation with some factions, raw and crafted items), so in the end, your "civilisation"/settlement will be very unique.Will this be similar to Custom Settlements for 1.011?
Cernunos said:I am a poor, messy coder.Thane Delphi said:We might have a place for this in perisno. Depends on what the team thinks.
It will be OSP, you will be able to do whatever you want with it. However, you know, some credits stuff.
But its not done yet, although I make good progress
I don't know this mod. Civilisation emphasis is on researching "techs", all techs having an effect ingame (providing special troops, xp, gold, maybe reputation with some factions, raw and crafted items), so in the end, your "civilisation"/settlement will be very unique.Will this be similar to Custom Settlements for 1.011?
By equipping spear you mean the throwing spears right ? You can set them as missile troops with tf_guaranteed_ranged or else:Cernunos said:Some issues:
apparently, some warriors do not equip their weapons. I want all spearthrowers to equip their spears, for example...
("cf_equipment_on_spawn",[
(store_trigger_param_1, ":agent"),
(agent_is_human, ":agent"),
(agent_is_active, ":agent"),
(agent_is_alive, ":agent"),
(neq, ":agent", 0),
(agent_get_troop_id, ":troop_id", ":agent"),
(try_begin),
#### Add a check for the spear-throwing research
(eq, ":troop_id", "trp_peltast"),
(agent_equip_item, ":agent", "itm_javelin"),
(try_end),
(try_begin),
#### Add a check for the shield research
(eq, ":troop_id", "trp_peltast"),
(agent_equip_item, ":agent", "itm_small_shield"),
(try_end),
############# Continue with additions
]),
Cernunos said:Sure
I have been busy at RL work, so coding was going very slowly.
However, I am setting up the basics for the economy.
As "many" people want a beta release, I will release a mostly military beta of the mod (with a few other techs), so people can have a taste of how it plays, and maybe get some feedback and ideas.
The military stuff will be like what I proposed in the post above.
Some notice: "zulus" won't look like zulus. But the idea is to equip them like zulus, that is throwing javelin, stabbing spear (to try to imitate the "iklwa") and a large shield, with no armour.