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Post by Boaster on Apr 6, 2006 14:01:35 GMT -6
I have devised some code which would increase the production of fame for Statues and Great Temples.
For example, fame production of statues would increase by 0.5 every 30 turns and the fame production of Great Temples would increase by 1 every 30 turns.
So after 30 turns, you'd see statues climb up by one-half and great temples climb by one.
On a side note, captives recieved from great temples will now be more based on the level of the dungeon as well as the difficulty of it.
You'll likely find these goodies in the next update.
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Post by l'Ancien on Apr 7, 2006 10:17:25 GMT -6
Those are both cool ideas. I especially like getting higher level champions based on the level of the encounter. Will that work for towers as well as Great Temples?
Question on the fame production. Will that reset if you lose the temple or the statue, or is it just based on the turn number? I think it would be good if your motivation to guard the temple increased, because you would lose the bonus production from holding it for a long time. In fact, there might be some interest in doing that for mines and breweries as well, eventually, but I'd say just test it with fame for now.
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Post by Boaster on Apr 7, 2006 11:05:17 GMT -6
Those are both cool ideas. I especially like getting higher level champions based on the level of the encounter. Will that work for towers as well as Great Temples? Question on the fame production. Will that reset if you lose the temple or the statue, or is it just based on the turn number? I think it would be good if your motivation to guard the temple increased, because you would lose the bonus production from holding it for a long time. In fact, there might be some interest in doing that for mines and breweries as well, eventually, but I'd say just test it with fame for now. Statues seem to function differently from Breweries and Mines. In the original game, Breweries and Mines would produce a resource equal to the building level and statues would produce +1 fame regardless of the building level. So I'm not quite sure how to get the other buildings to do the same. I know how to do it one way, but I'm looking for the direct route just editing the "deltas" in gs/enc_tool.gs. Fame production will increase regardless of who owns it when or where. If you don't liberate your temple until turn 60, you'll still see that temple be level 10 but produce 12 fame. Towers already give the rescued unit experience based on the level of the tower and somewhat with the difficulty (I don't recall difficuly level being a factor).
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Post by l'Ancien on Apr 7, 2006 17:06:01 GMT -6
Those are both cool ideas. I especially like getting higher level champions based on the level of the encounter. Will that work for towers as well as Great Temples? Question on the fame production. Will that reset if you lose the temple or the statue, or is it just based on the turn number? I think it would be good if your motivation to guard the temple increased, because you would lose the bonus production from holding it for a long time. In fact, there might be some interest in doing that for mines and breweries as well, eventually, but I'd say just test it with fame for now. Statues seem to function differently from Breweries and Mines. In the original game, Breweries and Mines would produce a resource equal to the building level and statues would produce +1 fame regardless of the building level. So I'm not quite sure how to get the other buildings to do the same. I know how to do it one way, but I'm looking for the direct route just editing the "deltas" in gs/enc_tool.gs. Fame production will increase regardless of who owns it when or where. If you don't liberate your temple until turn 60, you'll still see that temple be level 10 but produce 12 fame. Towers already give the rescued unit experience based on the level of the tower and somewhat with the difficulty (I don't recall difficuly level being a factor). Good enough. It'd be cool if it resets, but it will work just fine to accelerate based on turn number also. I haven't placed towers manually until recently, so I haven't had a chance to observe the different level champions for different level towers. It's really a good idea to extend that concept to the temples. That makes a higher level temple worth more. Does it rely on the effective level or the placed level? For example, on Hard the minimum level is 6, even if the temple was placed at level 3. On the other hand, Medium has the maximum level as 5(?), even if it is placed with a higher level. Which one controls the level of the champions?
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Post by Boaster on Apr 7, 2006 18:25:47 GMT -6
The effective level of the great temple affects the experience of the champions.
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