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Re: Upgrade/manage your tows
Posted: Fri Feb 06, 2015 3:29 pm
by COOLguy
That is best I think.
Re: Upgrade/manage your tows
Posted: Fri Feb 06, 2015 5:18 pm
by ejm29
Yep, I think that's the one!

Re: Upgrade/manage your tows
Posted: Fri Feb 06, 2015 8:32 pm
by Stratego (dev)
please summarize a bit, because at first glance scanning tru the posts it seems too complex to me.
if ever i will implement it it must be simple as hell.
Re: Upgrade/manage your tows
Posted: Fri Feb 06, 2015 11:10 pm
by balint
then maybe my first idea?
Re: Upgrade/manage your tows
Posted: Fri Feb 06, 2015 11:25 pm
by max-damage
The idea is cool, but how do the units get the upgrades? I.E., building stronger roof...stronger walls...special unit training facility...are these purchases upgrades or are they researchable tech's?
Re: Upgrade/manage your tows
Posted: Fri Feb 06, 2015 11:28 pm
by balint
?
similar to research, but it jas effect in only 1 tc (where it is reseaeched.
Re: Upgrade/manage your tows
Posted: Sat Feb 07, 2015 12:14 am
by COOLguy
Basically, tc1 spends 4 turns upgrading 'wall', and tc2 spends 4 turns upgrading 'roof'. At the end of 4 turns tc1 has an upgraded 'wall but not 'roof', and tc2 has an upgraded 'roof' but not 'wall'. Right? So they're techs to be researched in individual tc's.
Re: Upgrade/manage your tows
Posted: Sat Feb 07, 2015 12:26 am
by max-damage
Okay, that sounds reasonable, but since TC's can't be built or destroyed, what would be the point of upgrading their structures?
Re: Upgrade/manage your tows
Posted: Sat Feb 07, 2015 9:01 am
by balint
protection bonuses, heal bonus, capacity bonus....
Re: Upgrade/manage your tows
Posted: Sat Feb 07, 2015 3:13 pm
by max-damage
balint wrote:protection bonuses, heal bonus, capacity bonus....
By protection bonus, do you mean the bonus would act as an armor bonus for units garrisoned within the upgrades TC?
Re: Upgrade/manage your tows
Posted: Sat Feb 07, 2015 4:03 pm
by balint
max-damage wrote:balint wrote:protection bonuses, heal bonus, capacity bonus....
By protection bonus, do you mean the bonus would act as an armor bonus for units garrisoned within the upgrades TC?
yes. they would have for example +1 armor while they are inside.
maybe a power bonus.
Re: Upgrade/manage your tows
Posted: Sat Feb 07, 2015 5:11 pm
by max-damage
The heal & armor bonuses sound good...power bonus doesn't really make sense, though...but this sounds really good!!

Re: Upgrade/manage your tows
Posted: Sat Feb 07, 2015 5:23 pm
by balint
you know, dedensive structures.
for example: oil cauldron, ballista tower, trebuchet on the walls.
Re: Upgrade/manage your tows
Posted: Sat Feb 07, 2015 7:53 pm
by max-damage
Okay, but that doesn't affect how, say, a man-at-arms hits a unit standing beside the TC...oil cauldrons don't make swords sharper...know what i mean?
Re: Upgrade/manage your tows
Posted: Sat Feb 07, 2015 8:28 pm
by balint
yes. then blacksmith? and fire for archers?
Re: Upgrade/manage your tows
Posted: Sat Feb 07, 2015 9:40 pm
by max-damage
You mean leveling for production facilities in general, but function-specific effects?
Re: Upgrade/manage your tows
Posted: Sat Feb 07, 2015 10:18 pm
by balint
I dont understand...
I thought this:
in the tc you can build up a building which gives an attack bonus to the ranged/meele soldiers inaide the tc.
Re: Upgrade/manage your tows
Posted: Sat Feb 07, 2015 10:53 pm
by max-damage
Okay, so back to the beginning of this entire discussion, then, how do you build a structure inside of another structure (the TC in question) for game purposes?
Re: Upgrade/manage your tows
Posted: Sat Feb 07, 2015 11:11 pm
by COOLguy
It's like a tech. It will just show as an icon or level. Such as an option to view (enemy too) tc's and under the name shows what is researched.
Re: Upgrade/manage your tows
Posted: Sat Feb 07, 2015 11:14 pm
by max-damage
It's a great idea if it works...but as always, it's up to Daniel...
Re: Upgrade/manage your tows
Posted: Wed May 20, 2015 9:43 am
by Lancer
This got popular so im expaining full thing:Each town has its own upgrades,those ugrades are default becose if they are upgrable they cant he used on "no" settting so they are deffault bassicly when you click on town you see production squere but now there are 2 squeres one is production one is builiding,when you click on production you of course you will get list of units to make as usual but on building squere theres list not for units but for building,like icon for fortifications and says how much turns it need,same as unit but both production and building squeres work same turn so for example:
Turn 1:TC1 produced swordsmen (2 turns) Fortifications (5 turns)
Turn 2:TC1 Progress Swordsmen (1 turn) Fortification (4 Turn)
This fortification is only for tc1 if you have tc2 you can also build fortifications too but it can build other things like Farm (what each building does will be discussed in another toic)
Finishing building for tc1 applys certain effect like fortifications have given 2+ pierce 1+ armor this ONLY applys for tc1 if you have tc2 this will not apply and you have to build fortifications in tc2 but you can also build things like Farm (gives bonus garrison space FOR TC2!)
Conclusion:Every tc has its own buildings that dont requere to stop training units to build instead you build them in different "building" quene.
Any questions?
Re: Upgrade/manage your tows
Posted: Sun May 31, 2015 10:37 am
by Alexander82
this idea reminds me of the civilization series of game. It would be pretty in line with the village idea of CoolGuy where you might focus more on the building of new tcs than just building factories.
you would need to rework the tcs menu.
You should be able to acces the list of improvements that tc has (because you can't graphically change the tc for every single upgrades combination)
Re: Upgrade/manage your tows
Posted: Sun May 31, 2015 4:43 pm
by RiverRaider 1097
All you guys are on to something good!
