But ofc medicine tech needs herbalism to be researched begore it so its someehat balanced ig
Make houses claimable with trainables
Make houses claimable with trainables
How about we let neutral houses be claimable and u can train, Wagons, Peasants, fishing boats and row boats and can resesrch medicine "maybe"
But ofc medicine tech needs herbalism to be researched begore it so its someehat balanced ig
But ofc medicine tech needs herbalism to be researched begore it so its someehat balanced ig
I am Pat :>
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
Re: Make houses claimable with trainables
I just really want to steal a house ingame and then hide there and get healed then make a wagon or rowboat to escape from the people I have murdered 
I am Pat :>
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
Re: Make houses claimable with trainables
Claimable is set as a priority for AI, so it could completely change AI behaviour.
2nd big problem is a mess AI with such houses would quickly make on a map.
Too many maps affected by such thing.
Not worth it.
But you can make a triggers to represent it -
Condition: object 1 beside obj2 (or player unit beside obj)
effect: change owner
and for production:
condition: player turn started: 1st turn
effect: trigger deactivate
condition: obj owned by player
effect: trigger activate
trigger to be activated/deactivated:
looping
condition: countdown per turn
effect: create obj of type at area
and for heal:
condition: obj in area
effect: remove obj effect
change obj hp
2nd big problem is a mess AI with such houses would quickly make on a map.
Too many maps affected by such thing.
Not worth it.
But you can make a triggers to represent it -
Condition: object 1 beside obj2 (or player unit beside obj)
effect: change owner
and for production:
condition: player turn started: 1st turn
effect: trigger deactivate
condition: obj owned by player
effect: trigger activate
trigger to be activated/deactivated:
looping
condition: countdown per turn
effect: create obj of type at area
and for heal:
condition: obj in area
effect: remove obj effect
change obj hp
Age of Strategy design leader