I was wondering... is it possible to modify the cost of a research? That is, lets say an armoury improvement that costs 100 gold and 100 wood (I'm making numbers up) to only cost, lets say 50 gold?
Thanks alot guys!
Author
Replies:
greyshark Mortal
posted 24 June 2005 02:54 PM
EDT (US)
1 / 14
Good question, I'd like to know the answer to this to.
One crude solution I've thought of is to have condition tech status, researched, and effect grant resources.
I think 'researched' isn't an option for the tech status condition, perhaps 'researching' would be the best option.
I only now that you could use the relics like Odins Wand and the Hephaestus thing for temple and army techs.
[This message has been edited by Paperfriend (edited 06-24-2005 @ 07:56 PM).]
Sandro The Wicke Mortal
posted 24 June 2005 09:45 PM
EDT (US)
4 / 14
I'm not sure, but isn't triggering like a gift sent from E.S. that can change the nature of designing
P.S. no bad comments please.
greyshark Mortal
posted 24 June 2005 10:52 PM
EDT (US)
5 / 14
Sandra, what a strange thing to say. Don't you think that many other games that have an editor also have some form of triggering? On one of the first games consoles one could make one's own games with a form of triggering.
[This message has been edited by greyshark (edited 06-24-2005 @ 10:55 PM).]
battlestar000 Mortal
posted 24 June 2005 10:57 PM
EDT (US)
6 / 14
how about a refund for each research, it's taking a different path (you have to pass the activation energy) but it produces the same final product. I mean... that way it's a little different that the player have to have 100 gold and wood but when the research is done he'll have the 100 wood and 50 gold back.
It's easier to upregulate researche prices... you make the upg available as long as the player has the kind of money required to buy that upgrade. Then take away extra money when researching.
how about a refund for each research, it's taking a different path (you have to pass the activation energy) but it produces the same final product. I mean... that way it's a little different that the player have to have 100 gold and wood but when the research is done he'll have the 100 wood and 50 gold back.
That would mean that I would need to have the resources INITIALLY to do the research.
I am trying to make a campaign where you would need to go to shop to buy improvements. The only currency is gold, so, it makes it slightly complicated.
battlestar000 Mortal
posted 25 June 2005 12:36 PM
EDT (US)
10 / 14
oh hey that makes things a lot easier... if you get rid of the part where you have to wait for the techs to research. Then you can just use grant resources and technology triggers. Maybe you want it to be like that?
aommaster, what the other guys tell you is the truth, allow me only to humbly add that apart from trigger work Hephaestus has a special tech that reduces the cost of all armoury improvements, and perhaps you could use some relics to achieve the same. But I'm not really sure what exactly you want to do.
regards
aommaster Mortal
posted 26 June 2005 03:38 AM
EDT (US)
12 / 14
Thanks alot for that!
I think I figured out a way of doing it, which I think Battlestar was hinting at:
I'm not sure whether any of you guys hae played the scenario "Build a Titan" where you can literally buy upgrades with some gold that you mine. This is used in exactly the same way Batttlestar said, there is grant resources and then player is researching.
I had completely forgotten about that scenario!
Thanks alot guys!
btw: I have come up with a great summoning trick for your scenarios. I have used it in one of my own, but I'm too afraid to post it up
I'll post the technique up later. Where should I post it? In here, or in the downloads section?