I'm not planning on adding anything more to industrial age.
But the mod itself is open source, so anyone else is free to copy and modify it.
Huh, I remember people complaining about the AI not being aggressive enough. I wonder if I did something silly and flipped the effect of hostility. Try with maximum hostility, see if the experience is different.
I'm planning on handling the differences between the Shontu and Humittes differently in Bronze Age Tribes than previously.
While previously the Humittes and Shontu were (in game terms) entirely different "races", in Tribes cultures will be a more mutable concept. The Shontu and Humittes will both be of the Atlantean race (as are all humans), but with different cultural traits. The shontu won't be coming for awhile, though.
Yeah, totally understand that. I have some other ideas, like a bonus to an archeology system like Stellaris, revolving around discovering and recovering Atlantean ruins. But that's pretty far into the nebulous future.
Actually that sounds about in line with what I have planned. Cities won't be just a single tile, but a bunch of "urbanized" tiles next to each other. Urbanized tiles will also be able to house multiple pops.
More on that in a bit, as it gets closer to development.
Interesting, that part seems more easily fixable, at least. I've been pretty burned out lately, but I'll see if I can take a look next week.
Thanks for playing and reporting issues. Better an issue reported than one not reported.
I think that's the first I've heard of that issue. The xnb files are just the internal format that monogame uses after importing, you shouldn't need any additional software.
Are there any sounds being produced at all? In Bronze Age music and sound are loaded differently.
Warehouses do two things: they store items, and they increase delivery range. Most structures can only deliver items to 10 tiles away or so. Warehouses have a practically unlimited delivery range.
The wheelbarrow people technically exist for each city (not villages) in the world. Their overhead is incredibly small, though, as it's essentially moving along a number line. I believe that the current performance drag is down to logic running on individual structures, but I'll look into that more after tactical combat.
Units consume a certain amount of supplies, and require deliveries of items to restore supplies. When they've run out of supplies, they start suffering damage.
The root problem, I believe, is that for some reason the items aren't getting delivered.
To be honest I haven't spent much time playing the main game lately. Most of my bronze age time has been focused on tactical battles.
I should be able to focus more on the game as a whole once tactical battles are in place.
I'm thinking of overhauling how armies are supplied entirely, to make it easier to supply them in friendly territory, but still keeping logistics an important concern.
I haven't taken the time to look deeper into the "delivering items from a city to things outside" problem, I've been pretty focused on tactical combat.
There are issues with delivering items from within a city to armies camped outside. I believe it's related to haulers needing to physically move items to the edge of the city map.
Do you use warehouses?
Yeah, bridges across major rivers will be impossible in most cases, but I'm ok with that since they blocked boat travel anyway. And trying to get boats crossing bridges without looking horrible is tricky.
As for religion crossing rivers, the way religions move across regions is actually changing. Cult influence will only be transmitted to neighboring regions within the same province, or along trade routes. No more Maskling cult influence somehow crossing the border despite you being quite hostile to the little jerks.
Hey, thanks for the feedback.
Yeah, the provinces not straddling rivers can look a bit weird in some cases but I think it's not too bad of a price.
A bunch of the oddities around isolated mountains, and mountains getting grouped with rivers have been sorted out in 3.1.2. Similarly the known tribes window has been redone, and shouldn't look so odd before you meet anyone.
The idea of controlling a river if you have the majority of the surrounding terrain is interesting, I'll look into it.
Managing density is one of the key aspects in city design.
Upgrading houses increases density, upgrading roads (and sometimes the service providers) increases range.
And you can always just place more service providers, at the increased cost for maintaining them.