 |
|
Franses
|
|
Thanks Mike for your explanation.
|
|
|  |
 |
|
Mike Breitkreutz FIRAXIS
|
|
Hunt Valley, MD
May 2001 time: 00:18
|
|
quote: Originally posted by SpencerH
What about the icons? It doesnt limit the number of units or techs (that we know of) but it is a pain! |
See the following:
quote:
* Updated resource icon loading so that it's not hard-coded.
Any number of resource icons can now be loaded from resources.pcx as
longs they are 49x49 with a 1-pixel border (and don't forget to update
resource_shadows.pcx).
* Updated unit icon loading so that it's no longer hard-coded.
Any number of unit icons can now be loaded as long as they are 32x32
with a 1-pixel border.
|
Tech icons are probably still a problem for now...
|
|
|  |
 |
|  |
 |
|
Arrian
|
 |
Kneel before Grog!
Jul 2001 time: 00:18
|
|
Hmm, looks promising. I wonder exactly how much they "adjusted advance trading rates for the AI." Can't wait to find out, actually.
Courthouses, Police Stations & WLTKD stronger versus corruption/waste - ok with me, but at this point the main issue with corruption is the optimal # of cities, not the effect of CH's and PS's. But then again, I was pretty much ok with corruption under 1.17 (at least on normal maps, dunno about large/huge).
Personally, I like the decreased map sizes, but I can imagine some who like playing on truely huge maps will be annoyed.
Draft/Hurry penalty dropped to 20 turns = good, especially for the AI. First pop sacrifice = 20 shields instead of 40... fine, will take a little getting used to, but fine.
Updated water unit movement to take into account the cost of
the terrain type.
Hmm... does this suggest that oceans will require more mp's than coast?
-Arrian
|
|
|  |
 |
|
Mike Breitkreutz FIRAXIS
|
|
Hunt Valley, MD
May 2001 time: 00:18
|
|
quote: Originally posted by Arrian
Personally, I like the decreased map sizes, but I can imagine some who like playing on truely huge maps will be annoyed. |
We changed the default size of these maps. The max. allowed size in the editor is unchanged.
quote: Originally posted by Arrian
Updated water unit movement to take into account the cost of
the terrain type.
Hmm... does this suggest that oceans will require more mp's than coast? |
This will only have an effect if you change the movement cost of water tiles. Currently Coast, Sea, and Ocean all have a movement cost of 1.
|
|
|  |
All times are GMT. The time now is 05:18. Apolyton Time is 00:18. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|