- Dec 14, 1999
- 19.184
- 79.292
We’ve all come to the conclusion that football is not a real sport, and only icehockey is relevant. Midsummer has passed, and it is now closing in on the summer holidays here.
A lot of focus have been on wrapping up the main work on the two major remaining interface pieces., the peace negotiation interface have been designed and implemented, and we plan to show it within a few weeks. We have also been working on the three different combat interfaces, with the landcombat nearing completion. The engine guys have been working hard with the new underlaying multiplayer protocol, and the game is now running in multiplayer on our local lan. The artists are busy adding the animations and looks of african units.
The tradegoods file contains information on the prices, special characteristics and demand modifiers for each goods in the game. Of course, it is fully flexible on adding and removing goods.
Here is Maine, a french province in the late 17th century. I’m in the province interface, and contemplating what manufactory to build in this province. All the other possible buildings that can be built in a province can be seen in the interface as well.
A lot of focus have been on wrapping up the main work on the two major remaining interface pieces., the peace negotiation interface have been designed and implemented, and we plan to show it within a few weeks. We have also been working on the three different combat interfaces, with the landcombat nearing completion. The engine guys have been working hard with the new underlaying multiplayer protocol, and the game is now running in multiplayer on our local lan. The artists are busy adding the animations and looks of african units.
Code:
# Do not change tags in here without changing every other reference to them.
# If adding new resources, make sure they are uniquely named.
# base_price = X base price in $. (default is 1.0 if not specified
# min_demand = 0.5 Demand is never lower than this. (default is 0.01 if not specified)
# max_demand = 1.4 Demand is never higher than this. (default is 1.0 if not specified)
# plantation = yes/no This type of goods is categories as plantation for demand calculations.
# goldtype = yes/no This resource works like 'gold' if yes, using prices from mine-value in province instead of supply/demand and baseprice. Also creates gold-inflation
# <building_name> = 0.01 Type of building that gives a demand boost.
#Base resources
grain = {
base_price = 5
#demands
min_demand = 0.25
shipyard = 0.01
regimental_camp = 0.01
refinery = 0.01
wharf = 0.01
weapons = 0.01
textile = 0.01
fine_arts_academy = 0.01
university = 0.01
}
Here is Maine, a french province in the late 17th century. I’m in the province interface, and contemplating what manufactory to build in this province. All the other possible buildings that can be built in a province can be seen in the interface as well.