Download:
http://www.mediafire.com/download/bdyz8z6e88z8y2c/History+Generator-2016-04-04.zipMostly more balance changes, bug fixing, and performance improvements.
2016-04-04
Major changes:
- Nations now have a small pool of weapons and armor from which they can arm their soldiers.
- Weapons and armor now make soldiers more expensive.
- Projectiles now travel at different speeds.
Minor changes:
- Some more optimizations.
- Nations are more likely to spawn closer to the center.
- Made cities more likely to be founded.
- Increased amount of upgraded troops.
- Upgrading troops now costs money.
- Added polehammer.
- Decreased chance of adding new names to a nation's name.
- Increased battle size.
- Decreased food production.
- Made religious wars much more likely.
- Increased money productions.
- Increased army recruitment.
Bug fixes:
- Fixed bug where weighted_random_choice always was weighted towards lower values.
- Fixed bug where levies weren't properly sent home.
- Fixed bug where person wouldn't be properly removed from office after his term was up.
- Fixed bug where nation could be destroyed before actually being destroyed.
- Fixed bug where buildings would stay in a tile even after it had been destroyed.
Heh, I like the different weapons. It's always a joy to see the guys with the Sarissas coming in. Although I guess this is the point where you'd need some better AI, because right now these things are mainly this effective because everyone is running right into them – if they'd spread out a bit before converging on their target, the long weapons would be way less effective, I assume.
Regarding optimization: It isn't unusual for the simulation to do nothing for a few minutes before battles or maybe after a battle when continuing with the simulation. It's kind of hard to discern with how close battles can be to each other. I assume it's battle preparation, though. Somehow makes more sense.
City size looks a lot better now, though they're still a bit on the large side for my tastes. I don't know, I guess that's a question of taste at this point.
It's really nice that there's not a ton of different nations anymore. This way I can actually make out a bit who is fighting whom and it's nice to perceive a bit of back-and-forth between two warring nations. Now it's not only nice to look at the sprawl but also to root for one side or the other.
Yeah AI is definitely on the list. However, I think I'm going to do AI for nation/city management first, because I think that's a more pressing issue.
I've been looking for the cause of that for a while, and I think I've found it now, so it should run much faster now.
Yes, indeed. I'm also looking into making names easier to pronounce, because it's kind of hard to relate (at least for me), to strangely named nation like Toaqkmohiiaua, rather than Phaag, and therefore, harder to root for them. But that's sort of low priority, I'd rather keep going with bug fixing, balanceing, performance improvements.