Strange Legacy - 1.16 RPG World (Markets Upgrade)

Discussion and development of scenarios and campaigns for the game.

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Heindal
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

5. Ok this is bad. I can't retrace this bug, as I don't have the problem :(.
9. Yeah, it used to be faith and I change that to karma. But in some descriptions it stayed 'faith', which is ok because your karma represents your "faith".
12. I haven't missed it, I already fixed it yesterday, but I think I swapped the lines in the answer.

Any good that you buy or sell won't check if the value is higher than "0". It doesn't matter how much you buy or sell, it will always change the price for the same value. This isn't perfect, but on the other hand, it had some extreme effects, when buying 65 goods and each good changes the price for say 1%. You could basically buy a lot of goods and sell them to the same market. To compensate that, you can however change the sell-price to 70%. It made it impossible to trade, as you had to look a lot for possible places to sell your goods. With this method, markets will pay 90% of the buying price, which allows the player to trade a lot, even so the amount of goods is limited.

However, the methods will now check if the amount is higher than 0 and only than fire the buy or sell event. I'm not quite sure what happened if you sell negative value. I have to check that yet. If so, I will have to change some other buy and sell events too. I might also add a description how the new market methods work and which cities produce which good.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses
Spirit_of_Currents
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Joined: April 26th, 2014, 4:44 pm

Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Spirit_of_Currents »

I deleted and re-downloaded Strange Legacy. Now I can start challenging.

How do you know some Finnish language?
There are very much electrical currents in my brain.
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Heindal
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Joined: August 11th, 2011, 9:25 pm
Location: Germany, Karlsruhe
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Well I don't know Finnish except for 'Hei' or 'Hey'.
The rest is done by translator websites such as:

https://translate.google.com/
https://translate.google.com/?hl=en#vie ... text=Hello

Another good translator is deepl, but doesn't provide Finnish Language.

https://www.deepl.com/translator


However it's bad that you had to reinstall the game. I'm sorry for that and I don't understand why this problem occurred.

Hauskaa päivän jatkoa!
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses
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Heindal
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Production Concept Strange Legacy

Post by Heindal »

As a lot of cities now produce goods and even population, you might wonder how this works.
If you however want to find this out by yourself, I put the details into a spoiler tag.
I will start with some general information, which might be interesting for you.

General information about production:

Each village and town produces goods. Many productions don't have any requirements. So even there isn't any bread on the villages market, this village will still produce grain, cattle or wine. Cities however will consume goods and produce others. In some cases cities produce population by consuming bread, fish, grain, wine or beer. For the production, cities will consume goods if there is enough stock on the market. However the production will never empty the stock, so a production will always require one additional good.

E.g. capital city turns 10 cattle into 100 meat. It requires however 11 cattle to start the production. This is to prevent 'empty' markets.

So far production doesn't change the prices, only the stocks! Exception is Capital City, where some productions change prices. But as we are talking about 100dreds of processes, I haven't done this for every city, yet. Because I so far have to do this manually, so the code base works, but isn't very comfortable. (how do i miss to use angular)

Capital City has some additional properties. Capital City consumes some goods to increase prosperity and security. These unlock some cool features (the bank, bank account interest and the museum, access to the cityguard) and the city terrain changes with each prosperity, building new roads, improving buildings etc. Security will have an effect on the guards that are summoned in capital city. Obviously, it is a bandit strategy to keep the security low and the prosperity high and ROB THE BANK :D. There is a special secret once the city reaches prosperity 14.

But this isn't all. Population will unlock some additional options, mostly weapons. With higher population more citizens are spawned in capital city, at least to create a feeling for a growing, crowded city. So far there is no effect of population on other cities, except that a low population of a faction will also reduce the number of citizens inside of it's capital. But factions and cities who reach population, will begin to expand on the worldmap, building new roads, found villages and even extend their territory. This is just 'make up', but looks cool. As you can shrink the population by enslaving citizens or worse recruiting armies, this will have an effect on the world maps and the progress of the faction as well.


Details for the production of goods, population, prosperity and security:
Spoiler:
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses
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