Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: mines require workers
Re: New feature: mines require workers[message #346110 is a reply to message #346109]
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Tue, 05 July 2016 19:51
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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@ratpaz: yes.
Eh. If the amount of workers depends on loyalty, we have to constantly retrain them whenever we lose a tiny bit of loyalty. That sounds tedious.
Additionally, both loyalty and worker amount are multiplicative modifiers. If you want, you can interpret that as the amount of workers being modified by loyalty before multiplying it with mine income - same thing, really.
The other suggestions sound reasonable - as of r8268, if the enemy takes a sector, worker amount in that sector is multiplied by WORKERRATE_PRESENT_INITIALLY (so with default values, 75% of workers present are cut). Those workers are killed/displaced/eaten/on vacation in magical pony land.
Demolition trait now adds a bonus to worker training, while claustrophobic disability adds a malus, because caves.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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