![]() ![]() So this is the main reason above two options have to be clubbed. Most of the code give us garbage pointers along with good pointers we want and injecting in that codes can lead instant game crash. This game has very rare inject points where we can inject the code and fetch the pointers. I tried to take a look into the script but since i'm a noob i didn't managed to figure out what to change to decrease loyalty gain of your script Splitting Extreme loyalty from unlimited favor? Or maybe even decreasing the ammount of loyalty given? Sadly the "Extreme Loyalty of ministers & Unlimited Favor of ministers (For building upgrades) " cheat actually (i think it has to do with the extreme increased Loyalty to 5000% Minister actually instant research new law/policies after the next round.Īsking may be too much since you did an awesome work, but do you think you could please may fix this? And then allow me to relocate them, but penalise my with a cost, or a political debuff, when I need to force the villagers to move elsewhere.First of all thanks for all the work and effort that you put into this. Have them create food, or lower demand for household stuff, or something. ![]() Ideally, I would like to have them mess up my placement of infrastructure, but provide some passive benefit in the interim. They make the map look interesting, but let's have them actually do something too. I'd much prefer that the villages have some game function. ![]() Let me ask a different question - as the player, do I have any impact whatsoever on the creation of villages? On the rate they arise, their location, their impact, their population? It has all this pretty stuff like villagers you can see opinions of, but you cannot interact with them. So, what is the POINT in a village? It does precisely nothing other than mess up the map. ![]() Yeah, I'm with the author of the post on this one, and I'll ask the question he didn't ask. ![]()
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