volume
Clubman
posted 08-14-09 07:04 AM ET (US)
i know you can use the bug before the patch to reload the farm full of food. but how about if we made farms infinite just with a slow gather rate just like aom and age3? domestication, plow and irrigation will increase farm gather rate speed. this will greatly help out the persians and palmyrans rather than handicap them. also make 1 farmer per farm for balancing and working issues.
after all real life farms are simply replanted by itself and do not run out of food or we would be starving today.
also as the saying goes 'there is plenty of fish in the sea' (or something like that) maybe we ought to make fish with infinite food so to make fishing ships always useful. of course to balance that out you would make one fishing ship per fish and also you probably have to disable fisherman villagers so they cannot collect shore fish.
Basse
Clubman
posted 08-14-09 02:02 PM
ET (US)
2 / 23
it can be done with every resource, gold, stone, wood and food. You just need the enhanced editor I think it's called. Composite Editor works fine too.
But that is only in scenarios. You can't make infinite resources in rms or dms
Max_CRAZY
Clubman
posted 08-14-09 09:13 PM
ET (US)
3 / 23
you can do it in RM/DM with an edited .dat file
Basse
Clubman
posted 08-15-09 10:00 AM
ET (US)
6 / 23
Can it be changed like Rasteve changed the gold in hes patch to infinite?
Suppiluliuma
AoEH Seraph
posted 08-15-09 12:24 PM
ET (US)
7 / 23
That would change almost any possible strategy in teh agem...at least for me replanting farms always takes lots of my time. In any case in any game i've played, food is always the most abundant resource. I mean you can get over 6 units of food per unit of wood in a fully researched (up to irrigation) farm.
However i would like to try infinite food, from time to time (as infinite gold).
Also i've been wopndering why forests donĄt regenarate, albeit slowly. It happens in real life, tho.
Suppiluliuma
AoEH Seraph
posted 08-16-09 12:41 PM
ET (US)
9 / 23
That, sadly, applies to double the basic (pre domestication) farm production. Maybe if someone is interested in the infinite food idea tries it would be fine to change that Sumerian bonus for a -50% wood cost.
Basse
Clubman
posted 08-17-09 05:05 AM
ET (US)
10 / 23
I rather have the double food bonus. It is still very good
Rasteve
Clubman
posted 08-17-09 02:41 PM
ET (US)
11 / 23
I also don't like the current farms. It is a real pain hitting the home key everytime you hear that freakin' sound, and rebuilding farms.
I believe there is a bug (still looking into) with the farm...
farm production is fixed (i.e. food/sec) no matter the farmer work rate!! Palmyran doesn't benefit from farmer increase
Hopefully the farm production rate is not hard coded, because I would like to add something to my xpack...
Thinking back over the last 2-3 weeks I haven't really used farms. I had one hillz RM game where I began to build farms, but this game was over well before any farm was depleted. In DM, I used farms but I don't think this really affected the game.
One good change would be to increase the food quantity for each farm, so you don't have to go back and build more so often. A better change would be to make the farm techs increase food by say +150 rather than the 75. At least this would help keep your farmers working (less micromanagement) and actually justify the farm tech cost.
volume
Clubman
posted 08-17-09 07:16 PM
ET (US)
12 / 23
although food is abundant and farms may be slow however, especially in RM they make a huge difference when hunting, berries and fishing becomes not too adaquate. for example i create a scenario and play it on hardest i start in stone age with two town centers 3 villagers and the enemy starts in tool age with defaults. how i managed to reach bronze from stone before my enemy on hardest was by farms. they made the difference in me achieving bronze age first and even iron age first with a large army.
sumerian and minoan's farming bonus is nothing compared to what a real farm should be with infinite food. so i say if farms are fixed with infinite food simply give sumer and minoan faster farming respectively
Basse
Clubman
posted 08-18-09 05:36 AM
ET (US)
13 / 23
If it would be infinite farming I suggest that they costs more, like 150-200 wood
Rasteve
Clubman
posted 08-25-09 09:05 PM
ET (US)
16 / 23
I have increased farm techs food yields to 150 (previously 75), so your farms should require less micro than previously, and make the farm techs more appealing.
I will try and work out the work rate "bug" soon, and maybe look into the possibility of opening the farm up to any number of villagers (this will probably completely change RM games, but hopefully for the better).
Suppiluliuma
AoEH Seraph
posted 08-30-09 12:16 PM
ET (US)
17 / 23
Indeed that's a radical change. And i would like to test how it would work (it would be relieving to hear the "dead farm rattle" less often).
Rasteve
Clubman
posted 09-02-09 04:49 PM
ET (US)
18 / 23
Sumerians get the best farms (950 food after irrigation)
Suppiluliuma
AoEH Seraph
posted 09-02-09 11:27 PM
ET (US)
19 / 23
Well that doesn't surprise me considering they already had the best ones. also i suppose the second best are those of the Minoans.
Suppiluliuma
AoEH Seraph
posted 09-04-09 02:11 PM
ET (US)
22 / 23
Nope, because that would mean an even bigger bonus for them. IMO it is better to stick with the mathematical predicted values even if they look awful (like 206 hp cataphracts).
Rasteve
Clubman
posted 09-06-09 05:51 PM
ET (US)
23 / 23
Basse - Sumerians get "double food" at farms, which is 250*2 = 500. The three farm techs (pre-patch was 75) +150 +150 +150 = 950.