Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Fortress
Canute VII  [developer] 27 May, 2021 @ 12:39pm
Feedback Thread
All feedback is welcome!
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Proximo303 4 Jul, 2021 @ 8:03am 
Since you started working with the camp. Could you consider these possible changes?

1) when camp no walls, one build slot, camp with wood walls, 2 build slots, Camp with stone walls, three build slots. Thought/reason. Camp no walls is normal. With walls the camp really is better then a worker area with palisade. Same with stone walls. Building stone walls then using the one slot for battlements prevents the use of fishing, or your trade post feature from your other mod. have more slots would allow that additional use.

2) Make fishing require workers/slaves. The count towards the defense of the camp but at a lower rate. So workers 20 count towards 10 defenders. Slaves 20>5. Therefore you could get some use out of battlements from the workers to defend themselves.

3) This might be a stretch. Also add logging or food production besides fishing to those camps not on water. But only one build slot could be food production/logging buildings.

Canute VII  [developer] 4 Jul, 2021 @ 9:13am 
Originally posted by Proximo303:
Since you started working with the camp. Could you consider these possible changes?

1) when camp no walls, one build slot, camp with wood walls, 2 build slots, Camp with stone walls, three build slots. Thought/reason. Camp no walls is normal. With walls the camp really is better then a worker area with palisade. Same with stone walls. Building stone walls then using the one slot for battlements prevents the use of fishing, or your trade post feature from your other mod. have more slots would allow that additional use.
I fear the upgrade slots for forts are hardcodes and cannot be changed through modding. At least I don't see how. It would be possible for cities, but increasing this would break the UI (however, probably the UI could be modded to be able to accomodate more upgrade slots).
2) Make fishing require workers/slaves. The count towards the defense of the camp but at a lower rate. So workers 20 count towards 10 defenders. Slaves 20>5. Therefore you could get some use out of battlements from the workers to defend themselves.
I have considered making the use of workers more flexible, will look into this in the future.
3) This might be a stretch. Also add logging or food production besides fishing to those camps not on water. But only one build slot could be food production/logging buildings.
Interesting. I have no visual idea how this could look right now, but will think about it.
Canute VII  [developer] 5 Sep, 2021 @ 12:41pm 
Originally posted by Proximo303:
3) This might be a stretch. Also add logging or food production besides fishing to those camps not on water. But only one build slot could be food production/logging buildings.

Here you go!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2594545467
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