Ancient Warfare 2

Ancient Warfare 2

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Research time configuration

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commented

Hello!

I want make a really challenging config, where not so easy to achieve the research goals.
And because i dont understand correctly the mechanisms, i have some qustions about the research timers.
In the AncientWarfare.cfg file there is 2 segment about the research the 6th and the 7th.

The defualt config looks like this:

06_research {
D:"energy_used per_research_tick"=1.0
B:use_research_resources=true
B:use_research_system=true}

07_research_details {
I:research.advanced_siege_warfare=200
I:research.agriculture=200
I:research.animal_husbandry=200
I:research.chemistry=200
I:research.combustion=200
I:research.command=200
I:research.conscription=200
I:research.construction=200
I:research.engineering=200
I:research.explosives=200
I:research.farming=200
I:research.fishing=200
I:research.flight=200
I:research.gunpowder=200
I:research.invention=200
I:research.leadership=200
I:research.machinery=200
I:research.mass_production=200
I:research.mathematics=200
I:research.mining=200
I:research.naval_warfare=200
I:research.navigation=200
I:research.refining=200
I:research.seafaring=200
I:research.siege_warfare=200
I:research.tactics=200
I:research.the_wheel=200
I:research.theory_of_gravity=200
I:research.trade=200

Basically this config means, that every research needs 10 seconds to be researched, if the materials are provided.
Q1: If i set D:"energy_used per_research_tick"=6.0, it means that i need 6x more work tick to finish the research, so i have the keep open the GUI of the research table for one minute.
Q2: Just need a little confirmation: The "research tick" value basically a progress bar, if i open the research GUI i generate 1 "reseach tick" per 1 tick with the basic config.

My config:

06_research {
D:"energy_used per_research_tick"=10.0
B:use_research_resources=true
B:use_research_system=true}
}
07_research_details {
I:research.advanced_siege_warfare=720000
I:research.agriculture=144000
I:research.animal_husbandry=288000
I:research.chemistry=720000
I:research.combustion=720000
I:research.command=288000
I:research.conscription=288000
I:research.construction=576000
I:research.engineering=288000
I:research.explosives=720000
I:research.farming=288000
I:research.fishing=288000
I:research.flight=720000
I:research.gunpowder=720000
I:research.invention=144000
I:research.leadership=200
I:research.machinery=720000
I:research.mass_production=720000
I:research.mathematics=576000
I:research.mining=576000
I:research.naval_warfare=720000
I:research.navigation=720000
I:research.refining=720000
I:research.seafaring=720000
I:research.siege_warfare=720000
I:research.tactics=576000
I:research.the_wheel=576000
I:research.theory_of_gravity=720000
I:research.trade=576000

Q3: Can my high values cause any performance issues?

Q4: Need confirmation:
An example from my config: Invention research needs 144000 "research tick" with 10 energy needed / "research tick" if i dont use researcher, i have to open the gui for 1440000 tick = 20 hour.

My config obviously force the players to use researcher NPC-s, but the problem is the engineering research contains only the quills. I have tweak the research_craft.csv file in the .jar. My idea is that, i will move to the "wooden quill" to the "leadership", and so.

Q5: Can you explain the Quil tools multipliers?

Thank you!
P.s: Can i label my own issue as a Question in github or only the repository owner can? (sry i am new here)

commented

Covered by new json files that are easy to use to override all parameters of research.