Topic: Sumatrans Tribe
Nick222 |
Posted at: 2024-12-16, 15:25
Excuse me, I cannot see any dressmaker... How I can produce it? Top Quote |
OIPUN Topic Opener |
Posted at: 2024-12-16, 17:46
Dressmaker is an experienced weaver . The weaver has to produce 25 cloths then she become a dressmaker. Then you can send her away from your weaving mill and she will go into an unoccupied sewing workshop, if there is any. I see in Encyclopedia, the info is not directly under dressmaker but under weaver. Usually, if there is an upgraded worker, you can find him in the stock table right beneath the basic one. Edited: 2024-12-16, 17:51
Top Quote |
mxb2001 |
Posted at: Yesterday 05:00
Ah but we are forgetting the Thermal Springs. Hehe funny joke, never heard it before. -- |
mxb2001 |
Posted at: Yesterday 05:11
Yeah in my third game now (they froze in Antartica, surrendered) in the more hospitable Borneo (regular version this time) and basically you need to watch 3 buildings for training: Hunter's Tent for Hunter -> Chief Hunter, Weaving Mill for Weaver -> Dressmaker & Basic Workshop for Craftsman -> Experienced Craftsman. You don't start with the levelled up ones (or not enough) so you gotta train these 3. Ooops. 4. Also the Coppersmith's for the Coppersmith -> Armoursmith. Not sure I remember right but are the level ups help files supposed to have a link to the lower version so that you don't have to guess which it is? They seem to be there the other way which is useless. If I need a Dressmaker and I look it up how do I find the name of the Weaver? It's not in the Dressmaker help file. But the Weaver file tells me all about the Dressmaker which is pointless. If I knew it was the Weaver the Dressmaker came from...... Catch 22. Ditto for Armoursmith although that one's not hard to guess. -- |
SandJ |
Posted at: Yesterday 07:59
Oh yeah, silly me. But it does suggest: Notice: Emergency Closure Dear visitors, We regret to inform you we cannot accept customers today. The facilities are closed for deep cleansing. This time, it is not because of earthquakes or volcanic lava. We have had yet another infestation of Snow Crocodiles. We apologise for any inconvenience. The Blue Lagoon geothermal spa, Iceland. P.S. If you are looking for lost relatives or friends, rest assured our specialists are keeping safe any body parts they find. Now here's an idea: a thermal spring spa. A training site that provides really fast healing and increases Health? Or a mineral salt extraction site that provides the component for the toughest armour or weapons? Top Quote |
OIPUN Topic Opener |
Posted at: Yesterday 11:25
I will update help and add the info about worker upgrades in the next version. Coming tomorrow. Top Quote |
OIPUN Topic Opener |
Posted at: Yesterday 12:00
I like that idea too. My former Sumerians tribe actually had 2 levels of military bathhouses and soldiers were able to upgrade health up to level 5. It is a very good idea for the middle eastern cultures. The bathhouses needed just two sorts of linen (or towels), water and food. I even posted the first draw of the tribe here. I had this tribe as a fully working add-on but I've lost it. Top Quote |
OIPUN Topic Opener |
Posted at: Today 15:57
New version 2.0.0 for both add-ons uploaded. In the world add-on, terraform of 4 terrain types was changed to make it more efficient. summer steppe – before: no enhancement – now: desert steppe barren steppe – before: summer steppe – now: desert meadow dry soil – before: summer steppe – now: desert meadow winter tundra – before: summer steppe – now: desert steppe As for the tribe add-on, some renaming was done, which makes the new version incompatible. And some other changes were made, mainly for better AI. Leaf gatherers are collecting palm leaves only when economy needs them and leaves stay on the ground for 4 min now. Jungle marsh produces one crocodile out of 4 animals (not 3) but the production of crocodiles didn't change (so produces more animals). Other tribes can hunt crocodiles too and have a special building for that (there can be really a lot of animals when the AI's economy is slow, but according to my opinion, it seems to be fine, it is a tribe for wild tropical forest). Starting conditions changed a little bit too. Other changes in notifications (leaf gatherers and winemakers have notifications now). Empty mines made more efficient. Hunter's house is one stone cheaper. From build costs of training sites one gold removed and replaced. And the biggest change is the improved AI. It is still rather weak but can train warriors easily. As for the AI, the biggest problems are that the AI does not dismantle inefficient woodcutters and leaf gatherers and then there are no woodcutters to clear borders and leaf gatherers do not cover cassava fields. The condition for stopping barracks seems to be too strict. And the road system is not good. There are some other issues but this ones seems to be the biggest ones based on my AI testing. The economy seems to work fine now, so I will try to do something with the graphics again. But this is probably the last update in this year. Top Quote |