I definitely noticed that and as Boyardee said if you pause while the Capitol shoots like that you're in for a treat for your ears. And that was one of the pain points because I have no idea how to fix it or what causes this. (I think in general sounds should also stop
while the game is paused).
Well, you could always deconstruct the building or some Livingblood refineries. But I guess I should lower the price for the Livingblood mine. If you want to use a glitch in the game you can just wait for the needed amount of resources to show up once in the top and press the building you want to build at the same moment. This way you can build buildings even when do no actually have the required resources anymore. Especially easy to exploit with traders bringing in a bunch of Livingblood that gets used up withing a few seconds.
Yeh that's gonna be fun time having to fix everything once again.
My Pain points were.
- My ears I played the game mostly on mute after some time. Especially when it was running in the background.
- The Fact that the game tends to hang up/crash when I type "cooper" instead of "copper" in an XML file and want to see why some game files didn't load (Thanks for the crash log btw. really saved me in that department).
- When you make a mistake the game or crash log will usually tell you that "building.xml contains no elements" this won't happen if you make mistakes in the upgrade for the building where it will simply not be upgradeable.
- I would really like some comments in the maskling ai script and the other ones. In the files I have a potential new enemy race but simply applying the maskling ai didn't work and I cannot figure out why or how I fix this.
- I miss the ability of the classic version where you could upgrade on multiple paths. I heard that you plan to make maskling structures need human resources like mudbrick. Obviously I do not have those most of the time but I could simply add a maskling upgrade that works with Livingblood. (Or alternatively get my own AI to work).
- Another thing would be the possibility to have multiple admin buildings. (As in main capital, outpost, aquatic outpost) and therefore beeing able to choose which admin building to build. Right now it just builds the first one it finds.
- If you hover your mouse (while moving units) over a block surrounded by mountain peaks the game is going to have some trouble finding a path. Same goes for islands unreachble by land units and water unreachable by sea units. And if you have a huge army it always takes a while really annoying when you send your giant army over the whole map and the pathing finding searches for a path to every tile between your units and the tile they're acutally supposed to go. Maybe make the pathfinding system wait 10-50 milliseconds for it to start working once the mouse hovers over a new tile.
- Not being able to add new sounds.
- I think there were a couple more that I can't think of right now. A lot of those were probably my own fault but I guess another thing that would be nice would be, for the programm to tell you at which point in the xml file I made a mistake. instead of saying "building.xml didn't load" it could say "building.xml failed to load problem at line 12" or at whatever line the problem actually happens. If that is even possible.
All in all I do have to say that once you get the hang of it modding currently is extremly easy and excluding the art it is possible to create huge mods within a short period of time.
Post turned out a bit longer than I expected.