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VFE Medieval: Moat Changes

[TEMPORALLY DEPRECATED] Small patch on how moats works on Vanilla Faction Expanded: Medieval. It annoyed me how much you have to dig to make a moat. Or that you cant remove fertile land. It also annoyed me how easy it was to use this to turn a desert into a 100% Fertile field. With this you can't get more than 70% of fertility on deserts. There is also 50% chance that, after digging in the Sand, you find... more sand. [img]https://i.imgur.com/hVxFyZB.png[/img] As a side note, my original intention it was to make an API for me and other modders to easily hook up with an XML file new terrains and how they should react to being digged/filled, instead of being Hardcoded. Also I wanted to be able to specify in those XML files if you want to drop some resource after finishig the job (Like, if you dig on sand you get... sand), or to specify if you need any resource to fill a terrain (like, to fill a terrain with dirt, you should need... dirt). And I mostly did it! Most of that it's already coded. However, I realized that, to make that the Fill designation use resources, I needed to invest a LOT more of work than I anticipated. So I put that idea on the shelf for now, maybe I'll come back later and finish the job.