BulletBill wrote: ↑Sun Sep 30, 2018 6:33 pm
@Sir LANsalot,
Glad to hear your enjoying the map.
As to your suggestions:
1) The field prices as default mean that expanding your fields takes a long time in gameplay hours, especially if playing on hard and Seasons.
It seems pointless map makers spending all that time filling the map with fields and detail when most players end up rarely owning more than the fields they started with.
I prefer to allow the player to expand there farm quicker.
Finally the default game prices are very unrealistic compared to RL prices at least from where I live.
Its more for gameplay and progression purposes. With the prices as they are now, you have to play on hard, otherwise the entire map becomes a walk in the park. When equipment is more expensive then the fields, something is wrong. Land is not cheap, no matter where you live, its not like they are exactly making new land, lol. With the size of the 3 starting fields it gets very easy to just buy the entire map after a few harvests. The default prices for fields in the game are set that way to give the player something to work toward, how fast that goal happens is where the difficulty steps in.
BulletBill wrote: ↑Sun Sep 30, 2018 6:33 pm
2) As this map is a RL replica it is very hard trying to build sell points into an area which doesn't contain them in RL. If you do it wrong they end up looking out of place and just stupid.
You have 2 grain sell points, 1 root crop, 1 sawmill, 1 wool pallets, 1 manure, and 1 straw/hay. That to me seems plenty and helps keep the reality of the RL area as close as possible.
Don't get me wrong, its a very nice rendition of the area. However its perfectly fine to build in some...non realistic things if they are for gameplay purposes. Adding a grain mill or something along those lines would not be out of place on that map, it might not be there in real life but people will understand that it would be needed in terms of gameplay. Like a house that might be there IRL, would be a mill or a bakery sell point in the game. Besides, if the people of that house are fans of the game, they might look at it as something funny that there house is now a sell point inside in the game. What i am saying is, its perfectly fine to go and make a realistic rendition of an area, players love that, but also players need to actually play the game too. As such players will also forgive a few creative licences if it means it makes for a better playing map. Grain sell points are, more or less, "main" sell points in a map since those are the crops you mostly will be planting and using.
BulletBill wrote: ↑Sun Sep 30, 2018 6:33 pm
3) As pointed out the base AI workers, even AI improvement mods are all very limited.
The barbedwire fence is around that field in RL, hence why I placed it there. The reason the wire does not have a collison but the posts do is my reasoning that if you gently collided with a barbedwire part of the fence it would snap easily, whereas a wooden post would not snap as easily.
I realize that some players seem to be unable to work with boundaries around fields. This is part of farming in RL and personally I am not interested in making SimCity, Arcade style maps.
I enjoy replicating RL areas ingame. That for me is my enjoyment in the game enjoying RL beautiful areas.
I hope this answers all your questions... all the best enjoying the map.
Mainly that was pointed at field 45 and the cow pasture. As I had suggested, those posts would be the only ones that should have collision removed. Another idea might be to adjust the field or the border (the one the AI sees) to better accommodate the posts instead.
While I agree on the barbed wire part.....it seems like the sign posts in the game are made out of some magical indestructible material. Point being, there are parts of this game that are not realistic, while many parts are some are not.
There are parts of this game that do realism very well, but overall this game is still just that...a game. I know at times creators can forget that when building maps or mods. Points 2 and 3 are just mainly frustrations that happen on occasion but don't entirely detract from the enjoyment of the map.
Really point #1 is the only major issue with the map and that takes some gameplay to find the "happy medium" between too easy, and too hard. Right now the map is well within the too easy realm, remember, there is really nothing else for the player to spend his money on in the game other then more equipment. Which is why the field prices in the game are so very high compared to IRL, there has to be a place for the player to spend the millions or billions of dollars he will be making during the course of a map. The biggest "sink" in the game for money is the fields. I do wish the field prices could be changed based on the difficulty of the map, but alas I don't think its programmed to be like that.
Oh and another quick point: Which one was the map better aimed at or had in mind when being built, Courseplay or AI Vehicle Extension?