View Full Version : [MOD PROJECT / DEV DIARY] - 1st of Genuary 2000 "The next Millenium"


Duke176
Nov 27, 2006, 05:59 PM
All right a short explanation.
The title show which is my target, the post will show my path.
I'm not an SDK, Python or XML programmer but I studying CIV4 and the way it works since 2 month and I starting getting some points throw the game.

So, I have a lot of ideas but not all, I'll try to relize them but I'm not sure I'll succed... well what else; I not looking for someone to work with me (I mean any help is welcome but, on the other hand, If I find someone is good in everything I need where is my enjoyment :confused: :D ) but I'm looking for ppls that leave here a message to help me techincally or with ideas (new and how to custom mines).

That's it.
But now let's go to the mod.

1st Genuary 2000 "The next Millenium"
In this mod I would like to realize in the best way possible the "nowaday" World as we know it. I want to get the things I think Firaxis left out from the game and try to implement them.

DEVELOPED

Petrol/Oil: I've always asked myself why Firaxis forgot Oil from making it a real strategic energy resources that leads - even if we don't like it - the global economy and the diplomatic scenary every day.

Techincally: I'm trying to make a counter (like gold one) that show how many barrels of oil you own and calculate and show you every turn.
That's why I'm studying both GOLD functions and other similar functions to understand complitely the way. I'm finding some prb with "calculate the ammout of Wells or Platforms do you own" but I'm trying different solutions.


x - DONE - - DEVELOPED
Modern Units (machanized) movement cost - oil/petrol barrels cost.;)

- NEXT STEP -
Make it possible to commerce oil/petrol for gold.

- NEXT STEP -
Make an idex of Oil barrel costs and make it change each turn (ex. of function:
Get the total ammount of Oil from all players and increase the price of ex. 1gold if Total ammount of Oil divided between all players is lower than 500 barrels each Civ... obviously it need to be balanced.

- NEXT STEP - CONCEPT THINKING
Make a function that assign a Random number (not lower than x) and to assing it to each oil (giaciment?? dunno if it's correct in english) in order to rappresent the consuption of oil ammounts throw the world till the end of total disponibility - this could be related to the cost index. - After this it could be balanced to create a tech like (portable nuclear plant / miniaturization II / Hydrogen civil use/..... to overcome the need of Oil once it will be finished or if the planet will get too much HOT for pollution (this means to increase the pollution effectivness over global warming effect).

So tell me what you prefer and, I hope, enjoy your stay!


1st mod released for testing look further

Sebiche
Nov 27, 2006, 10:15 PM
well its a good idea in THEORY. it just seems like it would get anoying after a while with the game saying:
NOOOO you cant move that tank!!! your out of OIL YOU LOSER!!
but that can be fixed with reasonable oil-related movement costs and income

Duke176
Nov 28, 2006, 06:41 AM
yes my idea was to set OilTurnProduction for Wells at 100 barrels each turn and to set movement cost for Tank ex. 1 each plot, for Bombers ex. 2 each run and 5 to rebase.

The idea is that if you own only 1 Well or Platform you couldnt' run and enormous army exactly how is it in the reality.
Another develpment would be... (look into the 1st post :D )

asioasioasio
Nov 30, 2006, 07:00 AM
It would be cool to have more complex economy with supply/demand
- for all strategical resources and energy - the counter how much we have it (harvested, mined, imported) and how much we use it (use by industry, military, cities' people and exported to other countries) and expanded role of trading resources and Global Market with prices depending on supply and demand

the oil would be good test for the beginning

Duke176
Nov 30, 2006, 08:24 AM
exactly; I would have started with Oil and than move to Uranium that are 2 strategic resources to build units.

Sebiche
Dec 01, 2006, 11:34 PM
yeah it kind of looks like your drifting away. yes, uranium is a good idea too, and then is carbon, and all fuel resources until eventually all resources and by then the game stops making sence. keep it simply is my idea

Duke176
Dec 02, 2006, 07:59 AM
well it could be right but if you cansider that most of the diplomacy, wars, decisions and so on are based on economy a little implamentation wouldn't be good?

One more thing, the idea of Oil came from the relations between middle east and us/eu.
Uranium came from my previous idea of creating Terrorist Units able to build atomic (so uranium needed) bombs.

asioasioasio
Dec 02, 2006, 12:32 PM
i don't think that supply / demand economical system is much complicated that system from civ4. For sure it's more realistic and gives interesting option of global market to the game :) even if it'll be only used for oil

Duke176
Dec 28, 2006, 06:41 PM
here we go my 1st mod here to be tested.
It's called "Mod to test ingame" becuase I need to know various things.

WAR FOR OIL mod - v. 0.1


all "mechanized" units have been added with the new xml tag "oilMoveCost" that give an absolute value of how much OIL that unit needs to make 1 plot of movement
all Air units have been preserved from this waiting to decide how to procede on application of this new characteristic with iAirRange and than Real movement done
I have assigned a generic 200 value of Oil extracted each turn from Wells / Platforms
I haven't modified AI yet so pls report me any strange behaviur of AI during normal play
I still have to make the OIL Icon invisible till the correct tech is discovered
I make a big semplification of DOOIL function inside CvPlayer.cpp file (I took it from DOGOLD and simplified it a lot) so report me any prb related to this
There is also a unit called TerroristCell exctly the same of Spyes it's part of big big project so simply don't use them
Still considering to create something getNumAvailableBonus for Improvements in order to be able to make a count of all Wells and Platforms and not a generic count of all OIL BONUSES owned


Other game modifications:

Oil Extracted each turn
Wells - 200 each turn
Platforms - 200 each turn

Unit Move cost as I set it
Mech Infantry - 1 each plot
Tanks - 2 each plot
Transport - 1 each plot
Destroyer - 3 each plot
Battleship - 5 each plot
Submarines - 3 each plot
Carriers - 10 each plot
Fighter / Jets / Bombers / Stealth Bombers - not yet implemented

To balance it modify ImprovementInfos.xml under xml/terrain and look for work "oil", than modify simply the value it will be faster than modifing unitinfos.xml.


More than this what can I say... test it if you like the idea and help me with debugging.

for future further moddifications pls look at 1st post I update.
Thx for you attention and here you have the MOD... (if you are interested in modded files just make a call and I'll attach them).

http://forums.civfanatics.com/uploads/102621/MOD_TO_TEST_INGAME.rar

...and pls test it for balance I'm opened to every suggestion

And BIG BIG THANKS to Kael and Impaler and all the others who answered my post for help or just to comment. You and we ARE A GREAT COMMUNITY :D


BUGS:

calculateOilProdPerTurn() - the resoult doesn't rappresent the exact meaning becuase doesn't make difference between Wells and Platforms, I'll make a function to calculate the number of those 2
there's not enough space from both Gold and Oil on thre same row, I'll try to make them one under the other

Duke176
Dec 29, 2006, 01:11 PM
BUG2:
I'm finding some prb with making a numeric count of all available improvements - becuase it doens't exist a function like getnumAvailableBonuses for improvements there's only getNumImprovements in CvArea.cpp

AndyTerry
Dec 30, 2006, 02:10 AM
You have mistake in a title. 2000 is not the new millenium, only 2001 is.

Duke176
Dec 30, 2006, 06:20 AM
DOH! :p
you are true in reality all the mod it's still under dev, so I'll probably change it a little more till the final relise.

Morfydd
Dec 31, 2006, 11:15 AM
okay I really like the idea . I do think that once you get it functionally working consider adding in the alternant resources <ie rember the diesal engine was orginally desigend by Mr diesal to run on olive oil which was and is in overabundance in italy> Modern Brazil has been driving on Corn squezin for the past 30 years <alchohol>
If it werent for the power of the oil lobby in the US we would have been running on alternative fuels 20 some years ago.
<thats a greed factor on the part of corporations>

Hmmn Alchohol refineries that accept grain and out put "oil" would be good

Duke176
Jan 01, 2007, 08:42 AM
you tuched another idea I would develop.
I would assign a certain ammount of OIL not refined to all BONUS_OIL on the map in order to have real consumption of OIL while extracting and to add 3-4 different techs really really expensive and long to be researched in order to obatain indipendence from OIL.

For ex. Idrogen engine or Corn Fuel or similars.
So each civ you have to choose which one to develop when there will be shortage of OIL on the planet.

Duke176
Jan 01, 2007, 09:49 AM
BUGS resolved now.

1) now Gold and OIL are one under the other so np with long strings and space for writing
2) now we have 3 counters: 1 for Wells, 1 for platforms and 1 for oil under cities.

To balance you can mod UnitInfos.xml moveOilCost x unit; ImprovementInfos.xml to mod extraction rate or mod globaldefines.xml where you see "OIL_EXTRACTED_FROM_CITIES" to mod rate of cities.

at the moment we have:
- wells 200 x turn
- platforms 200 x turn
- cities 100 x turn.

It's too much pls help with balancing.

asioasioasio
Jan 02, 2007, 03:18 AM
Yup biocomponents in fuels (wich decrease the need for fuel in units or increase the amoount of oil - depends how you look at it) and biofuels and fuel cells (wich make it oil independent) could be one of the examples.

You can make wonder - Synthetic Fuel Plant - wich will add some fuel (like Hollywood gives movies this wonder could give some amount of oil) - Germans made fuel from coal during WW2. Now the similliar installations works in South Africa where's abundant of coal and it is very cheap to exploit. Similliar instalation is planned to be constructed in USA.

EDIT
And Brazil runs (in 40%) on alcohol made from cane not corn. It had real bad impact on the quality of rivers (especially Orinoko) - sewage are real problem in producing biofuels on large scale - you can somehow make this impact if you want - unhealthiness after constructing instalatins
You can restrict for biocomponents / biofuels that they request Olives or Cane, Corn, Wheat, Rice? (is it profitable make fuel from rice - i didn't heared about it tough) (Potatoes, Soya and White Beet wich don't appear in game)

Publius
Jan 04, 2007, 08:34 PM
well its a good idea in THEORY. it just seems like it would get anoying after a while with the game saying:
NOOOO you cant move that tank!!! your out of OIL YOU LOSER!!
but that can be fixed with reasonable oil-related movement costs and income

Yes, it would indeed be annoying, but it happened to the Germans at the Battle of the Bulge.

This is quite a good idea and I am very interested to see how it will develop. The inclusion of Techs and Structures leading to alternative fuels as a means to ease the reliance on oil is another good idea and quite relevant to the real world.

I have a couple of suggestions myself:
1. Nuclear-Powered Naval units: Uranium combined with the Fission tech should enable the production of nuclear-powered naval vessels which do not carry an oilMoveCost. This would not mean your old oil-powered ships could now move for free. You would have to build the nuclear-powered ships and perhaps consider retiring your old oil-based ships.

2. Hydrogen Fuel Cell tech: Similarly, this new high-level tech could be added which would allow the production of oil-independent land units. This would be the final step before Future Tech.

3. Geologist and Exploration Ship units: These units would have a small random chance of finding a new source of oil, just as mines have a chance of discovering new resources. I don't know, however, if it is possible to give a unit this ability.

4. Depleting resources: In Civ 2 there was a small random chance of a worked resource being "used up" and disappearing from the map. Could this still be possible in Civ 4 via a scripted event? It would certainly be annoying (perhaps even game-unbalancing if it happened too often) but it would be realistic...the oil fields of Texas, for example, are becoming depleted. And if it worked well, it could add to the realism by forcing more vigorous competition for the remaining oil...the very essence of the "War For Oil".

[EDIT]
okay, two more...
5. Strategic Petroleum Reserve: This National Wonder would allow you to stockpile a large oil reserve, in case you lose your supply through resource depletion or a trade embargo. It would also be very helpful in the military build-up you would need to go out and "re-appropriate" someone else's oil.

6. Conservation: a new civic or a feature added to Environmentalism which would reduce your the Oil Movement Costs.

Sebiche
Jan 09, 2007, 10:25 PM
you know what? i think your oil plan could quite possibly be the route for a more detailed economy in the game. harvested resources mixed with modern supply and deman = one great game

Duke176
Jan 10, 2007, 08:45 AM
Well, 1st of all sorry, but I'm passing an hard working period so I'm finding hard times, but I'll try to work on in my spear time.

About Dev.
Well I would have 2 ideas:
1st) assign to each OIL_Bonus a random number that rappresents the ammount of OIL barrels inside each bonus
2nd) make a count of all barrels on the world turn by turn ad starting from a base value for OIL Barrel modify it with a proportion like:

NumOfAllBarrels / (NumOfAllMilitaryUnits (that needs OIL to move) + NumOfBuildingsThatNeedsOilToWork ....

So we would have haw many Barrels are available for each Object that needs OIL
- if it's for ex. between 0 < x < 1; add + y to OIL BARREL price
- if it's for ex. between -1 < x < 0; add + y ......

and so on so we would have a dynamic changment of prices.
More than this who is gonna Develope alternative techs for indipendence from OIL (very much expensive) will have to think twice because the more Civs will dev NonOilDependentTechs and lower will be prices for OIL and ammount for other players (international exchanges will be lower for that bonus too).

This should add a lot of fashion to the game.
Tell me what do you think about this.

ww2commander
Mar 24, 2007, 09:37 AM
Dont know if you are still working on this mod...but I would like to say you are doing an amazing job.

I have just downloaded your test mod and will try and use it in my world war ii scenario.

cFccFc
Apr 03, 2007, 07:08 PM
How is it going? Any progress ww2commander?

I have been thinking about this issue and have always been abit dissapointet in the game, there is never a real need for oil except for on smaller maps, but then you just get some unlucky civs that doesn't have oil and is stuck in the past.

ww2commander
Apr 03, 2007, 08:04 PM
I have not heard from Duke176 so I can only assume he has been busy on other things.

Speaking on his behalf, I managed to include the mod he currently has available and it seems to work ok. I have yet to playtest fully, so from the initial tests I can only say that it does work fine and units will not have any movement points if you do not have any oil.

I dont know much about the trade/diplomacy side of things as my scenario is fixed with the Germans and Soviets having a main source of oil on the map. I have yet to work out how the allies and Finns will get access to oil but hopefully the AI knows how to use it.

Duke176
Apr 04, 2007, 08:17 AM
all right what I was thinking of, for AI, was to modify the heavyness (importance) that some units has in Army building based on the ammount of oil owned.
If I'm not wrong there should be a function, or a part of XML (I've never studied AI structure), that assigns to AI behaviours an heavyness value - the highest it is, more importance will have that behaviour for AI. So this way we could make game calculate the % ammount of oil owned by a civ; for ex. (Total produced - total used) / the number of units the civ owns that uses OIL; or the total OIL max usage for that turn (considering max movement for each unit - total OIL produced and if negative Total Oil owned - Total OIL usage uncover with reserves) than if the OIL is enough to move everything for ex. 10 turns Ok; if not the AI will have to start thinking about building others units that don't need OIL.

hope i've been clear.

Duke176
Apr 04, 2007, 09:07 AM
How is it going? Any progress ww2commander?

I have been thinking about this issue and have always been abit dissapointet in the game, there is never a real need for oil except for on smaller maps, but then you just get some unlucky civs that doesn't have oil and is stuck in the past.

well this is true.
But the big prb of this little part of mod I've introduced is that it's needed a BIG BIG part to be modded in whole structure of game to give it a sense.

for ex. think about this:

- you own only 1 pump that extract for you 250 barrels / turn of OIL and 1000 barrels of reserve;
- you have an Army with 150 units (huge map) that need OIL to move: let's make a consideration. To move the whole of your army of ex. 3 tails you need 450 barrels and to support your industries and production (with your industrial capacity) you need 350 barrels / turn. That makes a consumption of 800 barrels / turn vs a production of 250 barrels + 40% bacuase you own raffinery so other 100 barrels - 350 barrels/turn.
Resoult = -450 barrels / turn.
- you develope the wonder "Strategic Reserve" - you recive a 20% of your total production to add to your total ammout (+ 70 barrels/turn)
- you buy the remaining needs of OIL barrels + 100 from your allie (+ 480 barrels)

Your nearest Civ owns a city with an OIL bonus + and offshore extraction point.

HOW MANY CHANCES YOU HAVE TO CONQUER IT'S CITY? a lot
HOW MANY CHANCES YOU HAVE TO SURVIVE A WAR ON VAST SCALE? depends
HOW MANY CHANCES YOU HAVE TO WIN THE WAR ON LONG TIME? depends
DO YOU WANT YOUR CIV TO DECREASE IT'S POWER AND DEVELOPE? no!

So you strategy will have to be perfect!


I hope i've been enough clear to show my vision. the only prb is the long way...

PS.
What would it happen if on Markets OIL exchange price get higher and higher becuase the WORLD total ammount of OIL is decreased (for wars) vs an increase of oil needed for production?

And what if a CIV (maybe little and less rich) develope OIL INDIPENDENCE (for ex. 40 turns needed for dev) technology?
Wouldn't it become the most powerfull soon?

And what if you cannot support costs for OIL INDIPENDECE tech develope and a big army too? Will you choose for the Army (and the risks I show you before) or you will choose for future tech (with risks of invasion/espionage/sabotage if someone understand that you are developing that tech)? - with new uses for spyes...


And (last one) what would it happens with the same things applied to URANIUM - with a UN Resolution that makes you unable to officialy sell or buy Uranioum? And what if, from your Atomic Research Military (A.R.M.Y?) where you store Uranium, someone steal you enough URANIUM to build a little atomic bomb???

Just imagine. Hard thinking, big project, long work, short time.
But the path it's this, I think.
Thx for attention.

cFccFc
Apr 04, 2007, 04:44 PM
Mate, it sounds awesome. If we could match this with the Airforce mod and perhaps the moderwarfare it would be sweet. I hope you can get it going soon, cause I am really interrested in this one. Count me as a fan ;)

ww2commander
Apr 04, 2007, 05:25 PM
I like your ideas Duke176 :D

The only thing that confuses me is that I thought the oil counter had identical functionality to the gold counter in everyway. Thus I thought the AI should have the same ability to not over produce units if it knows it will go into 'oil' bankruptcy. The AI obviously would not know what oil is and just thinks of the counter as Gold2. :confused:

Maybe the inclusion of several other counters that are used to maintain a large limitary force would be useful to get the mod expanding. The primary resources I would suggest would be oil, food (supplies), steel (could be converted from iron with The Lopez Building Resource Convertor Mod (http://forums.civfanatics.com/showthread.php?t=179993) and in the later years uraninium. At a simplistic level these have been the four resources that have predominantly allowed nations to build and maintain huge military forces.

Anymore counters than the above becomes a nightmare to manage and the complexity starts to outway the benefit.....for example I woul not want to be tracking how many bananas and gems I have as there is no real point. :lol:

Overall, your ideas are awesome and your mod will make both random games and scenarios kick ass :goodjob:

Duke176
Apr 04, 2007, 05:44 PM
all right.
1st of all I'll start working on
City - General consumption of OIL (for ex. a city within 1-5 will consume 1 x num of inhabitant - city within 6-10 will consume 2 x num - city within 11-15 will consume 3 x num and over 15 will consume 4 x num)

Obviously we will have to test it and maybe modify the ammount consumed each inhabitant.

Than I'll move on buildings that uses OIL to work - ex. factories and all other existent buildings - than I'll move on buildings that reduce consumes like nuclear power (ex. -20% to consumption from that city) and so on.

ww2commander
Apr 04, 2007, 06:36 PM
Probably only modifying the buildings would be the answer as the cities consumption is in proportion to the buildings they would have...cities with less factories and so on would use less oil then mass production centers. Thats atleast how I think of it in game terms.

Things population use oil for would be represented in infrastructure such as oil refineries, electric utilities and so on....the population probably would not see the end result of oil itself.

Duke176
Apr 04, 2007, 06:56 PM
for that value I intended all th other uses of OIL cities need.
for ex. for roads, for objects like everything with plastic........

all the things not mentioned with a building for it.

Than if = 0 chance of riots.
What about it?

ww2commander
Apr 04, 2007, 07:05 PM
Just keep in mind you dont want to outstrip oil production with its uses....and as you mentioned... you need to confirm the AI understands all these additional needs for oil otherwise the human may have an advantage over the AI if it uses the oil system better :(

EDIT: Have you considered how the oil refinery improvement plays a role in this process? Sorry if I just made things more complicated :mischief:

Duke176
Apr 04, 2007, 07:27 PM
1st of all really don't warry about discussing about my ideas. ;)

About your post.
Well consider, 1st of all, that the more variables you add to mod that want to recreate reality the more realistic will become.
About adding so many little things - true it's getting little more complicated but that's the better part :P, to be serius for sure some buildings will have different impact to oil production and consumption, but I wouldn't get so deep into different resouces processes (I mean OIL - Petroleum - Plastic / Refined OIL ...).
The reason it's quite simple - while oyu add more passages to your system you are not implementing something new (really) you are just modifing balance. I mean if you have to build a rafinery to have worked OIL you will have to extract enough OIL from pumps to compensate the part lost in transformation....
So you will have the obstacle of building a rafinery (little one if you consider the turn to build any building in modern age) and afer building it the things will be exactly how would have been without building it. In the end I mean that is a metter of balance between EXTRACTED and USED oil (doesn't metter if refined or not) - the prb will be to have it and to build varius buildings in other to increase extraction rate (for ex.), lower user rate (for ex. nuclear plant or ecology tech / form of gov).

I hope I've been good with English, I'm really in a harry and I want to test this little mod I made to check if work before going to sleep. :):)

Duke176
Apr 04, 2007, 07:58 PM
anyway I've finished testing it and it works :)
if you want it I can give it to you. :D

ww2commander
Apr 04, 2007, 08:06 PM
Cool. I would love to test it when I get home from work. By then you will be sleeping so probably best to give me some steps on how to install and what things I should test :)

Duke176
Apr 05, 2007, 02:24 AM
it's really a lot easy to install it.
I'll be at home for dinner at 13.00 GTM+1 so I'll send you a PM with the DLL, just one thing: are upadating your SDK with other mods? or you just use the .dll file? (so I know if you need the code or just the finished file)

ww2commander
Apr 05, 2007, 05:35 AM
So far I am only using your DLL.

I dont know how to modify the SDK so forgive my lack of knowledge in that area :(

Duke176
Apr 05, 2007, 08:44 AM
all right,
OIL
atm it works perfectly (I corrected a little bug that was making the ammount of oil going negave with a lot of inaspected prbs (like -10 is < of 0 so where -10 is oilreserve and 0 oilmovecost - if you don't put a value in XML game assign 0 - no unit was able to move with a negative ammount of oil... :D DOH!

corrected and working properly - i'm adding also a text like:
"You run out of Oil, your mechanised troops are stooping moving and soon some of your buildings will stop working" - when you go under "0".

I'm finding also some prb to create the correct function to check which buildings are inside a city and so lower or increase ammount of Oil spent by cities for ordiary life.

URANIUM
I was also thinking about a way to rappresent the difficoulty of getting plotonium or enriched uranim used for bombs and for nuclear plants; so for ex. should be like 0.001 extraction rate each turn and bombs may need 5 to be produced; the same for nuclear plants (that lowers Oil needs from cities) may require 3...

Prbs of balancing........

cFccFc
Apr 06, 2007, 06:52 AM
What about Thorium taking over as an alternative recource? Let people reveal it with Future Tech 1 or 2 and make boats and city buldings use them. Planes and ground units should not be able though.
It can remove the chances at thoose nuclear power stations (forgot the name) from melting down as well.

http://en.wikipedia.org/wiki/Thorium

CaptainMidnight
Apr 17, 2007, 05:27 PM
This sounds really cool and I'd been thinking about this sort of mod for a while but alas I'm not a good enough modder yet.

I glanced through the comments but may of missed the odd point so forgive me if I go over something explained or discussed previously.

1. Instead of having the oil comsumed randomly there should be a finite ammount per well and offshore platform. However, this should be only acessed by a certain ammount of barrels a turn, as you said.

2. Oil should be more plentiful to begin with so initially will impact little on the game only growing in real importance later in the game. The late game should be about either working with mother nature to find an alternative energy source or by conquering oil rich lands to glut your ever growing war machine.

3. Workers, rather than specific units, should be given another function at some point allowing them to search for oil. You can therefore leave them on automatic and let them seek out new sources.

4. Finally, if you were to extend comsumption to coal at some point Windmills should play a part, each one reducing coal comsumption by a certain percent. In regards for alternative fuels, wheat and corn resources, for example, should reduce oil consumption when a certain tech is discovered. I'm generally against putting extra buildings such as refineries into the game as it comsumes turns when weaponary could be built.

Anyway, I'm excited about this mod!

ww2commander
Apr 17, 2007, 07:10 PM
CaptainMidnight, I know with relation to point 2, Duke is trying to represent this by making buildings and cities consume a certain amount of oil per turn in addition to units. This will hopefully allow you to represent the growing importance of oil and newer buildings consume more.

Duke176
Apr 17, 2007, 07:21 PM
on this point I'm still waiting to know from Dale if he can find what's wrong in my code. Seems everythig should work but the game returns me an error.

Noctis423
May 16, 2007, 03:49 PM
great mod idea duke, I will be looking forward to its release, I'll probably put it in my own mod :goodjob:

Duke176
Sep 29, 2007, 05:06 PM
hi guys it's been quite a long time.
to be honest I would have liked to keep on working on my mod but my knowledge of SDK isn't enough to solve alone my prb.

I link here the thread but really last time I tryed in any way to solve the prb...
If anyone have the answers.

http://forums.civfanatics.com/showthread.php?t=166935

fahrenderfisch
Jun 04, 2008, 04:58 AM
Wow, what a mod...

That is kind of what I imagined myself. Or one part of it.
I will download and test your testing mod as soon I have time!

For now just some notes:

Yes, Petrol IS a BIG concern in modern warfare, in many ways...
For Example I always had problems with the "modern armor" Units in Gameplay: as soon as available, all Infantry Units (Infantry, Marine, Paratroops) are just useless. But Infantry still is the Backbone of every Army, and with the different developments in progress will be in future ("Land Warrior/Future Force Warrior" USA, "FÉLIN" France, "IdZ" Germany, "FIST" UK, I'm thinking about a mod for this called like "Networked Warfare" got some nice Ideas I think)

I was thinking about balancing this out in different ways, but now I got the main way, THANKS A LOT for this MOD!
(Of course Petrol is not the only weakness of modern main-battle-tanks, just ask the Sowiets after their experience in Afghanistan, the troops are out, a lot of tanks still are there...)


But my Idea of "energy management" is a bit different, maybe you like it... if not I will try to realize it (or some parts) by changing your mod, when you alow it?!

rough idea:
Energy can come from different (Re-)sources and is changed for delivery mainly into two: Petrol and Electricity (similar in real life, maybe adding gas)

#Oil Refinery: Oil to Petrol (for Unit Movement)
#Oil Power Plant: Oil to Eelectricity (for the Citys and railways)
#Coal to Liquid Plant: Coal to Petrol (Used during WWII, now to expensive, might change)
#Coal Power Plant:...
#Bio Mass Plants: Use some amount of food (or Sugar-Ressource?), later in game with right Biotechs more efficent or different things like wood can be used.
#Bio Mass to liquid:...
#Water Power Plant: only Electricity
#Nuke Power Plant: only.Elec.
#Wind, Solar, Tidal Power etc. all more expensive and only with right techniques. Produce only Electricity.
#Later in Game a Plant might be able to change Electricity to Hydrogen "Hydrogen Electrolysis Plant" (which works for the Programm just like petrol, maybe after a Team Projekt called "Hydrogen Motor" is built, might be easier than adding the other energy form "gas" and creating new Gas runned Units or a Unit Promotion "Gas runned Unit". Although I somehow like the Idea)
#Fusion Power: way in the Futer, the ultimate Energy Ressource!

before I knew your mod I was thinking like: for every Resource one can build like 5 Refinerys or Power Plants. But Your Way is alot more realistic and "elegant"
I also like the Idea of having special exploration Units, which can by chance discover Oil(Uranium/Coal)
I thought of: Power plant produces like 20 "MW", City uses one per size, Railway needs one per field (I also don't like all the Railway lying around later in game, it should not be that easy) additional power plants can be built by engeniers(Workers), outside Citys.

got some more Ideas, but I only started to write them down some weeks ago, a bit messy still...

so far for now, wish you good luck.