TAfirehawk
Nov 15, 2007, 10:24 PM
Discussion of Resource Modules.
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View Full Version : Modules - Resources TAfirehawk Nov 15, 2007, 10:24 PM Discussion of Resource Modules. FlashAron Jan 02, 2008, 02:12 PM Hi there, thank you for making BTS more complex, as I prefer more complicate games, I dislike that resource managment ... like : you have one coal and could built hundreds of Tanks with it ... so my wish would be, is there any mod, where resources could be stored and that you need some quantity to build buildings and units, if so, please include it. Maybe to start easy, one mine is one piece of that resource per turn and you need at least one piece of that special resource to build something ... maybe at least "faster" or some nations would never build anything or so ... any chance to make that possible, so that at least it makes more sense of owning more resources of one type. I hope you could imagine, what I mean ? Could this be possible ? THX for your effort gegabitelord Jan 02, 2008, 04:34 PM Hi there, thank you for making BTS more complex, as I prefer more complicate games, I dislike that resource managment ... like : you have one coal and could built hundreds of Tanks with it ... so my wish would be, is there any mod, where resources could be stored and that you need some quantity to build buildings and units, if so, please include it. Maybe to start easy, one mine is one piece of that resource per turn and you need at least one piece of that special resource to build something ... maybe at least "faster" or some nations would never build anything or so ... any chance to make that possible, so that at least it makes more sense of owning more resources of one type. I hope you could imagine, what I mean ? Could this be possible ? THX for your effort Do you mean a system similar to that of granary's and the storage of food? TAfirehawk Jan 02, 2008, 07:42 PM Hi there, thank you for making BTS more complex, as I prefer more complicate games, I dislike that resource managment ... like : you have one coal and could built hundreds of Tanks with it ... so my wish would be, is there any mod, where resources could be stored and that you need some quantity to build buildings and units, if so, please include it. Maybe to start easy, one mine is one piece of that resource per turn and you need at least one piece of that special resource to build something ... maybe at least "faster" or some nations would never build anything or so ... any chance to make that possible, so that at least it makes more sense of owning more resources of one type. I hope you could imagine, what I mean ? Could this be possible ? THX for your effort I believe there are some mods already doing this....or talking about doing it. So you just need them to adopt the WoC Standard and then you will have it. FlashAron Jan 03, 2008, 09:46 AM Do you mean a system similar to that of granary's and the storage of food? yes correct und you use them up to build units and buildings ... that would be cool ... Aussie_Lurker Jan 13, 2008, 06:25 PM What I think would be good is to produce a ResourceBonusMod & a TechResourceBonusMod. The first one would be-for every multiple copy of a resource you possess, you get a 5% bonus to production, or food or commerce. The second one would work in an identical fashion to the first, except that certain techs would boost the production bonus granted by having multiple copies of the resource-or grant a wholly new bonus. Here is a case in point. You have 1 source of oil but, if you get 2, then you get a +5% bonus to production in all cities which have access to that oil. If you have 3 then you get a +10% production bonus. Then, when you get a tech like Automobile, you get +5% Commerce per Oil resource (to represent increased road transportation). Obviously, a 3rd possibility is BuildingResourceBonusMod-which kind of speaks for itself. Aussie_Lurker. xienwolf May 15, 2008, 12:48 PM I read in the documentation somewhere that you expanded the TGA to handle FAR mroe religions and Resources. Precisely how does one increase the size properly to handle this? I had at first imagined you placed everything for a single category on a line alone, but Religions & Corporations still share a line, and Resources still span 2 lines... Also wondering where I would have to move the smiley faces to for the BUG MOD's Scores with Opinions visible thingy, but I can puzzle that one out myself later on. For now I would just like to add a couple dozen resources. Aussie_Lurker Jun 03, 2008, 06:32 AM Here's a possibility. We know that corporations grant certain bonuses according to how many of specific resources you have. Well would it be possible to do something similar for resources in general. With various bonuses being unlocked with various techs. So, as an example: Each source of gold you have in your trade network grants you-initially-+1 culture. When you get currency, each one grants you +0.5 gold. Each Coal you have might give you +0.5 Commerce when you first discover it, but will also grant you +1 Production and +1 Commerce with the advent of Electricity. Uranium gives you +1 Production per source, but will also grant you +0.5 Beakers with the advent of Fission. If its possible, though, it would be good if the bonus you get could be tied to the number of cities you have. i.e. the smaller your empire, the bigger the bonus you get from fewer cities. This might further improve the "bigger isn't always better" philosophy of Civ4. Don't know how easy this last part might be to implement. Anyway, just a few ideas. Aussie_Lurker. faichele Jun 30, 2008, 10:38 AM Hello! Not a bad idea; one of my current occupations within WoC has to do with modifying how resources work (adding the possibility to specify a capacity and output per turn), but I hadn't thought about a modification you were suggesting here yet. It is possible to add such an ability to resources (additional yields/commerce, modifiers for technologies); since that idea is not that bad, I could take a look at estimating the necessary SDK modifications. Provide me with a modified XML schema and/or testing data, if you like, then I could give this a try. Regards, Fabian Aichele Here's a possibility. We know that corporations grant certain bonuses according to how many of specific resources you have. Well would it be possible to do something similar for resources in general. With various bonuses being unlocked with various techs. So, as an example: Each source of gold you have in your trade network grants you-initially-+1 culture. When you get currency, each one grants you +0.5 gold. Each Coal you have might give you +0.5 Commerce when you first discover it, but will also grant you +1 Production and +1 Commerce with the advent of Electricity. Uranium gives you +1 Production per source, but will also grant you +0.5 Beakers with the advent of Fission. If its possible, though, it would be good if the bonus you get could be tied to the number of cities you have. i.e. the smaller your empire, the bigger the bonus you get from fewer cities. This might further improve the "bigger isn't always better" philosophy of Civ4. Don't know how easy this last part might be to implement. Anyway, just a few ideas. Aussie_Lurker. Rusty Nail Aug 20, 2008, 04:03 AM In my current game, my uranium resource is not acknowledged even though it is adjacent to my capital with a mine and railroad om it. Has anyone seen this bug before? buck beach Aug 20, 2008, 06:34 AM Since Civ II (I think that was the game) I have missed the ability to give excess food of one city to another through trade or otherwise. This is real life and would give one a reason to maintain some of the cities as an ag producer rather that convert all the tiles into towns. Just an idea. MrWhereItsAt Aug 21, 2008, 07:30 PM Since Civ II (I think that was the game) I have missed the ability to give excess food of one city to another through trade or otherwise. This is real life and would give one a reason to maintain some of the cities as an ag producer rather that convert all the tiles into towns. Just an idea. Hmm.. are the Corporations not enough for you? It's reasonable to lack the ability to transport food until then, without refrigeration and what-have-you. buck beach Aug 25, 2008, 08:58 AM Hmm.. are the Corporations not enough for you? It's reasonable to lack the ability to transport food until then, without refrigeration and what-have-you. Jeez, again I feel stupid. I obvious don't know this game well enough (played alot of Visa Warlords). No wonder I get my head handed to me on a plate every game. Should learn to learn before commenting. saith_of_aura Aug 28, 2008, 03:14 PM First off you guys are brilliant. aside from that would you like a refinery improvment for your natural gas bonus i have one thats almost finished? rockinroger Aug 28, 2008, 04:13 PM Sure wouldnt mind taking a look at it all. saith_of_aura Aug 28, 2008, 09:26 PM I don't have any civilopedia entries i added the improvment the the file you already had and the artwork as well. It came from the Civ++ mod i just converted it when i got WOC. rockinroger Aug 28, 2008, 09:29 PM Nice work. Ill try to play with it this weekend. Many thanks. saith_of_aura Aug 28, 2008, 09:59 PM Anytime. If you guys needany help just let me know i can work both the xml and C++ though thats a little rusty. rockinroger Aug 28, 2008, 10:03 PM Oh yeah we could use a hand we are swamped. French guy Sep 11, 2008, 08:25 AM Why is Cloth a ressource??? :confused: i'm doing the traduction of the ressoruces modules for French (and Spanish if needed) and i'm having a big problme with the ressoruce "cloth"... how to traduce it?? and why it is here?? someone have ever found a cloth in nature???? walking in forest or in a mountain???:crazyeye: as far as i know, cloth is made of coton, wool, or another naturals fibbers (or nowadays syntetics fibers) well... i know i could simply not use it... but, i wanted to give my opinion, or maybe try to get an explanation in order to traduce it for my French & Spanish friends who wouldn't mind using it in their worldmaps... rockinroger Sep 11, 2008, 01:11 PM It is meant to be a improvement with some new exciting resource options we have coming that Dom is doing. French guy Sep 20, 2008, 06:55 AM well, i still don't really understand. Mostly cuz a word in English have 100 000 meanings... cloth.... in the game will be the ressource designing.... clothes??? what is ready to wear??? or i'd better understand it as "Textile"??? and that ressoruce would be the base of a commerce in Civ IV, as the silk commerce was from China in old times ??? or actual textile commerce with China/Filipina?? (If so, why call it cloth then??? and no Textile wich seems to be the right term for that concept.... see there: ") i work a lot with wikipedia, because the descriptio nthey have fro mressources is perfect for the ingame descriptions of ressources/technologies.... can be nice, even if for me, it's more a "product" than a "ressource" and it woulb be unusefull if later are added ressources as silk or coton... (wich have more their place on a map than a cloth) but, well, as we have this for now, let's do with this can be a way to simplificate the game, and have only one ressource for all textile stuff instead of having cotton, silk and what can i be forgettin.. yep... i carry on traducing... :D French guy Sep 25, 2008, 06:07 AM Still traducing ressources packs... what is the matter of Timber??? ther's no forests yet in the game.... taht should be meant to give wood for buildings and industry (threw production points?) what is the improvment "lumber" mean?? what is it, what it is made for?? :confused: lumber is again 3-4 French/Spanish meanings in a time... If i think good, tehn we have a new ressource wich is "wood" (timber) (quality timber? exotic timber? what make it particular eand justify to trade it!?) and for exploite that ressource we will need to build on it a "lumber" then?? so lumber is.... a place to store that wood, cut it, prepare it and turn it into a timber ready for constructing?? thanks for precisions... rockinroger Sep 25, 2008, 04:49 PM Lumber is the timber cut up into boards ready for construction, yes. French guy Sep 26, 2008, 12:34 PM so in what is lumber an improvement??? like can be a farm or a windmill? shouldn't we replace lumber by "sawmill" !!?? French guy Sep 26, 2008, 12:41 PM so in what is lumber an improvement??? like can be a farm or a windmill? shouldn't we call it "sawmill" instead of "lumber"!!?? :confused: rockinroger Sep 26, 2008, 04:05 PM lumber is the improvement for timber yes. Reveilled Sep 30, 2008, 03:02 PM Hi, I'm in the process of making a mod for Civ 4: Colonization, and I was wondering if I could use the graphics from your timber resource in it. I'd make sure to credit the WoC team and provide a link to wherever you guys like both in the readme and the download page. I of course won't do it unless you're completely okay with it, though. rockinroger Sep 30, 2008, 04:03 PM @ Reveilled Go for it. Reveilled Sep 30, 2008, 04:53 PM Awesome, thanks. :D Imperium30 Oct 04, 2008, 01:10 AM Hi Guys, Am playing with the first 4 resource packs installed. Tin just isn't very popular is it? Nobody wants to trade it with me! I am guessing this is because unlike the other metal resources it offers no benefit in terms of happiness bestowed or the capacity to build certain military units. I can't recall exactly but I think sulphur may be in the same boat. Really I think that in order for them to function as resources for trade then they need to carry some benefit beyond what you get in terms of city production. Just a suggestion but since you do need both tin and copper to make bronze one would suppose that connecting it to bronze working in some way would be best. Perhaps you should need both copper and bronze to make axemen? More realistic perhaps is to give an axeman production bonus of say 25% to civs that possess both bronze and tin. An even simpler fix may be to allow a promotion such as strength 1 to all bronze working units constructed by a civ in possession of both resources. Imperium30 rockinroger Oct 04, 2008, 07:49 AM Excellent thinking, we really haven't had time to extend the bonuses yet. I like this idea tough. Imperium30 Oct 04, 2008, 05:59 PM RockinRoger, Thanks for the swift reply on Tin. I would just like to add that I love all your new resources (except maybe cloth). However they do tend to make the city screen a little cramped and disorganized looking. This is particularly true of the luxury resources colum which generates a scroll down bar that does not work. I wonder if it would be possible to scale down the size of the icons involved or add another colum to accommodate the extra luxury resources? Many thanks in advance. Imperium30 Berick Oct 17, 2008, 05:33 AM I think that it can be useful to divide cloth to cotton, flax, jute, hemp. Cotton and hemp can be placed in arid zone, flax in boreal, jute in tropical. Or create new building which use silk, cotton, wool (sheep) and etc. And timber... In my opinion it is interesting to distinguish three types of forest: conifer (0/1/0), broadleaf (0/1/0), sclerophyll (0/1/1). In only conifer forest new improvement is advanced sawmill or paper industrial complex (why not?), which produce more hammer. And please don't forget about tea!!! Besides resources it's necessary to expand features. I offer to add marsh (-2/-2/-2), shrub (1/0/0) and in coast coral (0/0/1), mangrove forest (-1/0/0), kelp forest(1/0/0). Jungle and mangrove forest add +2:) with preserve. Kelp forest adds food with marine complex. About three types of forest I have written above. Probably It make sense to divide jungle and marshes into two classes but only in visual. And add volcano. |
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