beorn
Jul 12, 2008, 05:23 PM
Is irrigation supposed to remove the mushrooms?
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View Full Version : mushrooms beorn Jul 12, 2008, 05:23 PM Is irrigation supposed to remove the mushrooms? Nikis-Knight Jul 12, 2008, 05:41 PM technically they are an improvement, so yes. Darksaber1 Jul 12, 2008, 07:11 PM Irrigation? Does that mean you can't build a farm beside mushrooms?:confused: Blackmantle Jul 12, 2008, 07:31 PM I guess he just meant putting a farm underneath them. In Civ 1 it was called irrigration, so thats a possible source of that term. ;) rocklikeafool Jul 12, 2008, 07:46 PM You canNOT put a farm or any other improvement on the same tile as mushrooms, if you wanna keep your shrooms. Darksaber1 Jul 12, 2008, 08:16 PM I guess he just meant putting a farm underneath them. In Civ 1 it was called irrigration, so thats a possible source of that term. ;) Okay, thanks for clearing that up. I thought what was meant was lost in translation. Kael Jul 13, 2008, 12:00 AM Okay, thanks for clearing that up. I thought what was meant was lost in translation. Yeah, logically it seems like mushrooms should be bonuses instead of improvements. But if I made them bonuses they would be tradeable and would grant their bonus to your entire empire, instead of just in the plot thats specified (which woul dbe way to powerful). So thats why they are improvements. Unless I can work out a way for a bonus to only apply to the local city (if I never grant trade ability of a bonus will it only appear to the local city?). MagisterCultuum Jul 13, 2008, 12:40 AM I see no reason why they shouldn't be bonuses, be available to more than the local city, be tradable, and not be only available though events. My modmod is going to use Orbi modmod's terrain/features/improvements/resources, which includes mushrooms as bonuses. If you really want them never to be trading, making then require TECH_NEVER to trade would probably work just fine. The local city wouldn't get any bonus from it either, except for the yield of its tile. Mailbox Jul 13, 2008, 02:02 AM I'd suggest making them a bonus, requiring a farm, and then make farms not grant them as a resource ( <bBonusTrade>0</bBonusTrade> ). I believe that would work. Halancar Jul 13, 2008, 02:09 AM Yeah, logically it seems like mushrooms should be bonuses instead of improvements. But if I made them bonuses they would be tradeable and would grant their bonus to your entire empire, instead of just in the plot thats specified (which woul dbe way to powerful). So thats why they are improvements. Unless I can work out a way for a bonus to only apply to the local city (if I never grant trade ability of a bonus will it only appear to the local city?). While you're at it, perhaps you can find a way for an empire to gain more than one mushroom ? I'm fairly certain this has been mentioned before, but the mushroom event only works once. If it fires a second time, it won't add a second mushroom. Not even if the first one has been destroyed in between (damn barbarians ! no respect for good food !) If all else fails, you could also just make them like parrots, prairie dogs, truffles and turtles : a bonus to the base stat of the tile. Unless of course you mean to make parrots & Co like mushrooms, with a nice model of their own, once mushrooms do work as you like ? Alzara Jul 13, 2008, 07:07 AM Yeah, logically it seems like mushrooms should be bonuses instead of improvements. But if I made them bonuses they would be tradeable and would grant their bonus to your entire empire, instead of just in the plot thats specified (which woul dbe way to powerful). So thats why they are improvements. Unless I can work out a way for a bonus to only apply to the local city (if I never grant trade ability of a bonus will it only appear to the local city?). Well the mushroom event doesn't presently work more than once. Even if it did then it would be rare for 1 empire to get this event twice. So trading mushrooms wouldn't be a big thing unless you were intending on giving your only source away. I think they could work well as a bonus :) Maybe adding +1 :health:? Al Blackmantle Jul 13, 2008, 11:20 AM @ Kael: Well, why not just make them a bonus which like certain types of Mana has no advantage epmirewide? Only a bonus from improving the tile (or just by itself without anything gained from putting the "right" improvement on so it doesnt matter if you put a fitting improvement on top. At least +1 Food by itself should be no problem. Don't know if more than +1 value works but it should, shouldn't it?). They might be tradable then but thats not a big deal imo as AI and players usually dont trade away their only resource and it gives nothing anyways. Possible improvements to harvest them could be gained on crafting or just a plain farm. Thats early enough to matter just from the start. It should definately be possible, as there are allready things like this in the game. rocklikeafool Jul 13, 2008, 12:26 PM Even doin that would still make em tradeable. But provided you decide to make em tradeable... Of course, you could use mushrooms like we choose to in Dragonia 2. We have them as a resource with a special mushroom farm improvement. It's quite nice actually. Blackmantle Jul 13, 2008, 02:17 PM When their effect + tradevalue as a Bonus=0 that doesn't pose a problem, does it? (traded resources don't lose their bonus to tile-yield after all...) MagisterCultuum Jul 13, 2008, 02:32 PM I see no reason why they can;t just require TECH_NEVER to trade. I also don't see why they should be untradable. Alzara Jul 13, 2008, 03:05 PM I see no reason why they can;t just require TECH_NEVER to trade. I also don;t see why they should be tradable. Mushrooms are traded in real life... why not these? :) Maybe they can be "magic" mushrooms ;) +1 :) maybe? :D Al Dora190 Jul 13, 2008, 03:08 PM seems only fair that a shroom patch should have a chance of causing a poisoning incident every once in a while. Causes a -1 pop point unless you have life mana to remove the poison (much like the wasting disease event) Of course a few great prophets ate them too. Another event would be the creation of a great prophet. MagisterCultuum Jul 13, 2008, 03:17 PM That was a typo. Kael doesn't want them traded, but I see no reason not to be able to trade them. I say you should just go ahead and include all the the bonuses added in Orbi modmod. Maybe his terrain and feature changes too. I've been looking through the things that features can do lately, and I'm thinking that it would be much better to expand these abilities rather than rely on too many random events. I think it would be really cool if tags like <iHealthPercent>0</iHealthPercent>, <iTurnDamage>0</iTurnDamage> (which would ideally be changed to allow different damage types), <PrereqStateReligion>NONE</PrereqStateReligion>, <RequireResist>NONE</RequireResist> (which would ideally be made so that you could require a different amount of resistance per feature, instead of always the same (20%) value found in GlobalDefinesAlt.xml), and <OnUnitChangeTo> were added to improvements, terrains, and bonuses, instead of just features. (<bFlamable> makes sense for improvements and bonuses too, although not terrains.) Also, features, improvements, and bonuses should get the equivalents of terrains' <iPlotCounterDown>0</iPlotCounterDown>, <TerrainDown>NONE</TerrainDown>, <iPlotCounterUp>9</iPlotCounterUp>, and <TerrainUp>TERRAIN_BROKEN_LANDS</TerrainUp> tags. Damage types (from affinity) should be defined where the affinity is defines for each unit/promotion, not always be the same for each resource. Bonuses, features, and maybe even base terrains should be able to spawn units. It would also be nice if you could set a list of possible units to spawn (maybe with different chances per spawn, and/or tech/AC requirements), and could set it not to spawn while within borders, or to spawn under the tile's owner's control. Lairs should really be made to not disappear automatically when entered. (You could still pillage them, or use the <OnUnitChangeTo> tag to remove them if that is what is wanted.) It would also be nice to add python (per turn, on OnUnitMove, ect) calls for improvements/bonuses/features/terrains. Oh, and in addition to the temporary terrain mechanism there should be similar mechanics that do the same thing for bonuses, features, and improvements. There also need to be a way for terraforming spells to stop these tiles from reverting to their original terrain. xienwolf Jul 13, 2008, 11:01 PM Why all this obsession with Tradeable or not? Just don't allow them to ever be connected (just like how Iron & Bronze require the next Tech to connect. Make it require NEVER to connect them) rocklikeafool Jul 14, 2008, 10:49 AM I say you should just go ahead and include all the the bonuses added in Orbi modmod. Ya know, I DLed that modmod (and, course, backed up my original FfH). And I can tell y'll it looks pretty cool. I hadn't used it much yet, but I do like that there are more guilds in it. And each guild is founded by a GP (except for the ones from original FfH; i.e. Guild of Hammers still requires the wonder to be built) instead of the FfH way. I liked the old BTS style of guild foundin. Keep in mind, course, that the original FfH guilds are still in there and still are founded and function in the same way. Sureshot Jul 14, 2008, 10:55 AM mushrooms should be improved with wineries, to make some sort of mushroom wine, then the Winerie improvement wouldnt just be for 1 resource, and it would give good synergy with dwarves there really needs to be more resources for wineries and quarries rocklikeafool Jul 14, 2008, 11:46 AM Well, is there a type of wine that's made purely out of mushrooms? Lemme check. Edit: Yes, there is, albiet a mythical wine, but still a wine. Ok, there's Toadstool Wine, which is basically mushroom wine. (However, I will be replacin msuhrooms with toadstools to reflect the Toadstool Wine.) I did a search on it. Apparently, it's from a Fantasy game similar to D&D (but with much different rules and a much different setting; it was basically turn based warfare, similar to playin Civ, but on a board; apparently, cuz it's on a board, it's a separate idea than Civ). It's apparently very bitter and full-bodied. It's much like a Beer or Ale, but it doesn't have thick foam and is therefore classified as a wine. It's a favorite of underground races, such as Dwarves, certain Goblin tribes, Drow (a. k. a. Dark Elves, tho Drow are much eviler than the Svaltafar, who function as Dark Elves in FfH), Duergar (Dark Dwarves, called Chaos Dwarves), and Svirfneblin (Deep Gnomes). Of course, the only races that apply in FfH are Dwarves, in the form of the Khazad and Luchiurp, and Goblins, who are always scout units for the Clan. I think I'm gonna make a small modmod for this. In this modmod, I'll have a new resource called, obviously, "Toadstool Wine". It will be only usable by the Clan (cuz they have Goblins in their society and have Goblins as their scout UU), the Khazad, and the Luchiurp. I'm goin to think of a bonus for it, so it isn't the same as wine. I also want to reflect its bitterness, so I'll have to come up with somethin for that too. I'll also edit the graphics for it. So, there will be the Grape Winery (wat is currently the winery0, which will remain the same graphically (and in all other ways), and the Mushroom Winery, which will be changed a lil graphically to distinguish it from the Grape Winery. I'll prolly do this is 3dsMax8. It might be kinda simple. But it will be different nonetheless. I'll post a link for the thread for this later. I'll want any constructive feedback anyone can give me. (Tho, I'll ignore any insultin feedback; i.e. don't tell me it sucks. If you don't like it, tell me why. I'll consider your comment and edit the modmod if I think it's a good nough point to warrant editin.) So, plz go to the thread when I post it and comment on my lil modmod. Pyr0mancer Jul 14, 2008, 11:58 AM Well, seeing as fungi are mostly protein, which can't be fermented... probably not. edit in response to below: Yeah, I posted before you edited in the Toadstool Wine. rocklikeafool Jul 14, 2008, 12:05 PM I know you can't do it RL. But if you read the spoiler, I found a type of Mushroom Wine from a Fantasy board game similar to D&D, but with different rules and a different setting. It's actually Toadstool Wine, but close nough. Arctic Circle Jul 14, 2008, 12:15 PM And well. They have popped up on mountain squares. Ecofarm Jul 14, 2008, 12:29 PM I got them in capital center tile, turn ~10 (4/2/1). I didn't even play it... so broke :lol: KingOfLands Jul 14, 2008, 12:33 PM Got some on a Forest tile earlier today. This is a big plus if you're, say, Tebryn and in no way likely to adopt FoL any time soon. I'm fairly happy with them working they way they do now. eerr Jul 15, 2008, 08:01 AM mushrooms could be spread like irrigation.... |
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