View Full Version : Resource List


xmen510
Mar 05, 2009, 05:17 PM
This is the Finalized list:

(regular bonusses) (bonusses with improvement)

Fishing Boats:

- Fish (+1food) (+3food,+1:health:)
- Clams (+1food) (+2food,+1:health:)
- Crab (+1food) (+2food,+1:health:)
- Whale (+1food) (+1hammers, +2commerce,+1:))

Farm:

- Wheat (+1food) (+2food,+1:health:)
- Corn (+1food) (+2food,+1:health:)
- Rice (+1food) (+1food,+1:health:)

Plantation:

- Athelas (+1food) (+1food, +3commerce,+1:health:)
- Pipeweed (+1commerce) (+1food, +3commerce,+1:))
- Sugar (+1food) (+1food, +1commerce,+1:))
- Spices (+1commerce) (+1food, +2commerce,+1:))
- Silk (+1commerce) (+3commerce,+1:))
- Banana (+1food) (+2food,+1:health:)
- Dye (+1commerce) (+4commerce,+1:))
- Incense (+1commerce) (+5commerce,+1:))

Winery:

- Wine (+1commerce) (+1food, +2commerce,+1:))

Mine:

- Copper (+1hammers) (+3hammers)
- Iron (+1hammers) (+3hammers)
- Mithril (2-4 Resources only depending on # of Dwarven Civs & Map Size) (+2hammers) (+5hammers)
- Gold (+1commerce) (+2hammers, +5commerce,+1:))
- Silver (+1commerce) (+1hammers, +5commerce,+1:))
- Gems (+1commerce) (+1hammers, +6commerce,+1:))

Quarry:

- Marble (+1hammers) (+1hammers, +2commerce)
- Stone (+1hammers) (+2hammers)
- Black Stone (+1hammers) (+2hammers, +2commerce)

Pasture:

- Horse (+1hammers) (+2hammers, +1commerce)
- Cow (+1food) (+1food, +2hammers,+1:health:)
- Sheep (+1food) (+2food, +1commerce,+1:health:)
- Pig (+1food) (+3food,+1:health:)
- Camel (+1food) (+1food, +1hammers, +1commerce,+1:health:)

Camp:

- Deer (+1commerce) (+2commerce,+1:health:)
- Fur (+1commerce) (+3commerce,+1:))

Other:

- Lumbermill (n/a) (+1hammers, +1commerce (next to river))
- Workshop (n/a) (-1food,+1hammers, +1commerce)
- Watermill (n/a) (+1hammers, +1commerce)
- Windmill (n/a) (+1food,+1hammers, +1commerce)
- Cottage (n/a) (+1commerce)
- Hamlet (n/a) (+2commerce)
- Village (n/a) (+3commerce)
- Town (n/a) (+4commerce)
- Farm (n/a) (+1food (With irrigation)
- Forts
- Cart Path (+1 movement)
- Road (+2 movement)
- Paved Road (+3 movement)

vdex34
Mar 05, 2009, 10:39 PM
How about wargs? Or are they outside the scope of the mod? I can also think of athelas (kingsfoil) and maybe adamant (although it is mentioned only a few times and I can't tell what Tolkien meant it to be besides a sort of diamond). Here is a plant list:
http://en.wikipedia.org/wiki/List_of_Middle-earth_plants

Sengir
Mar 06, 2009, 03:31 AM
Most are ok, but I'm unsure about Mumakil (or Wargs and Spiders for that matter). If we put them in, they should only provide a really minor bonus or even a negative, unless owned by the relevant civ (for example Spiders give -1 :food:, but with breeding ground (only available to shadow) +2 :hammers: and to possibility to build Spider units).

Athelas would be nice as well, could give an additional bonus to Healing houses or something like that.

vdex34
Mar 06, 2009, 11:53 AM
Negative bonuses make sense, or like how in Battle for Middle Earth 2 there would would be goblin, spider, troll, and warg nests that would attack your units. FFH does this, it would probably be easier to copy it (maybe destroying the nests could give you access to the resource if you are evil, or give you gold if you are good).

Berenthor
Mar 06, 2009, 01:41 PM
I like the list in general. As for the mumakil, I wouldn't put them as a resource since actually they are very rare. My idea would be to use mumakil only as a UU for a certain civ (maybe instead of a knight or whatever) and not as a resource which is required to build it. The same for spiders, trolls, wargs, etc. As for lairs/nests, this system is in FFH2 spawning these animals until it is destroyed. Another thing is that in FFH2, with the spreading of hell terrain, certain resources change: horses become nightmares (different kind of hellish horses) which fit very nicely in LotR as well (I think the horses for the mouth of sauron and ringwraiths weren't normal horses in the book, but I'm not sure). Maybe we could do something similar with other resources if neccessary (although I have to check how the mechanism works). Athalas I would definetly add and also Adamant probably. Maybe it is possible to make them more rare, but I'm not sure.

thomas.berubeg
Mar 06, 2009, 03:00 PM
Yes, it is possible to have them more rare.

However, I don't think having Mumakil/Spiders as a resource is a good idea. It'd be too limiting for the civs who need them.

Sengir
Mar 06, 2009, 03:06 PM
Yeah that was my thinking as well.

Berenthor
Mar 06, 2009, 03:35 PM
Yeah I agree. Just make them UU's without restrictions or with just horses as required resources.

Sengir
Mar 06, 2009, 03:38 PM
With horses required would be .... weired. What would they use the horses for? Target practice? No requirements fits better IMHO

Berenthor
Mar 06, 2009, 03:40 PM
Yeah that is true, but then we have to watch out not to make them overly powerfull. What do you think of Athelas as a resource? Luckily, adding the resources into the game can be done later. We can leave the current resources for the first couple of versions.

Sengir
Mar 06, 2009, 03:45 PM
Athelas should be in, no doubt about it.

The thing about resources is that they can indeed be added later, but I think they are pretty trivial to add, and they add a lot of flavor. Will have to look closer to know exactly how trivial it is though.

thomas.berubeg
Mar 06, 2009, 03:51 PM
Athelas can added as a Health Bonus (or even, like Life Mana, in FFH) as a heal rate booster for units within your borders.

Berenthor
Mar 06, 2009, 03:57 PM
Athelas can added as a Health Bonus (or even, like Life Mana, in FFH) as a heal rate booster for units within your borders.

I like that a lot, but I have to look into how that exactly work. I agree that it is probably a small thing to add. Although when I look through the list, only pipeweed, athelas and black stone (which I kinda like as an idea) as different resources (mithril as well if you compare to BtS).

What about the adamant suggestion actually (I think Nenya was made of adamant)?

Sengir
Mar 06, 2009, 04:06 PM
I'm not sure about adamant, Nenya was indeed of adamant, but I can't think of anything else. Maybe someone can refresh my memory. If it is only Nenya, I don't think it should be included as a special resource.

Berenthor
Mar 06, 2009, 04:18 PM
Oh yeah, you're right. I looked it up, apparantly Nenya, the ring of adamant was made of mithril :mischief:

Sengir
Mar 06, 2009, 04:21 PM
Well that settles that then. Didn't know that, I always assumed adamant was something on its own.

xmen510
Mar 06, 2009, 05:26 PM
OK. I added Athelas (Stupid me for forgetting the most obvious one. Thanks for being nice about it). Removed Mumakil & Giant Spiders.

I added Elephants. Mumakil are Just special UU versions of then?

xmen510
Mar 06, 2009, 05:42 PM
(I think the horses for the mouth of sauron and ringwraiths weren't normal horses in the book, but I'm not sure).

The Horses used by the Mouth of Sauron and the Ringwraiths were normal Black Horses from Rohan that were stolen and then corrupted.

Berenthor
Mar 06, 2009, 06:16 PM
The Horses used by the Mouth of Sauron and the Ringwraiths were normal Black Horses from Rohan that were stolen and then corrupted.

Yes true, I also found that out. Still the mechanism in FFH2 to do this kind of conversion of resources depending on normal or hell terrain might be nice to use somewhere if we need it :).

For the elephants: remove them all together I would say. I don't think we should have any elephants in the game except the UU for one civ. These will just completely replace a mounted unit with the horses requirement removed. Seems like the best option to me.

xmen510
Mar 06, 2009, 06:19 PM
Both ideas sound good. I'll remove the Elephants.

thomas.berubeg
Mar 07, 2009, 09:17 AM
Hm...

I had an idea. How about resources are unneccessary to build all units, but, if you have the "necessary" resource, your units become stronger/more powerful/stronger...

Sengir
Mar 07, 2009, 09:28 AM
That would work to some extend (this is in FFH). For bronze, iron and mythril it works out ok, but horse-units should really require horses IMHO.

Edit:
Horse-replacements (wargs for example) can go without horses though

Elda King
Mar 07, 2009, 01:05 PM
Mithril is way to rare to be a resource. I'd say it would be produced by a wonder...
According to Gandalf, only Moria had any Mithril. In other works, it appears that there was once Mithril is Nśmenor and even Beleriand, but it's not too reliable. Perhaps more than one wonder could give Mithril, but placing it on the maps.
Another alternative are the unique resources from FFH2. Many places, like Aglarond and such, would fit in it; mithril would also be an option.

Sengir
Mar 07, 2009, 01:19 PM
I was thinking to make it extremely rare (which is possible with XML), or indeed having it turn up only once per map. I do feel however that it should be on the map (also because I've got an idea for an event including a mithril mine and a Balrog :D (hey there's gotta be a downside to having the most powerful metal in your kingdom).

T_F
Mar 07, 2009, 05:57 PM
I like this list mostly, though I have a couple of suggestions.

I disagree with Athelas. I'm not sure about 1st and 2nd ages, but by the War of the Ring, pretty much everybody except Aragorn regarded it as useless. I think there was something about only Isildur's heir could use it, too. (What would it do, anyway?)

I also think something like Wargs should be added, otherwise if you have Good mounted units require horses and Evil ones require nothing, it's a substantial imbalance (unless the Evil ones are significantly weaker, and then it's an imbalance favoring any Good player with horses). EDIT: Whoops, only read the first page. If nothing requires anything, it's fine.

Definitely implement the metals system from FFH, and definitely make Mithril rare (like 1 or 2 tiles per map), but have it so that it counts for more than one resource so you can have one source of Mithril but still trade it around.

xmen510
Mar 07, 2009, 09:17 PM
Mithril isn't only found in Moria (it was just the largest source ever found to that point). If it was, then Gimli could not have built the new Gates of Minas Tirith, which were built from Mithril.

I like the idea of Resources increasing units, but are not necessary. I did come up with the Mithril Mine Wonder Idea. perhaps Dwarves can always build it a a Racial Specific National Wonder and perhaps you could allow 1 World Wonder buildable by anyone. This way there is a Rival for the Dwarves. Or perhaps the wonder could provide 3 Resources of Mithril and then it would be possible for the Wonder controlling Civ to "Trade" 2 Resources of it.

T_F
Mar 07, 2009, 11:01 PM
The Wonder(s, I like the National/World wonder idea, though Evil probably shouldn't have access to Mithril) should require a Mountain tile within the city's radius. Maybe it (they) should work like the stuff in normal Civ that gives however-many Hit Singles or whatever.

Berenthor
Mar 08, 2009, 06:14 AM
I like these ideas although I would put them on the map rarely as well. I think mithril was rare but not confined to only Moria. But the national/world wonders seems cool to.

For the horses, the shadow and al evil civs also use horses. Look at the ringwraiths and the haradrim. The only thing is that maybe unique units like the mameluks or warg riders do not need these resources. Thats then just the advantage for that civ.

Athelas I think should be in. It gives some flavor to the mod as well as maybe providing health and maybe an extra food on the tile.

xmen510
Mar 08, 2009, 08:59 PM
Are we looking to keep the resources to limited amount (I mean overall number) or did we want to have a few dozen.

I think limiting them somewhat would be better. Though lemons, apples, cotton, bananas would all be nice, it is a lot more work and would clutter the map more.

Sengir
Mar 09, 2009, 03:23 AM
Mithril available through a wonder (not a national one, maybe a dwarven national one, that is, both a wonder and a dwarven national wonder, so that dwarves have a good shot at getting two mithril sources (both providing one source each)) is a possibility, though I would like to have it on the map as well, probably only once if we add the wonders, so that the amount of mithril would range from 2-4 depending on the number of dwarven civs in the game.

Berenthor
Mar 09, 2009, 07:51 AM
I like that idea of making it both. Especially if we limit the sources on the map to one or two. Worldwonder for a source of mithril and a national one for the dwarves for another one.

xmen510
Mar 09, 2009, 05:32 PM
Those are good ideas.

T_F
Mar 09, 2009, 05:57 PM
^WHS.
(10chars)

xmen510
Mar 11, 2009, 04:27 PM
Added Banana. I forgot about that one. I would be good for the southern Jungles for Health.

I was thinking. Since we are not linking Units to resources, I believe we should add Elelphats back in for the Ivory trade and Bonuses for the Haradrim. Just make sure not to put Horses near them to compensate.

T_F
Mar 11, 2009, 04:59 PM
Elephants are fine, just make them fairly rare. Maybe give the Haradrim bonuses to their Mūmak units from Elephants and everybody else get bonuses from Horses to their Horse units.
We should probably rename them Mūmakil and increase the size of the little elephant graphic substantially.

Berenthor
Mar 14, 2009, 06:48 AM
I wouldn't put Mumakil in at all. Nobody in middle earth some them ever before the Haradrim used them. It were only legends. As far as I know, we are going to use resources as requirements for units, just not bronze, iron, mithril, etc. Horses are still linked to the mounted units AFAIK. However, some UUs will not need horses to be produced (part of the thing it makes them unique) like wargriders for example.

xmen510
Mar 14, 2009, 09:05 AM
So what is the problem with having elephants for the bonuses and trade then, if they won't get units from them? Have them only available in the Desert Terrain.

Berenthor
Mar 14, 2009, 10:31 AM
My reason for not having them as bonusses is that it would be wierd in my opinion to be surprised about the mumakil of the Haradrim and amazed at how big they are if you have them in your backyard :).

Sengir
Mar 14, 2009, 10:58 AM
I agree with Berenthor on this one, no elephants as resources at all.

Elda King
Mar 14, 2009, 12:21 PM
I think that giving dwarves a national wonder that produces Mithril (I'd say 3 is a good number - they should be able to trade it) is great, and having it as a unique feature (see FFH2) is another good choice.
Sauron actually prized mithril very much, and the orcs gave all wich they found in the upper levels of Moria to him.

I'd say that Wargs aren't exactly a resource, but an wandering animal or a unit built by the Shadow. Warg riders should need no resource, I think.

T_F
Mar 14, 2009, 12:27 PM
I think they should be fine for random map games, since you can't say that people still should be unfamiliar with mūmakil if they started in an area that mūmakil would inhabit (and then they wouldn't be amazed by the Haradrim mūmakil, but since you can't really add that in well anyway it doesn't matter). As long as they are rare and unnecessary for units, I think they're fine.

xmen510
Mar 14, 2009, 06:12 PM
Allright then, no Elelphants. I also removed Horses based on the Vote.

Sengir
Mar 15, 2009, 05:39 AM
Wait, what? I don't think that's what the voters meant, or at least, not what I meant when I voted. I meant that Copper/Iron/Mithril is not required but will make units better, but horses are required.

xmen510
Mar 15, 2009, 06:46 AM
You are right. I really worded that vote badly. Horses added back in.

xmen510
Mar 17, 2009, 09:54 AM
I added the following:

Improvements.

Resources:

- Cow
- Dye
- Incense
- Marble
- Whale
- Wine

Sengir
Mar 17, 2009, 11:56 AM
Looks good, don't have anything to add really.

xmen510
Mar 17, 2009, 02:39 PM
I was thinking (Dangerous, I know :)).

Perhaps we could put Camels in the Desert Regions of the World and allow that for a Health Bonus for Desert Civs.

Sengir
Mar 17, 2009, 02:50 PM
I like the idea in general but we should be careful not to add too many resources. An extra desert resource would be nice so I agree on camels.

xmen510
Mar 17, 2009, 02:53 PM
Oh yes. I would understand if the list ended up getting trimmed a bit before it is finalized.

T_F
Mar 17, 2009, 06:32 PM
Camels don't sound bad, though they never appear anywhere in Arda officially. I don't have a problem with them.

xmen510
Mar 17, 2009, 09:27 PM
We could take out Salt. It isn't really necessary anyway.

Berenthor
Mar 21, 2009, 07:07 AM
Agreed on the camels and salt. Sounds like a good list now.

xmen510
Mar 21, 2009, 06:54 PM
I amnot sure about where to get the Camels, there might be one in what I posted in the Of art thread.

I was taking a closer look at the FFH2 Resources and it looks like everything (not sure about Camels however) appears in that, so you guys won't have to integrate any of the resources. Just some reworking to fit the flavour of our Mod. I hope that won't be too difficult for you.

Berenthor
Mar 22, 2009, 06:56 AM
I don't think FFH has camels in it, but if I remember correctly there was some graphic floating around the forums, but I would have to see if I can find it. I think most stuff is there although for the black stone we need a new graphic I think and maybe something for pipeweed (although tabacco or something might do as well). It should be quite well doable. One other thing we have to do is completely remove the mana node placing on maps.

xmen510
Mar 22, 2009, 06:57 AM
Pipeweed can be found in the Warhammer Fantasy Mod!

Berenthor
Mar 22, 2009, 07:13 AM
Ah great, than I think we have almost all resource graphics. Black stone still open than.

xmen510
Mar 22, 2009, 07:17 AM
Perhaps we could recolour the Marble graphic for that?

Sengir
Mar 22, 2009, 12:27 PM
What have we got for Athelas?

Also, should camels require pasture or camps? Pasture I guess...

xmen510
Mar 22, 2009, 12:33 PM
I think Pasture would be correct.

In regards to Athelas, we don't have anything. Perhaps the Cotton or Tobacco image. I would rather find some other if we can though. I believe it is a leaf with small white flowers on it, if I recall correctly.

Sengir
Mar 22, 2009, 12:38 PM
This is John Howe's interpretation of Athelas:

http://www.john-howe.com/portfolio/gallery/data/media/22/ATHELAS.jpg

xmen510
Mar 22, 2009, 12:42 PM
That works. Could we use it somehow? Maybe Zerver could do something with it.

Berenthor
Mar 22, 2009, 02:08 PM
Looks nice. Maybe something like cotton looks the most like it as an existing resource. Also for the camels: they should use the pasture, but if we look at the camp now, it is only used by deer I think. Maybe we want another resource which uses that particular improvement?

xmen510
Mar 22, 2009, 02:10 PM
Fur as well uses the Camp.

Berenthor
Mar 22, 2009, 02:18 PM
Oh yeah you're right, I forgot about that one. Okay than it is fine. Lets use a pasture for them if nobody objects. We still need to find a graphic for it.
Also, there was a second set of fantasy buildings released by Walter Hawkwood. Check it out here. The second one especially looks really like a Haradrim palace or something :). But they all look cool.
There is some discussion going on about were to find a camel resource. Apparently there was one, but the file is not longer there.

xmen510
Mar 22, 2009, 02:29 PM
I put in a request in the Graphics Modification Thread. We'll see if it pans out. No one replyed to my last request. So we will see.

xmen510
Mar 22, 2009, 02:45 PM
Check out the Camel Unit in this thread in the Animals Zip. I am not sure if it could be adapted for a resource image or not, but I thought I would post it in case it could. Let me know if that can be done.

http://forums.civfanatics.com/showthread.php?t=164060&highlight=camel

xmen510
Mar 22, 2009, 03:18 PM
I will take a look at the Obsidian Resource from Rise of Mankind tonight and see if it could double for Black Stone.

Berenthor
Mar 22, 2009, 04:33 PM
I'll look into that graphics to see if it can be done. It would probably have to be scaled down and maybe try to put a few together. I'll see what I can find out.

xmen510
Mar 22, 2009, 04:41 PM
Thanks. I am also going to take a look at the Pipeweed from the Warhammer Fantasy Battles Mod. I will try to get screenshots of the Pipeweed and Obsidian Resources and post them here tonight if I can.

xmen510
Mar 22, 2009, 09:59 PM
Here is that screenshot for the Pipeweed from the Warhammer Fabtasy Battles Mod:

xmen510
Mar 22, 2009, 10:20 PM
Here is the one for Obsidian (maybe Black Stone):

Berenthor
Mar 23, 2009, 05:04 AM
I like them both, they look really good. The pipeweed is the tabacco from some other mods for BtS and it works really good as pipeweed. The stone is definetly looking good, with the black shine on it :).

Sengir
Mar 23, 2009, 05:25 AM
I agree, those look good.

T_F
Mar 23, 2009, 06:22 AM
Agreed with above posters. Good find!

xmen510
Mar 23, 2009, 07:39 AM
Alright then, we just need to find something for Athelas and Camel. We can use the pipeweed from the Warhammer Mod and Obsidian from Rise of Mankind.

xmen510
Mar 23, 2009, 09:53 PM
The Resource list looks pretty good to me. Are we going to call the list finalized?

Sengir
Mar 24, 2009, 03:53 AM
Yes (tenchars)

T_F
Mar 24, 2009, 06:26 AM
Yup (字十の必要です)

Berenthor
Mar 24, 2009, 07:51 AM
Yep, approved :P. For the camel, looking through the xml, it probably isn't as easy to use the graphic posted here and get it in multiple times and still be animated. I'm really not a graphics expert so.

Sengir
Mar 24, 2009, 08:07 AM
Yup (字十の必要です)

Show off :D

xmen510
Mar 24, 2009, 08:30 AM
I can talk to Zerver about the Camel. For now, not considering bonuses for certain things, we will call the Resource list Finalized. I shall update the discussions thread appropriately!

EDIT: I sent the request to Zerver for an animated Camel Resource Graphic. Hopefully he'll be able to do it.

xmen510
Mar 24, 2009, 12:58 PM
Update: Zerver responded and said he would try to come up with something regarding the Camel Resource! Huzah!

Also, I have updated the first post to represent that it is Finalized.

xmen510
Mar 26, 2009, 02:16 PM
Kevinman4404 made this for the Camel.

http://forums.civfanatics.com/showpost.php?p=7914589&postcount=24

I am not sure about it though. Maybe someone else can take a look in-game at it. Otherwise I think we should wait on Zerver!

Berenthor
Mar 27, 2009, 09:20 AM
I'll try to put it in game when I have my pc with civ handy and see how it looks. I'll post a screenshot when I have it.

Berenthor
Mar 28, 2009, 11:27 AM
Okay I put the camel in the game. I made some screens. They are not animated however and I don't know which animations to use for them (no kfm included and no hint which one to use).

xmen510
Mar 28, 2009, 01:33 PM
That looks fairly good. We'll compare that to what Zerver can come up with. Probably the Horse animatic, but I am not sure.

Sengir
Mar 28, 2009, 03:17 PM
We will probably need different windmill art as well, as the ones in BtS look just a tad too modern to me.

xmen510
Mar 28, 2009, 03:18 PM
I believe you are right. I'll see if I can find something.

Berenthor
Mar 28, 2009, 05:51 PM
We can also look at the different windmill styles FFH has. But I haven't seen all of them. Especially the more evil and the elven ones look quite nice.

xmen510
Mar 28, 2009, 08:19 PM
Good, because I haven't been able to find anything else.

Sengir
Mar 29, 2009, 05:06 AM
I must say that I forgot to look at the FFH ones. Will do so today.

Sengir
Mar 29, 2009, 10:11 AM
Before calling this completely finalized, maybe we can add the respective food/hammers/commerce values (with and without improvement)?

Berenthor
Mar 29, 2009, 10:32 AM
Good idea. Actually one last point: camel will just be a resource like pigs and sheep right or will it be used for units as well?

Sengir
Mar 29, 2009, 11:17 AM
Just a resource I would say.

xmen510
Mar 29, 2009, 05:10 PM
Also, just a resource. I don't think we want Camel based units. As far as I know, nothing like that is actually mentioned.

I agree with adding the bonuses before finalizing the list. Who would like to take on that one, or should I?

Sengir
Mar 29, 2009, 06:00 PM
I'll try to look into it tomorrow evening, unless someone wants to take it up before that time.

Sengir
Mar 30, 2009, 01:09 PM
(regular bonusses) (bonusses with improvement)

Fishing Boats:

- Fish (+1food) (+3food,+1:health:)
- Clams (+1food) (+2food,+1:health:)
- Crab (+1food) (+2food,+1:health:)
- Whale (+1food) (+1hammers, +2commerce,+1:))

Farm:

- Wheat (+1food) (+2food,+1:health:)
- Corn (+1food) (+2food,+1:health:)
- Rice (+1food) (+1food,+1:health:)

Plantation:

- Athelas (+1food) (+1food, +3commerce,+1:health:)
- Pipeweed (+1commerce) (+1food, +3commerce,+1:))
- Sugar (+1food) (+1food, +1commerce,+1:))
- Spices (+1commerce) (+1food, +2commerce,+1:))
- Silk (+1commerce) (+3commerce,+1:))
- Banana (+1food) (+2food,+1:health:)
- Dye (+1commerce) (+4commerce,+1:))
- Incense (+1commerce) (+5commerce,+1:))

Winery:

- Wine (+1commerce) (+1food, +2commerce,+1:))

Mine:

- Copper (+1hammers) (+3hammers)
- Iron (+1hammers) (+3hammers)
- Mithril (2-4 Resources only depending on # of Dwarven Civs & Map Size) (+2hammers) (+5hammers)
- Gold (+1commerce) (+2hammers, +5commerce,+1:))
- Silver (+1commerce) (+1hammers, +5commerce,+1:))
- Gems (+1commerce) (+1hammers, +6commerce,+1:))

Quarry:

- Marble (+1hammers) (+1hammers, +2commerce)
- Stone (+1hammers) (+2hammers)
- Black Stone? (+1hammers) (+2hammers, +2commerce)

Pasture:

- Horse (+1hammers) (+2hammers, +1commerce)
- Cow (+1food) (+1food, +2hammers,+1:health:)
- Sheep (+1food) (+2food, +1commerce,+1:health:)
- Pig (+1food) (+3food,+1:health:)
- Camel (+1food) (+1food, +1hammers, +1commerce,+1:health:)

Camp:

- Deer (+1commerce) (+2commerce,+1:health:)
- Fur (+1commerce) (+3commerce,+1:))

Other:

- Lumbermill (n/a) (+1hammers, +1commerce (next to river))
- Workshop (n/a) (-1food,+1hammers, +1commerce)
- Watermill (n/a) (-1food,+1hammers, +1commerce)
- Windmill (n/a) (+1food,+1hammers, +1commerce)
- Cottage (n/a) (+1commerce)
- Hamlet (n/a) (+2commerce)
- Village (n/a) (+3commerce)
- Town (n/a) (+4commerce)
- Farm (n/a) (+1food (With irrigation)


Added the other improvements that add something to the city, left out bonusses tied to techs and buildings.

xmen510
Mar 30, 2009, 01:20 PM
That looks great, I shall update the list asap.

Berenthor
Mar 30, 2009, 02:01 PM
Watermill removes food?
Rice more food (maybe +2 food?)
Mithril +2 (with mine +5) meaning a total of +7? That might be alot.


The rest sounds good.

Sengir
Mar 30, 2009, 02:19 PM
Sorry, Watermill was a mistake. I took most of them from FFH, but FFH doesn't have a watermill and I accidently copy pasted the workshop entry into the watermill entry and forgot all about it. Should be something like +1 hammers +1 commerce.

Rice is the same as in BtS and FFH

Mithril: I toned it down from FFH quite a bit allready (+2 and +7 with mine, +9 total). It is indeed a lot, but there will be only one tile where you can mine mithril, the other sources will be provided through wonders. Still, we could make it +6 with mine and +0 without, to show that you really had to work for your mithril.

xmen510
Mar 30, 2009, 02:31 PM
Sounds interesting in regards to the Mithril. I think I like the idea that you get no benefit without working it.

I will update the Watermill.

Berenthor
Mar 31, 2009, 02:29 PM
Sounds good. I didn't know it was that much in FFH. I forgot we only have one or two so than it isn't really that big of a deal if it is alot.

xmen510
Mar 31, 2009, 03:43 PM
I agree. If there is only 1 source for each of the Dwarves then it isn't really a big deal. Maybe have 1 or 2 others around as well. They should be resources that have no chance of appearing later on in the game however. We want it to be special after all.

Berenthor
Mar 31, 2009, 03:49 PM
Yes that is true. We have to see however how to disable the later discovering of mitrhil, I'm not sure how to do this now.

Sengir
Mar 31, 2009, 03:55 PM
One way to do it is make Mithril have it's own mine. But there might be an option in the xml to prevent it, but I don't have time to look right now.

Sengir
Apr 01, 2009, 02:31 PM
I thought to make sure that there is an option to not have Mithril popup during the game.

From the FFH2 CIV4ImprovementsInfos.xml, we'd have to change this:
<BonusTypeStruct>
<BonusType>BONUS_MITHRIL</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>5</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>

To:
<BonusTypeStruct>
<BonusType>BONUS_MITHRIL</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>5</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>

haven't changed the yields, only the part pertaining to the chance of discovery

Berenthor
Apr 01, 2009, 02:44 PM
Oh that is great and very easy. Problem solved :) if only all problems were this easy.

Sengir
Apr 01, 2009, 02:56 PM
Well, another problem might have just popped up, as I found out that there's a iUnique, but no bUnique in the resource xml. I thought there were unique resources in FFH, but either they are not implemented via xml, or I was wrong. So the question is: are there unique resources in FFH and if not, do we know of another mod that has unique resources?


For non-coders: bUnique means that there is a true/false flag, with true meaning that the resource is unique, false that it is not.
iUnique means that it is an integer (number), which in this case means that the resource will be unique in the iUnique number of tiles (with an iUnique of 5, you wouldn't find the same resource 5 tiles in every direction).

If we can't find a unique resource mod, we might try it with setting iUnique really high, but I'm not completely sure whether that will work (and we have to set normalize to 0, otherwise it will screw everything up). Maybe some other combination of xml flags works as well, but again, I'm not sure.

xmen510
Apr 01, 2009, 03:39 PM
I'll look around, hopefully we can find this.

Berenthor
Apr 01, 2009, 03:48 PM
That is a good point. We are still point to max int but that would actually still be okay on the largest maps (although I'm not a fan of doing that and also may not even work). I think unique resources in FFH are the features (thinks that are on the map which are in essence improvements). They don't require an improvement or something (and actually get destroyed when you put that on I think or cannot be destroyed/removed). These features than provide a certain bonus (like an improvement) and for example health or happiness or something. This might be a possibility but then the "improvement" would already be there when you discover it. I haven't heard of a mod that has uniqueness for resources as far as I know.

xmen510
Apr 01, 2009, 04:02 PM
I have posted a request in the Mod Components Forum. Hopefully someone will know.

xmen510
Apr 02, 2009, 08:27 AM
Tholish:
But I think what you are asking for is one and only one, exactly one (or some other specific number other than one) to be generated on all maps. That sounds like you want a new XML tag
<MaxPerMap>1</MaxPerMap>.

This is from Tholish in regards to our Mithril issue. I hope this is what we need. Let me know!

Sengir
Apr 02, 2009, 08:52 AM
Yeah, I was thinking something along those line as well, but haven't had time to look at how mapscripts do their thing, so don't know how easy or hard it is to implement. If he's willing to do it for us, that'd be nice, otherwise we'd just have to do it ourselves.

Will see if I have time to look into it this weekend.

xmen510
Apr 02, 2009, 09:05 AM
Good to know. Also, we can Limit it still to only appear on Hills &/or Mountains correct?

Sengir
Apr 02, 2009, 09:27 AM
Yeah, there's an xml field for which terraintypes a resource can appear on.

xmen510
Apr 02, 2009, 10:03 AM
I was taking a closer look at our improvements list and I noticed we don't have Forts on it. Did we want to include Forts or no?

Sengir
Apr 02, 2009, 10:31 AM
I didn't include them in the list because they don't improve the tile yields (I didn't add roads either). I'd like to have them in, either the BtS way or the FFH way.

Berenthor
Apr 02, 2009, 12:01 PM
I have really no opinion on forts, I never build them to be honest. We can do it the BtS way maybe because the others we already have as city buildings (fortress, stronghold, etc).

Sengir
Apr 02, 2009, 12:31 PM
Yeah, good point. Keep them as BtS forts then.

Sengir
Apr 02, 2009, 12:51 PM
This is from Tholish in regards to our Mithril issue. I hope this is what we need. Let me know!


Ok. Went through the code and know where I should add (and globaly what I should add), but boy my C++ is rusty. I'm not going to have another go at this before my head clears up a bit (so probably not untill sunday).

I think I'm going to do it with an Integer (not a Bool), so that we can decide to change the number to something else if need arises without having to change the dll (and it would be reusable for other resources we want to limit in one way or another).

xmen510
Apr 02, 2009, 04:11 PM
Sounds good then.

I am also adding Forts and Wagon Trail/Road/Paved Road to the list.

What is the defence bonus for the Fort so I can add it in?

Sengir
Apr 03, 2009, 02:13 AM
Ummm.... no idea really. Don't use them that often myself (except for the canal ability, do we leave that in as well?)

Berenthor
Apr 03, 2009, 02:32 AM
I would say not to use canals because they sound to modern to me and don't really fit. For the roads I would use the names suggested in the feature thread: carth path, road and paved road in that order. There you can also find the movement bonus for each.

xmen510
Apr 03, 2009, 04:12 PM
I looked it up and the Fort gives a +25% defence bonus. I added that in.

On the Topic of Canals, I agree that they should be left out as it fits the time period better.

Remember to ignore the list in this thread. Use the one in the finalized discussions thread. It is easier to use that one instead of having to update 3 or 4 versions of the same list.

xmen510
Apr 18, 2009, 10:07 AM
Another suggestion regarding the implementation of mithril from Tholish.

Tholish:

Not that I can make such a thing, but looking at your post I just thought of an XML solution. Let Mithril be produced only by a World Wonder like Hollywood produces movies, except
...
<FreeBonus>BONUS_MITHRIL</FreeBonus>
<iNumFreeBonuses>1</iNumFreeBonuses>

Sengir
May 06, 2009, 07:56 AM
Not too much in favor of that option actually (well, we plan to do that allready) as I would like to have it somewhere on the map as well. If all else fails though...

xmen510
May 06, 2009, 08:25 PM
Yeah. I was just passing along a suggestion. it is up to you and Berenthor though of course!