View Full Version : Jungle Camp [Modular] 2.7
vincentz Jun 11, 2009, 08:55 AM *** WARNING ***
Finding and locating BUGs in 2.7 is hard enough for Zappara without all the modmods.
Adding 4 or 5 modmods will make it nearly impossible. If you want to add this mod,
please do so at your own "risk". I'll try to help at the best of my abillity, but please
remember that I'm no Zappara ;)
http://forums.civfanatics.com/attachment.php?attachmentid=218901&d=1245902394
Updated to BtS 3.19 RoM 2.7
This micro mod provides a new early improvement. As I live next door to a jungle I was rather astounded how little it gives in CIV4. While that can be defended on how difficult it is to retrieve food and lumber from it, I decided to make a camp that will provide a little extra food and production. It also gives the workers something to do if you got an "unlucky" start in a big jungle.
JUNGLE CAMP
Comes with Stone Tools, Build time same as camp
Gives +1 Food (+1 Food with naturopathy, +1 Production with road and later)
and +1 Commerce if put next to a river (like lumbermill)
(+1 Commerce with medicine, +1 Commerce with tourism)
Simple as that!
Download moved to Vincentz Mods (http://forums.civfanatics.com/showthread.php?t=326447)
Afforess Jun 11, 2009, 11:02 AM Any idea how the AI handle this? Do they ever build them or do they just cut all the jungles down still?
konradcabral Jun 11, 2009, 12:09 PM +1 Health with biology or something like that?
Dancing Hoskuld Jun 11, 2009, 07:49 PM @vincentz - This will work for 2.7test1 but 2.7test2 is WoC compliant which means that just dropping a folder into the Modules folder will not work since it will not be loaded. Either we would need to amend the MLF_CIV4ModularLoadingControls.xml file to include the VJungles folder or you will need to change the folder it goes into and the XML that points to it. Or both.
vincentz Jun 11, 2009, 09:10 PM @ Afforess
No idea. Worst case scenario : They dont build them at all.
Best case scenario (which I think) : They build them and replace them with plantages on resources and irrigation close to rivers. The problem before was that no civilizaition could develop in the middle of a huge jungle. You had to research iron working to be able to get anything out of jungle. (Try to get to ironworking when the best plot you could choose was 1 food). Sure you could build a mine on a hill, but with 1 food and 1 production your city would remain 1 in size.
Even better would be that they actually build them and used them until late late. So that there would actually still be jungle left in the world in modern times. Whoa! jungle in modern times ;)
Deforrestation of jungles is a big problem now, especially in Brazil, not when Iron Working was discovered....
I'm currently running a test with AI on a tropical map, and... I'll be back! with more infos.
@ konradcabral
oh man, dont even get me started there. I REALLY wanted a health modifier on improvements as another of my mods places industry and it would have been soooo cool to have pollution (bad health) from the heavy industry. Unfortunately that is hardcoded into the gamecore.dll file which means its out of my league/ability to do so.
@ Dancing Hoskuld
I was actually quite surprised that it worked. I'm running 2.7test2, and I didnt edit MLF_CIV4ModularLoadingControls.xml
I think the reason why it works is its simplicity, but when thats said, I might put it into a Builds folder.
vincentz Jun 11, 2009, 10:25 PM A small update. My test game shows that the AI will build the junglecamp, but not spam it. They will build it sparsely and sometimes on resources (like rice), however they start to build plantations and farms once they get the ability to do so.
Unfortunately the AI is crazy about cutting down forrest and jungles so if I wanted to keep them I'd have to give the camps some serious bonuses, which would be unfitting for this kind of improvement. Maybe I'll add a little commerce with medicine/tourism to give them a carrot to keep them.
I also put a new version in first post that puts the VJungles in a Builds directory (which is listed in the MLF_CIV4ModularLoadingControls.xml), just to keep it organized...
(picture shows the AI build it on a rice and on the river, later (AD1010) the rice was farmed, but the rivercamp was still there)
zappara Jun 12, 2009, 03:48 AM This is quite cool idea! :goodjob: I've tried to think good variety of improvements for all terrains/features but this one hadn't occurred in my mind.
vincentz Jun 12, 2009, 06:00 AM Thanks. As always, feel free to "steal" any part of it. One problem thou. If the <<low resolution textures>> is enabled in options/graphics the civilopedia and build icon will look at little blurred. I have no idea why.
zappara Jun 12, 2009, 07:24 AM Save the buttons without mipmaps and they won't get blurry when using low graphics settings.
vincentz Jun 12, 2009, 08:25 AM update
ran another testrun from industrial age as I'm testing my Industry mod. The AI will still build the jungle camp thou only on remote jungles with underlying marsh.
changelog v.1.1
saved dds button without mipmap (Thanks Zappara :))
added 1 commerce from medicine & tourism
konradcabral Jun 12, 2009, 09:12 AM One of the features I liked very much in RoM was the adding of Marsh / Peat Bog. What about preparing another one in this area? I'm talking about Arid terrain. It would be the middle between grassland and desert. Not so blooming as grassland, not so useless as desert. You, Mr. vincentz Smith, seem to have the skills to make it. Are you interested? Like in Matrix, you have the choice! :lol:
vincentz Jun 12, 2009, 11:02 AM hehe.
Marsh and Peat Bogs. mmmm... fuel? a new resource?
Here's what I could find on marsh and bogs on wiki :
Marsh :
In geography, a marsh, or morass, is a type of wetland which is subject to frequent or continuous flood.[1] Typically the water is shallow and features grasses, rushes, reeds, typhas, sedges, and other herbaceous plants. Woody plants will be low-growing shrubs. A marsh is different from a swamp, which has a greater proportion of open water surface and may be deeper than a marsh. In North America, the term "swamp" is used for wetland dominated by trees rather than grasses and low herbs.
The water of a marsh can be fresh (freshwater marsh), brackish (brackish marsh), or saline (salt marsh).
Coastal marshes may be associated with estuaries, and are also along waterways between coastal barrier islands and the inner coast. The estuarine marsh, or tidal marsh, is often based on soils consisting of sandy bottoms or bay muds. An example is the Tantramar Marsh of eastern Canada.
Marshes are critically important wildlife habitat, often serving as breeding grounds for a wide variety of animal life, particularly including ducks and geese.
Constructed wetlands featuring surface-flow design are usually in the form of a marsh.
Decomposition of plant materials below water often produces marsh gas, which may begin to burn by self-ignition making mysterious lights known locally as Will o' the wisps, Jack-o'-lanterns, or sprites.
Bogs:
Industrial uses
A bog is a very early stage in the formation of coal deposits. In fact, bogs can catch fire and often sustain long-lasting smoldering blazes, producing smoke and carbon dioxide, thus causing health and environmental problems. After drying, peat is used as a fuel. More than 20% of home heat in Ireland comes from peat, and it is also used for fuel in Finland, Scotland, Germany, and Russia. Russia is the leading extractor of peat for fuel at more than 90 million metric tons per year. Ireland's Bord na Móna ("peat board") was one of the first companies to mechanically harvest peat.
The other major use of dried peat is as a soil amendment (sold as moss peat or sphagnum peat) to increase the soil's capacity to retain moisture and enrich the soil. It is also used as a mulch. Some distilleries, notably Laphroaig, use peat fires to smoke the barley used in making Scotch whisky. More than 90% of the bogs in England have been destroyed.
Arid.... mmm. would be a huge project integrating it into mapscripts.
Regarding the dessert/arid maybe make a : Genetic modified crop farm.
The only problem is that there is limited space for build buttons for workers. Unless you run 1280 x ---- then the space is already filled
zappara Jun 12, 2009, 12:26 PM Arid.... mmm. would be a huge project integrating it into mapscripts. Yes, it's not that easy to add new terrain types to mapscripts. I had enough trouble with it when I was adding marsh and peat and even now some of the RoM mapscripts "don't know" how to place marsh terrain.
By the way there's Peat Power Plant about 50km from where I live and I've seen some of the "peat fields" here in Finland where they extract peat. ;)
vincentz Jun 12, 2009, 09:00 PM Yes, it's not that easy to add new terrain types to mapscripts. I had enough trouble with it when I was adding marsh and peat and even now some of the RoM mapscripts "don't know" how to place marsh terrain.
By the way there's Peat Power Plant about 50km from where I live and I've seen some of the "peat fields" here in Finland where they extract peat. ;)
I know its a big project, but maybe make bogs to a resource instead of a feature with the ability to build Peat Power Plants same as coal (dono if its more or less polluting).
That way civs without oil, coal or uranium could still get power. (Though only power, as Im pretty sure there isnt any peatbog driven vehicles and never heard of the Peatbog Bomb ;))
JosEPh_II Jun 13, 2009, 10:09 AM So is the Jungle camp ready for use? Or are you still Updating?
JosEPh :)
vincentz Jun 13, 2009, 11:12 AM Is a mod ever finished? Ask Zappara ;)
No, just a joke. The mod is finished and ready for play.
JosEPh_II Jun 13, 2009, 09:18 PM I went ahead and D/L'd it. ;)
JosEPh :)
vincentz Jun 14, 2009, 01:38 AM Hope you enjoy. I'm currently playing a game on perfectworld2 that put me straight into a huge jungle. In 1180 I still have a jungle camp on my capital, and its going to stay there for a while. Maybe even until I get Industry (http://forums.civfanatics.com/showthread.php?t=324146) (product placement?!?) :lol:
SR-71 Jun 14, 2009, 04:23 AM Good addon! As you say it was very unfortunate to start in a jungle... until now :lol:
Thanx ! ;)
NBAfan Jun 14, 2009, 09:06 PM This addon is great Vincentz. Jungles are not useless anymore thanks to you.
strategyonly Jun 15, 2009, 12:25 PM OK i have your Jungle working, i hope.
betto Jul 26, 2009, 12:05 PM Iron is not need to cut down a jungle...think in the south american tribes... they cut down small areas of jungle to grow some crops....
iron should give a speed bonus when cutting down forest or jungle...
i think that any terrain may be useful ,but some would require much more offort...i know ice capped terrains are useless for food...
JosEPh_II Jul 26, 2009, 04:13 PM JUNGLE CAMP
Comes with Stone Tools, Build time same as camp
Gives +1 Food (+1 Food with naturopathy, +1 Production with road and later)
and +1 Commerce if put next to a river (like lumbermill)
(+1 Commerce with medicine, +1 Commerce with tourism)
So the production bonus of +1 with road stays the same for Paved Rds and beyond. It doesn't increase from what I'm seeing. Going from Road to Paved to railroad doesn't change the hammer count it stays at +1. That was your intention vincentz?
JosEPh
Dancing Hoskuld Jul 26, 2009, 04:17 PM Iron is not need to cut down a jungle...think in the south american tribes... they cut down small areas of jungle to grow some crops....
iron should give a speed bonus when cutting down forest or jungle...
i think that any terrain may be useful ,but some would require much more offort...i know ice capped terrains are useless for food...
The theory (Civ) goes that yes you can slash and burn to produce food in jungle but it grows back fast and you are only doing it in small areas not a whole plot. I feel this is exactly what Vincentz mod does. Iron is needed to clear the jungle completely.
vincentz Jul 26, 2009, 11:56 PM So the production bonus of +1 with road stays the same for Paved Rds and beyond. It doesn't increase from what I'm seeing. Going from Road to Paved to railroad doesn't change the hammer count it stays at +1. That was your intention vincentz?
JosEPh
Yep. It doesnt really make a big difference whether its a dirt road or a concrete. But to be honest I'm actually considering to make the camp better in later eras. Maybe give it the farm feature of "growing" new resources (coffee, banana, rice, spices, maybe even gems). I think it could be so cool to actually meet a jungle civilization in late game. Or give it +1 prod with rivers or railroad.
Sarkyn Jul 27, 2009, 02:58 AM Yep. It doesnt really make a big difference whether its a dirt road or a concrete. But to be honest I'm actually considering to make the camp better in later eras. Maybe give it the farm feature of "growing" new resources (coffee, banana, rice, spices, maybe even gems). I think it could be so cool to actually meet a jungle civilization in late game. Or give it +1 prod with rivers or railroad.
River bonus would be consistent with reality.
Exploration/Exploitation of the big jungles did follow the lines of the rivers. People entered them via the rivers and got their goods out that way, long before roads blazed into the jungle.
I like the idea that every improvement has a tiny chance of spawning new resources. Maybe even the Medicine one your guild provides? People are always saying that new drugs that could be the cure for all the world's ills may well be found in the disappearing jungles....
Afforess Jul 28, 2009, 04:40 PM Found a Bug, Androids cannot build a junglecamp. I checked you unitinfos, and Android was not listed.
vincentz Jul 29, 2009, 12:29 AM Why do andriods want to build jungle camps?
There's a good chance that when humankind can build androids they already cut down the last jungle ;)
Afforess Jul 29, 2009, 02:52 AM Why do andriods want to build jungle camps?
There's a good chance that when humankind can build androids they already cut down the last jungle ;)
I agree, but sometimes I play on a late start. Just to actually use the modern era stuff, because regular games almost never get there.
os79 Jul 29, 2009, 05:18 AM I agree, but sometimes I play on a late start. Just to actually use the modern era stuff, because regular games almost never get there.
But I thought that late game techs will grant you higher yield of food, that it really don't matter if you make jungle camp or not?
Afforess Jul 29, 2009, 05:21 AM But I thought that late game techs will grant you higher yield of food, that it really don't matter if you make jungle camp or not?
...Fine, I'll just change it myself.
JosEPh_II Jul 29, 2009, 05:51 PM ...Fine, I'll just change it myself.
:lol:
I can hear the Hrumph! all the way down in Illinios afforess! ;)
JosEPh :D
vincentz Jul 29, 2009, 08:11 PM ...Fine, I'll just change it myself.
Don't worry, I'll put it in the next update, and more importently put the Industry as well. I completely forgot about the Androids, coz I never used them.
Schwarzbart Sep 06, 2009, 05:57 AM Posible Bug:
I can build a Jungle Camp on a Rice Farm (just a normal Irrigatet Rice Farm on Grassland with Paved Road). I use vincentz_mods_1_3 but because I also loaded diferent mods It could be a modconflict so its just a psoible bug.
vincentz Sep 07, 2009, 02:47 AM Posible Bug:
I can build a Jungle Camp on a Rice Farm (just a normal Irrigatet Rice Farm on Grassland with Paved Road). I use vincentz_mods_1_3 but because I also loaded diferent mods It could be a modconflict so its just a psoible bug.
Its part of the feature where new resources can be discovered in the jungle by the jungle camp (like the mines and farms). I agree that it seems strange that you can build it on plain rice, but it'll actually not "harvest" the resource for trade, so the AI wont do it after Ironworking. I might chance the rice feature, but keep the rest.
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