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#1 |
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King
Join Date: Mar 2008
Location: France
Posts: 801
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TimberMod
A small mod component made possible by Redox :
It will provide a new strategic resource : timber Timber is gained from the Lumbermill improvement which can be build on Forest and Jungle tiles. Each Lumbermill will provide 1 timber. If the Lumbermill is pillaged the resource is lost until the improvement is repaired. Timber will not be visible on the map, it is available with each forest and jungle tile. There may be some compatibility problem with earth maps and maps with resource placement. Icons and text are provided. Use freely in your mod as you need. Lua file : Redox Xml file and icons : Hulfgar Download ![]() NEW : Here is a new version including the Charcoal Burner's Hut. This building will provide 1 Coal and consume 2 Timber. Warning : you may want to adjust the Tech at which this building is available or at which coal is revealed on the map. In this mod the building is available with Engineering while Coal is revealed with Industrialization. Note : to use with Vanilla Civ 5 delete the file NewBuildings.xml and rename NewBuildings_Vanilla.xml in NewBuildings.xml. Timber and Charcoal Mod ver2 is available here Note : I could use a better icon for the Charcoal Burner's Hut and the Timber font icon
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My Mods : Hulfgar's Industrial Warfare Gods and Kings Edition Postmodern Expansion for Gods and Kings Last edited by Hulfgar; Aug 10, 2012 at 04:49 AM. |
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#2 |
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Emperor
Join Date: Apr 2004
Location: Vienna, Austria
Posts: 1,533
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Nice idea
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#3 |
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Emperor
Join Date: Jan 2004
Posts: 1,022
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Good idea.
Have you thought about what the benefit of the resource could be (or are the effects shown in the civilopedia already included)? \Skodkim |
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#4 |
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King
Join Date: Mar 2008
Location: France
Posts: 801
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Hello Skodkim,
in my Mod Timber is used to make coal from a Charcoal Burner's Hut, 2 Timber will provide 1 Coal. This is an alternative to coal from mining when you don't have a coal supply in your Empire. I use Timber for Trebuchets, Catapults and Ships as well. Because of this I have defined a new tech (Woodworking), researchable with Agriculture and I have moved the Lumbermill improvement to this tech. In this modcomp the Lumbermill is available with the vanilla settings (Construction).
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My Mods : Hulfgar's Industrial Warfare Gods and Kings Edition Postmodern Expansion for Gods and Kings |
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#5 | |
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Emperor
Join Date: Jan 2004
Posts: 1,022
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Quote:
I was also thinking about some kind of production bonus to wonders (and buildings) but I'm not sure this would be possible as the Timber resource isn't map based and therefore propably not assigned to a specific city as Marble is. You could always make a building that boosts production and make it require x timber... Will think about more about this - I see some posibilities here... \Skodkim |
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#6 |
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King
Join Date: Mar 2008
Location: France
Posts: 801
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Yes I forgot to mention that my Charcoal Burner's Hut give a 15% boost in Production.
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My Mods : Hulfgar's Industrial Warfare Gods and Kings Edition Postmodern Expansion for Gods and Kings |
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#7 |
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Prince
Join Date: Jul 2011
Location: London
Posts: 334
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As a strategic resource, does that mean it's tradeable? If not, it may help me confirm an issue with the improvements mod of mine.
"Exotic Woods" could be a visible-on-the-map luxury version to combine with it perhaps? |
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#8 | |
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King
Join Date: Mar 2008
Location: France
Posts: 801
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yes it is tradeable.
Quote:
This resource could be used to enhance buildings, culture, happiness,...
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My Mods : Hulfgar's Industrial Warfare Gods and Kings Edition Postmodern Expansion for Gods and Kings |
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#9 | |
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Prince
Join Date: Jul 2011
Location: London
Posts: 334
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Quote:
)Like the idea of it being a coal substitute btw. |
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#10 | |
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Emperor
Join Date: Jan 2004
Posts: 1,022
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Quote:
Just downloaded the Timbermod and realized that you're talking about two different modcomps here. Any chance you could upload the part with the Charcoal Burner's Hut as well? \Skodkim |
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#11 |
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King
Join Date: Mar 2008
Location: France
Posts: 801
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No problem Skodkim, I will upload an update including the charcoal burner.
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My Mods : Hulfgar's Industrial Warfare Gods and Kings Edition Postmodern Expansion for Gods and Kings |
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#12 |
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Emperor
Join Date: Jan 2004
Posts: 1,022
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Great. Looking forward to it.
/Skodkim |
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#13 |
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,880
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How does the AI work with this mod? In unmodded game they often cut forests, so they would end up with very little Timber...
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#14 |
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King
Join Date: Mar 2008
Location: France
Posts: 801
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Here is a new version including the Charcoal Burner's Hut.
This building will provide 1 Coal and consume 2 Timber. Warning : you may want to adjust the Tech at which this building is available or at which coal is revealed on the map. In this mod the building is available with Engineering while Coal is revealed with Industrialization. Note : to use with Vanilla Civ 5 delete the file NewBuildings.xml and rename NewBuildings_Vanilla.xml in NewBuildings.xml. Timber and Charcoal Mod ver2 is available here
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My Mods : Hulfgar's Industrial Warfare Gods and Kings Edition Postmodern Expansion for Gods and Kings |
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#15 |
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King
Join Date: Mar 2008
Location: France
Posts: 801
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Hello PawelS,
So far the AI doesn't seem penalized. But I have played only 1 game for now. Increasing the Flavor value of the Lumbermill should help save the forest if needed I think.
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My Mods : Hulfgar's Industrial Warfare Gods and Kings Edition Postmodern Expansion for Gods and Kings |
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#16 |
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Emperor
Join Date: Apr 2004
Location: Vienna, Austria
Posts: 1,533
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One interesting thing to do would be using the "Furniture" luxury resource that sukritact made, but instead of having it as a mercantile city-state resource, have it instead as a resource that is generated by a building that requires timber.
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#17 |
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Emperor
Join Date: Apr 2004
Location: Vienna, Austria
Posts: 1,533
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One note in regards to timber graphics: the font icon seems to be too big. While font icons normally are 22x22, the timber font icon is 24x24, and in my personal opinion black is not such a good choice for the font icon background, because in the interface it seems as if the timber font icon had a transparent background, thus making it look different from the other font icons.
The icons themselves also look a bit strange, because of their borders (the dots springing from the timber icon, for instance); using this template could improve their look: http://forums.civfanatics.com/downlo...=file&id=15498 |
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#18 |
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King
Join Date: Mar 2008
Location: France
Posts: 801
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Thanks for the advice Androrc,
With photoshop I don't get the icons to a 22x22 size. It tells me that the size has to be a multiple of 4. I will try with the Gimp, maybe it works another way. I will drop the black background, I have finally understood how to work with the alpha layer
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My Mods : Hulfgar's Industrial Warfare Gods and Kings Edition Postmodern Expansion for Gods and Kings |
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#19 |
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Tangaroa
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IIRC it only has to be a multiple of 4 if compressing, which isn't needed for such a small size.
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"I saw our people spreading throughout the land and across the oceans, expanding our kingdom, discovering new people and great riches in faraway lands" - More Civilizations. Most Recent: Tibet "We built wonderous monuments honouring the gods, which reached up to touch the very fabric of the heavens." - More Wonders. Most Recent: Todai-ji |
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#20 |
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King
Join Date: Mar 2008
Location: France
Posts: 801
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Thanks Pouakai :-)
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My Mods : Hulfgar's Industrial Warfare Gods and Kings Edition Postmodern Expansion for Gods and Kings |
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