Screenshots posted, details in second post.
Screenshots:
Hopefully this will show that I'm not sleeping on this. Progress is being made, I am mostly cleaning up txtinfos and pedias and stuff, balancing yields and bonuses, and then finally i'm going to balance the maps for the three different time periods.
A note on the models: All of them are downloaded from here at civfanatics with some minor skinning done by me, I will credit the respective creators as soon as I finish the mod, if you see one of your models here, know that I'm appreciative.
still working on the title screen hehe..
You can see the different improvements here, a sheep ranch or livestock ranch with a factory building on it is a lvl 3 ranch, also different winery improvements, orchards, a cotton plantation, mines, and lumbermills are visible. All of these buildings (except mines and oil wells) are built by terrain specifications and do not require bonuses.
foreign advisor
These are all the resources, some are benchmark resources (e.g. level 1, 2, etc.), some are manufactured, and some are raw materials.
Column 1: Skirmisher, Sharpshooter, Ranger, Column 2: Regular, Rifleman, Infantry, Column 3: Grenadier, Heavy Rifleman, Machine Gunner, Column 4: Hussar, Scout, Armored Car, Column 5: Cuirassier, Carbineer, Armor.
Row 1: Frigate, Paddlewheeler, Armored Cruiser, Row 2: Ship of the Line, Ironclad, Advanced Ironclad, Battleship, Dreadnaught
this is a civilopedia showing the types of buildings you can build. the most important buildings will take resources and convert them into benchmarks, and then use the benchmarks to grant your city some kind of bonus, such as production or wealth.
Another civilopedia example. I excluded the models because they haven't all been sorted out yet.
Although I've completed a lot of the mod, I'm still open to suggestions/ideas, feel free to post anything.
Background on the mod:
I am making a mod based somewhat on the SSI/Frog city game, Imperialism. It mostly revolves around theLopez's resource converter mod, and I may merge some other components as I finish up.
I have been working on this more or less for the past month, and I have most of the aesthetics down in terms of units, graphics, and leaders (thanks to the many artists out there that I will fully credit when I release the mod).
I also know how to use/install the SDK, although I have no idea to code myself. I just copy paste everything and then compile.
I'm announcing this mod now, because it is almost finished.. But I would like to do one last thing with the SDK and I was wondering if anyone that understood the code could give me some help.
I realize this may not be possible, but if you have some ideas read this:
Screenshots:
Hopefully this will show that I'm not sleeping on this. Progress is being made, I am mostly cleaning up txtinfos and pedias and stuff, balancing yields and bonuses, and then finally i'm going to balance the maps for the three different time periods.
A note on the models: All of them are downloaded from here at civfanatics with some minor skinning done by me, I will credit the respective creators as soon as I finish the mod, if you see one of your models here, know that I'm appreciative.
still working on the title screen hehe..
You can see the different improvements here, a sheep ranch or livestock ranch with a factory building on it is a lvl 3 ranch, also different winery improvements, orchards, a cotton plantation, mines, and lumbermills are visible. All of these buildings (except mines and oil wells) are built by terrain specifications and do not require bonuses.
foreign advisor
These are all the resources, some are benchmark resources (e.g. level 1, 2, etc.), some are manufactured, and some are raw materials.
Column 1: Skirmisher, Sharpshooter, Ranger, Column 2: Regular, Rifleman, Infantry, Column 3: Grenadier, Heavy Rifleman, Machine Gunner, Column 4: Hussar, Scout, Armored Car, Column 5: Cuirassier, Carbineer, Armor.
Row 1: Frigate, Paddlewheeler, Armored Cruiser, Row 2: Ship of the Line, Ironclad, Advanced Ironclad, Battleship, Dreadnaught
this is a civilopedia showing the types of buildings you can build. the most important buildings will take resources and convert them into benchmarks, and then use the benchmarks to grant your city some kind of bonus, such as production or wealth.
Another civilopedia example. I excluded the models because they haven't all been sorted out yet.
Although I've completed a lot of the mod, I'm still open to suggestions/ideas, feel free to post anything.
Background on the mod:
Spoiler :
I am making a mod based somewhat on the SSI/Frog city game, Imperialism. It mostly revolves around theLopez's resource converter mod, and I may merge some other components as I finish up.
I have been working on this more or less for the past month, and I have most of the aesthetics down in terms of units, graphics, and leaders (thanks to the many artists out there that I will fully credit when I release the mod).
I also know how to use/install the SDK, although I have no idea to code myself. I just copy paste everything and then compile.
I'm announcing this mod now, because it is almost finished.. But I would like to do one last thing with the SDK and I was wondering if anyone that understood the code could give me some help.
I realize this may not be possible, but if you have some ideas read this:
Spoiler :
In the SDK, would it be possible to allow the AI and player trade for bonuses they already have? For example, 1 coal and 1 iron = 1 steel, I have 6 iron but only 5 coal. So I am going to trade for another coal with an AI player so I can make 6 steel.
Also, is it possible to allow repeating bonuses for resources? For example, I have 6 furniture, furniture grants %5 extra gold in a city, so 6 furniture will grant a total of %30?
I have pretty ugly work arounds for these things at the moment,
Example of first workaround: spain has "spanish iron," which I can trade to get, and can be used as a substitute to iron.
Second workaround: a buildings called stockpilers, automatically given to cities, that converts 2 furniture into a small stockpile, 3 furniture into a medium, etc.
If what I'm asking is possible in the SDK, would someone provide the code so that I can merge it into my SDK?
I will credit you as a member of the development team
Thanks,
cotdamn
Also, is it possible to allow repeating bonuses for resources? For example, I have 6 furniture, furniture grants %5 extra gold in a city, so 6 furniture will grant a total of %30?
I have pretty ugly work arounds for these things at the moment,
Example of first workaround: spain has "spanish iron," which I can trade to get, and can be used as a substitute to iron.
Second workaround: a buildings called stockpilers, automatically given to cities, that converts 2 furniture into a small stockpile, 3 furniture into a medium, etc.
If what I'm asking is possible in the SDK, would someone provide the code so that I can merge it into my SDK?
I will credit you as a member of the development team
Thanks,
cotdamn