UGO
Civilization Fanatics' Center  

Welcome to Civilization Fanatics' Center.

You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support.

Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Mod Components

Notices

Reply
 
Thread Tools
Old Jul 03, 2009, 02:30 AM   #1
denev
Warlord
 
denev's Avatar
 
Join Date: Jul 2008
Location: Japan
Posts: 146
Multiple Production Mod

For BtS 3.19

This mod changes game rule about city production.
When a city production is enough to finish next queue item, more than one item is finished in the same turn. (If next item doesn't exist, it will go in the same way as original rule.)
When production overflow floods from overflow capacity, it is used to next queue item immediately, not to be converted into gold.

for example,
  • If you order missiles (small cost) indefinitely in mega production city, multiple missiles are finished in the same turn.
  • In mega production city with limit overflow, if you order a Theatre (small cost) first and a Recycle Center (big cost) second as a next queue item, all production which is to be converted into gold is used to Recycle center immediately. (And limit overflow is carried over.)
about details:
  • To eliminate pre build-exploit, this changed rule is not applied to all wonders and all projects.
    To eliminate building food-produced units (Settlers and Workers) without blocking city growth, the rule is not applied to food-produced units too.
    But exceptionally when first item is food-produced unit, following food-produced items are available in this rule.
  • In 3.19, there is the issues with converting calculation about production overflow to gold.
    This mod use calculation method with 3.17 unofficial patch (Thanks to unofficial patch developers!).
  • When converting production to gold occurs, it shows a message. (But I'm not a native speaker, it may include wrong text.)

Change Log:
ver 0.03
  1. Fixed stating mega converting issue with multiple production disabled.
ver 0.02
  1. Made the game option conditions.
  2. When first item is food-produced unit, following food-produced items are available in multiple production rule during the turn.
Attached Files
File Type: zip MultipleProductionMod_003.zip (1.53 MB, 156 views)
File Type: zip MultipleProductionMod_003_forBBAI080.zip (1.58 MB, 55 views)

Last edited by denev; Aug 11, 2009 at 02:51 AM. Reason: bug fix
denev is offline   Reply With Quote
Old Jul 03, 2009, 02:48 AM   #2
xienwolf
Deity
 
xienwolf's Avatar
 
Join Date: Oct 2007
Location: Location! Location!
Posts: 10,279
Images: 8
Coolness I had thought of doing something along these lines myself once, but I was just going to have it work for units and make duplicates of what you just created if you had enough overflow to make a second one immediately. This approach is a bit better I would imagine, and easier to code as well.

xienwolf is offline   Reply With Quote
Old Jul 03, 2009, 02:00 PM   #3
The_J
paranoid maniac
 
The_J's Avatar
 
Join Date: Oct 2008
Location: Germany
Posts: 3,741
Great idea.

This is sure a component, which many people wanted to have.
__________________
Civ4-Mod "Mars, Now!"
The_J is offline   Reply With Quote
Old Jul 04, 2009, 11:29 PM   #4
denev
Warlord
 
denev's Avatar
 
Join Date: Jul 2008
Location: Japan
Posts: 146
Thanks xienwolf and The_J.
I hope that this mod is useful for many modders.
denev is offline   Reply With Quote
Old Jul 05, 2009, 05:39 AM   #5
GeoModder
Lunar Resident
 
GeoModder's Avatar
 
Join Date: Nov 2005
Posts: 5,187
That's sure something for avoiding micro-producing in cities.
Is it SDK based, or purely XML/python based?
GeoModder is online now   Reply With Quote
Old Jul 08, 2009, 06:37 AM   #6
denev
Warlord
 
denev's Avatar
 
Join Date: Jul 2008
Location: Japan
Posts: 146
Quote:
Is it SDK based, or purely XML/python based?
Almost all is based SDK.
Nothing is python.
Only text message is XML.
denev is offline   Reply With Quote
Old Jul 08, 2009, 03:02 PM   #7
Arian
Busting ghosts!!
 
Arian's Avatar
 
Join Date: May 2008
Location: The Netherlands
Posts: 1,628
Can AI-players also take advantage of multiple productions per turn? That would be cool and probably something to add to BetterBTS_AI!
__________________
Various Wondermovies
Get rid of your blurry buttons
Arian is offline   Reply With Quote
Old Jul 08, 2009, 03:38 PM   #8
Cybah
King
 
Cybah's Avatar
 
Join Date: Jun 2007
Posts: 944
why not? by the way: this feature as a game option would be perfect.
__________________
I'm a tsentom1 fan.
Cybah is offline   Reply With Quote
Old Jul 08, 2009, 04:13 PM   #9
P&nny
Chieftain
 
Join Date: Sep 2007
Posts: 29
Being an admin of the multiplayer Civ4league, I'm really interested in the feature, I think it could be super interesting in terms of gameplay.
Especially for game starts in later era (which are common for us) those will reward productive cities that actually produce +1 unit a turn. I can see a lot of new micromanagement being possible.

That said, I wonder why you didn't allow the multiple production for food-produced units, what exploit did you had in mind.
I can see it being super useful getting 3-4 wrokers a turn for the few first turns of a Future or Renaissance event !

Quote:
Originally Posted by Cybah View Post
why not? by the way: this feature as a game option would be perfect.
I agree !
Ideally, you could choose between 3 option : Normal / Multiple Production / Multiple (& Food) production !



Thx for this in any case !
P&nny is offline   Reply With Quote
Old Jul 09, 2009, 12:31 PM   #10
xienwolf
Deity
 
xienwolf's Avatar
 
Join Date: Oct 2007
Location: Location! Location!
Posts: 10,279
Images: 8
He set it up to apply the overflow to the next item on the list, not to another copy of the exact same item. So if you carefully select your tiles to barely miss popping out a worker this turn, then swap back to all your lush Super-Food tiles for the next turn and have a wonder lined up to follow the worker, you just applied a ton of food to your wonder.

It MIGHT be possible to re-write it to allow the overflow on food produced units, but to rebate the overflow as food first, then anything beyond what food you would be capable of producing normally overflows as hammers.
xienwolf is offline   Reply With Quote
Old Jul 10, 2009, 07:53 AM   #11
Cybah
King
 
Cybah's Avatar
 
Join Date: Jun 2007
Posts: 944
Anyone able to make the game option conditions?
__________________
I'm a tsentom1 fan.
Cybah is offline   Reply With Quote
Old Jul 10, 2009, 09:42 AM   #12
denev
Warlord
 
denev's Avatar
 
Join Date: Jul 2008
Location: Japan
Posts: 146
for everyone:

Thanks for each interesting ideas.
I'm working on next version.


for P&nny:
Quote:
That said, I wonder why you didn't allow the multiple production for food-produced units, what exploit did you had in mind.
Because I'm afraid that you can produce food-produced units without blocking city population growth.
When the city has enough production to build both of Warrior (non food-produced unit) and Worker (food-produced unit), if you order a Warrior as first item, and order a Worker as next item, then it is possible.

But it certainly isn't smart way to restrict multiple workers production.
Now I'm reviewing the following idea:

In principle, multiple production rule isn't applied to food-produced unit.
Exceptionally, when first queue item is food-produced unit, the rule is applied to following food-produced items.

Last edited by denev; Jul 11, 2009 at 03:11 AM.
denev is offline   Reply With Quote
Old Jul 10, 2009, 12:36 PM   #13
xienwolf
Deity
 
xienwolf's Avatar
 
Join Date: Oct 2007
Location: Location! Location!
Posts: 10,279
Images: 8
Oh I see. I had thought that it wasn't applied when the Current unit was Food produced, not when the NEXT unit was.

I would say if you are pumping out enough production that you can build a worker AND a warrior in a single turn, you are probably not worried about gaining population in that city. So it should be fine to allow the overflow in all cases. Completely IMO though.
xienwolf is offline   Reply With Quote
Old Jul 10, 2009, 04:46 PM   #14
P&nny
Chieftain
 
Join Date: Sep 2007
Posts: 29
Awesome Denev !
P&nny is offline   Reply With Quote
Old Jul 10, 2009, 10:24 PM   #15
PieceOfMind
Drill IV Defender
 
PieceOfMind's Avatar
 
Join Date: Jan 2006
Posts: 4,786
Looks excellent, denev!

I'm gonna keep a close eye on this one.

Especially for MP games where Quick speed is the norm, it would be nice to not have to worry about hitting the "roof" on production in cities like a HE+IronWorks.

I'm just wondering how rush-buy will work, and to a lesser extent, the whip.
PieceOfMind is offline   Reply With Quote
Old Jul 11, 2009, 03:58 AM   #16
denev
Warlord
 
denev's Avatar
 
Join Date: Jul 2008
Location: Japan
Posts: 146
Quote:
Originally Posted by xienwolf View Post
I would say if you are pumping out enough production that you can build a worker AND a warrior in a single turn, you are probably not worried about gaining population in that city. So it should be fine to allow the overflow in all cases. Completely IMO though.
I have reflected what to do about this point.
This problem is so petty for practical games, but I believe it is good to keep original rules as far as possible.
I understand it is not smart way to add exceptional rules, but this problem is so difficult for me.

Last edited by denev; Jul 11, 2009 at 09:23 AM.
denev is offline   Reply With Quote
Old Jul 21, 2009, 04:17 PM   #17
Xenomorph
Internecivus Raptus
 
Xenomorph's Avatar
 
Join Date: Oct 2007
Posts: 930
I'm still running the 3.17 patch, and I get game crashes whenever I try to combine this mod into the original source code. I'm only copying over the lines of code that are marked as "//Multiple Production" but I'm guessing you are referencing stuff that was changed in the 3.19 mod, even though I don't get any errors while compiling. What would need to be changed to make it compatible with 3.17?
Xenomorph is offline   Reply With Quote
Old Jul 29, 2009, 11:02 AM   #18
denev
Warlord
 
denev's Avatar
 
Join Date: Jul 2008
Location: Japan
Posts: 146
for Xenomorph:

Please reference following file.
Attached Files
File Type: zip MultipleProductionModFor3.17.zip (1.50 MB, 22 views)
denev is offline   Reply With Quote
Old Jul 29, 2009, 02:36 PM   #19
Xenomorph
Internecivus Raptus
 
Xenomorph's Avatar
 
Join Date: Oct 2007
Posts: 930
Thank you very much.
Xenomorph is offline   Reply With Quote
Old Jul 31, 2009, 11:08 AM   #20
BobTheBull
Warlord
 
BobTheBull's Avatar
 
Join Date: Dec 2007
Location: New Orleans
Posts: 113
denev, could you post the SDK for this?
BobTheBull is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Mod Components > [MODCOMP] Multiple Production Mod

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Is there a mod out to bundle multiple mods together? WrathRaptor Civ4 - General Discussions 2 Sep 02, 2006 07:23 AM
Multiple Production per city c3p_main Civ - Ideas & Suggestions 0 Jun 19, 2005 01:02 PM
multiple production baoren Civ - Ideas & Suggestions 14 Nov 13, 2004 12:27 AM
Multiple mod packs Quasimodo Civ3 - General Discussions 2 Feb 07, 2004 03:00 AM
PRODUCTION: multiple build queues J-S Civ3 - General Discussions 2 Nov 18, 2002 02:36 AM



All times are GMT -6. The time now is 12:42 PM.


Powered by vBulletin®
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
This site is copyright © 2000 - 2009, Civilization Fanatics' Center.
Support CFC: Amazon.com | EB Games | Amazon UK | Amazon DE | Amazon CA | Amazon FR