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#1 |
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Warlord
Join Date: Jul 2008
Location: Japan
Posts: 146
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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,
Change Log: ver 0.03
Last edited by denev; Aug 11, 2009 at 02:51 AM. Reason: bug fix |
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#2 |
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Deity
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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.
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Fall from Heaven: - Random Stories and Fragments - Trivia Thread - The Complete FfH Manual - Lore Compendium - The Erebus Project - #erebus - The Mega Story General Information: Mod Details, World Information Resource, Easter Eggs, Quick-Guide, Empyrean/Esus & Guilds Information, The Other Religions, Mana Chart, Religous ThemesSpecific Details: FfH Wikia, FfH Wiki, FF Wiki, World Spells, FoL Guide, Council of Esus Guide, Magic Comparison, Potential Fix for MAF issues |
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#3 |
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paranoid maniac
Join Date: Oct 2008
Location: Germany
Posts: 3,741
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Great idea.
This is sure a component, which many people wanted to have.
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Civ4-Mod "Mars, Now!"
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#4 |
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Warlord
Join Date: Jul 2008
Location: Japan
Posts: 146
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Thanks xienwolf and The_J.
I hope that this mod is useful for many modders. |
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#5 |
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Lunar Resident
Join Date: Nov 2005
Posts: 5,187
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That's sure something for avoiding micro-producing in cities.
Is it SDK based, or purely XML/python based? |
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#6 | |
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Warlord
Join Date: Jul 2008
Location: Japan
Posts: 146
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Quote:
Nothing is python. Only text message is XML. |
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#7 |
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Busting ghosts!!
Join Date: May 2008
Location: The Netherlands
Posts: 1,628
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Can AI-players also take advantage of multiple productions per turn? That would be cool and probably something to add to BetterBTS_AI!
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#8 |
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King
Join Date: Jun 2007
Posts: 944
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why not? by the way: this feature as a game option would be perfect.
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I'm a tsentom1 fan.
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#9 | |
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Chieftain
Join Date: Sep 2007
Posts: 29
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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:
Ideally, you could choose between 3 option : Normal / Multiple Production / Multiple (& Food) production ! Thx for this in any case ! |
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#10 |
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Deity
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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.
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Fall from Heaven: - Random Stories and Fragments - Trivia Thread - The Complete FfH Manual - Lore Compendium - The Erebus Project - #erebus - The Mega Story General Information: Mod Details, World Information Resource, Easter Eggs, Quick-Guide, Empyrean/Esus & Guilds Information, The Other Religions, Mana Chart, Religous ThemesSpecific Details: FfH Wikia, FfH Wiki, FF Wiki, World Spells, FoL Guide, Council of Esus Guide, Magic Comparison, Potential Fix for MAF issues |
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#11 |
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King
Join Date: Jun 2007
Posts: 944
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Anyone able to make the game option conditions?
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I'm a tsentom1 fan.
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#12 | |
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Warlord
Join Date: Jul 2008
Location: Japan
Posts: 146
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for everyone:
Thanks for each interesting ideas. I'm working on next version. for P&nny: Quote:
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. |
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#13 |
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Deity
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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.
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Fall from Heaven: - Random Stories and Fragments - Trivia Thread - The Complete FfH Manual - Lore Compendium - The Erebus Project - #erebus - The Mega Story General Information: Mod Details, World Information Resource, Easter Eggs, Quick-Guide, Empyrean/Esus & Guilds Information, The Other Religions, Mana Chart, Religous ThemesSpecific Details: FfH Wikia, FfH Wiki, FF Wiki, World Spells, FoL Guide, Council of Esus Guide, Magic Comparison, Potential Fix for MAF issues |
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#14 |
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Chieftain
Join Date: Sep 2007
Posts: 29
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Awesome Denev !
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#15 |
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Drill IV Defender
Join Date: Jan 2006
Posts: 4,786
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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.
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Mods: Advanced Combat Odds, PIG Mod (v0.81) Articles: Unit Healing, FORTS in BtS... Everything there is to know, Optimising the Globe Theatre Draft City, First Strikes, Combat Odds and RNG |
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#16 | |
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Warlord
Join Date: Jul 2008
Location: Japan
Posts: 146
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Quote:
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. |
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#17 |
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Internecivus Raptus
Join Date: Oct 2007
Posts: 930
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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?
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But if we don't kill nature, how do we build our houses? |
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#18 |
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Warlord
Join Date: Jul 2008
Location: Japan
Posts: 146
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for Xenomorph:
Please reference following file.
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#19 |
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Internecivus Raptus
Join Date: Oct 2007
Posts: 930
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Thank you very much.
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But if we don't kill nature, how do we build our houses? |
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#20 |
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Warlord
Join Date: Dec 2007
Location: New Orleans
Posts: 113
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denev, could you post the SDK for this?
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