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#1 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,380
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Residential Mod
To try to counter all the food buildings I am planning out a "Residential Mod" for HAND. This mod will probably be 2 separate mods. The first mod are new civics based upon Afforess' Rewritten Civics.
Residential Civic Spoiler:
As you can see this is exactly as it was written. Any suggestions on improving this would be helpful. As for the 2nd mod this is my idea, or at least based upon games like Sim City or CivCity. Hopefully Afforess will make the SDK additions I need for this to work. Residential Buildings Spoiler:
The names are a little fuzzy but its hard to think of a bunch of names for "house". Also the food, cost and city limit may need to be adjusted. Please help be calibrate this better. Oh and if you have ideas for any resource requirements. Last edited by Hydromancerx; May 02, 2010 at 01:41 AM. |
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#2 |
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Discutator
Join Date: Apr 2009
Location: Bonn, Germany
Posts: 1,018
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omg that's a long list of buildings. you do know that for this to work you need to rewrite much code in the SDK for the AI to understand this concept? otherwise the AI won't have any city larger than 1.
if you really want to make building or residential area into the game i suggest to do it other than with plain mass of buildings: just add one that works similar to building 'research' or 'gold'. name it 'extend residential areas'. depending on production and city size this would give you a factor on the overage of food in the city and thus increase city growth. |
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#3 | |
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Tiesto Fan
Join Date: Feb 2010
Location: beyond the Outer Rim
Posts: 109
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Quote:
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#4 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,380
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Oops it should have said 90.
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#5 |
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Tiesto Fan
Join Date: Feb 2010
Location: beyond the Outer Rim
Posts: 109
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Heh. That makes more sense.
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#6 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,380
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So I am rethinking this without having to use any SDK changes. However I still think my SDK suggestions would still be nice to have for other mods.
Anywho it would work like this .. Hut (Req None) +2 ![]() -1 ![]() +1 ![]() Obsolete: City Planning Replaced By: Hovel, Cottage, Homestead, Modern House, Apartments, Highrise, Arcology Residences Hovel (Req Masonry) -2 ![]() +2 ![]() Req Building: Town Well Obsolete: Architecture Replaced By: Cottage, Homestead, Modern House, Apartments, Highrise, Arcology Residences Cottage (Req City Planning) -3 ![]() +3 ![]() Req Building: Water Pipes Obsolete: Electricity Replaced By: Homestead, Modern House, Apartments, Highrise, Arcology Residences Homestead (Req Architecture) -4 ![]() +4 ![]() Req Building: Water Pipes, Sewer System Obsolete: Civil Engineering Replaced By: Modern House, Apartments, Highrise, Arcology Residences Modern House (Req Electricity) -5 ![]() +5 ![]() Requires Power Req Building: Water Pipes, Sewer System Obsolete: 3D Modeling Replaced By: Apartments, Highrise, Arcology Residences Apartments (Req Civil Engineering) -6 ![]() +6 ![]() Requires Power Req Building: Water Pipes, Sewer System, Telephone Network Obsolete: Megastructure Engineering Replaced By: Highrise, Arcology Residences Highrise (Req 3D Modeling) -7 ![]() +7 ![]() Requires Power Req Building: Water Pipes, Sewer System, Telephone Network, Computer Network Obsolete: Advanced Shielding Replaced By: Arcology Residences Arcology Residence (Req Megastructure Engineering) -8 ![]() +8 ![]() Reqires Power Req Building: Water Pipes, Sewer System, Telephone Network, Computer Network, Arcology Obsolete: - I am unsure about this set up since it would be conceivable that modern houses and apartments should exist at the same time. In addition the number of hammers and food should maybe be tweaked a bit. Of couse if I split them up into Small, Medium and Large then I would get for following food/production ... Hut = 1-3 Hovel = 4-6 Cottage = 7-9 Homestead = 10-12 Modern House = 13-15 Apartments = 16-18 Highrise = 19-21 Arcology Residence = 22-24 This might be better, however that means I would have to make 24 separate buildings rather than just 8. Which makes me think that I am better off having technology boosts instead. Some tech that might be useful would be ... - Mathematics - Construction - Aesthetics - Machinery - Engineering - Invention - Education - Algebra - Physics - Scientific Method Etc ... Last edited by Hydromancerx; May 03, 2010 at 05:44 AM. |
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#7 |
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Dremora Courtier
Join Date: Mar 2009
Location: UK
Posts: 9,546
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This is an interesting idea, but I'd want to see more of it first.
__________________
Dum inter homines sumus, colamus humanitatem. ("As long as we are among humans, let us be humane.") ~ Lucius Annaeus Seneca "The church must be where there is need, and homosexuals have suffered innumerable discriminations. If the church doesn't free people from oppression, what purpose does it serve?" ~ Dr. Jacques Gaillot, Titular Bishop of Parthenia “What difference does it make to the dead, the orphans and the homeless, whether the mad destruction is wrought under the name of totalitarianism or the holy name of liberty or democracy?” ~ Mohandas Karamchand Gandhi |
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#8 |
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Prince
Join Date: Jul 2009
Posts: 450
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Maybe just assign city limit sizes to certain techs?
__________________
Some may question your right to destroy ten billion people. But those who understand realise that you have no right to let them live |
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