Building Resources

Guess I am glad I haven't been able to implement this mod yet then.

Hopefully you find a solution, cause I definitely want to add it at some point. :)
 
The issue is SetScriptData() and GetScriptData(), used by SaveUtils. They no longer exist. Civ has something new in mind, but has not yet informed us of it. Why they have taken a 'break it first' approach, I do not know, but it is beyond my control.

In case you just missed it, what I said is...

There is currently no known functionality for retaining persistent data across saved games. D:
 
Will this will have to work differently if/when they every sort out mods for multiplayer? It does make me wonder how the events will work for multiplayer mods, as they are clearly closely based on the single-player cycle. I suppose the "active player" start turn could just be reconceptualised as a "turn cycle" beginning...
 
Whys,

What a great mod comp, it gave me an idea for something for my own little mod but I need to pick your brains.

I am after a "Steel Foundry" which converts Coal & Iron to a new resource of Steel, would your Mod comp do this?

And also is it possible to have this Steel resource on the top menu to show you how much of it you have but its not a resource that goes on the map?

Regards

Riker13 :crazyeye:
 
The steel foundry makes me think - what would be really cool would be enable specialists to consume and produce resources. Deeper economic control.
 
The steel foundry makes me think - what would be really cool would be enable specialists to consume and produce resources. Deeper economic control.

Probably doable in a very very hacky manner. Specialists cannot "use" resources.
 
Probably doable in a very very hacky manner. Specialists cannot "use" resources.

Or how about making it so that when 1 specialist is working in a building, you get 1 resource, 2 specialists, more resources. Scaling however you want.

I have no idea if this is possible in lua, just throwing it out there. :)
 
Or how about making it so that when 1 specialist is working in a building, you get 1 resource, 2 specialists, more resources. Scaling however you want.

I have no idea if this is possible in lua, just throwing it out there. :)

Once again, probably doable. The issue again is the way a resource is used. Buildings and Units "use" resources. For this to work for Specialists, you would need to delete 1 of that resource from the player's total. 9 times out of 10, no big deal. However, if that city gets captured, instead of that resource being added back to the pool, it would disappear forever into the abyss.
 
Once again, probably doable. The issue again is the way a resource is used. Buildings and Units "use" resources. For this to work for Specialists, you would need to delete 1 of that resource from the player's total. 9 times out of 10, no big deal. However, if that city gets captured, instead of that resource being added back to the pool, it would disappear forever into the abyss.

Would it be possible to transfer it to another pool, which then triggers an event in those cases where the specialist is changed or lost? Basically the event would call upon that transferred resource to be moved back to the main pool, and would be inaccessable beyond those special cases.

It sounds like the game adds resources to the pool when the mine(for instance) is built, and then forgets about them until called upon. I suppose that I figured the game made resource checks every turn, but perhaps not.
 
Probably doable in a very very hacky manner. Specialists cannot "use" resources.
Should be doable in pretty much an identical way to this modcomp, really. Checking every turn against the status last turn, ensures changes are tracked.
 
Hulfgar,

Many thanks again for doing that Mod for me and of course Whys for the original code and anybody else who was involved ;)

Its nice to belong to a Forum where some decent people are for a change.

All the best.

Riker13 :crazyeye:
 
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