C2C- Resources Discussion and Ideas

It is on my list.

On your list? I just made the resource.

Also talking abotu a list could you finally add these from the Resource Mod.

- Alligator
- Bear
- Wolf
- Lion
- Tiger

Most would be used like the Fur resource in that animal hides would be valuable. Some could be used for entertainment such as a bonus to Arenas/Coliseum and of course Zoos.

The Bear at least could be used as resource for the Bear Riders. And the Lion for the Tamer units.

I am not sure about the wolf if it should be made requirement for dogs. Mainly because just about every culture has dogs.

The only problem is that we can't limit the resource to "Africa" only to the southern hemisphere. Which is the same with kangaroos. Which is why most kangaroos still spawn from features in the Australian segment of the planet not just from the resource.

That's a cool idea of having them spawn in the right place and then make the resource when killed.

I suppose for the Zebra resource it could be heavily linked to Savanna terrain feature.
 
So looking over the Resource Mod I noticed they also had ...

- Boars
- Cheetah
- Cobra
- Lioness
- Turkeys

The boar might be nice to have a huntable alternative to pigs.

The cheetah I am thinking if you renamed it Jaguar then it could be a South American resource for all the Amazon Rainforest animals. And then the Lion for Africa and the Tiger for Asia. The lioness could be renamed Sabertooth if you want a prehistoric resource since having 2 lion resources seems redundant.

As for the Turkey you could always rename that Poultry and use the existing poultry resource for say Turtle Eggs or something.

Just throwing out ideas. Nothing really in stone or requesting.
 
On your list? I just made the resource.

Oh, I misunderstood I thought you wanted me to
- add it to the bonus and improvement files, and
- spawn zebras from it
but all only if zebras are in the game because they are an optional mega fauna at the moment.

I have been debating about the turkey resource.
 
Oh, I misunderstood I thought you wanted me to
- add it to the bonus and improvement files, and
- spawn zebras from it
but all only if zebras are in the game because they are an optional mega fauna at the moment.

I have been debating about the turkey resource.

I want you to make the resource with the graphics I provided in the post. Why did someone already make Zebra resource graphics?

I have been debating about the turkey resource.

Well it probably would not be too hard for me to say make a Duck resource too. I would have liked a Chicken one though.

The egg graphic never looked right but at the time that was the only resource graphic available to us and I know how hard you worked on getting that resource to work. I hate to throw away a perfectly good graphic, but I don't know what else it could be used for.
 
@Dancing Hoskuld

Here is a Henna resource. You said before that before Dye could become a buildings made resouce we would need a variety of dye types so now this makes 3 types of dyes ...

- Murex (already in the game)
- Henna
- Indigo

This means that the old dye keeps it same tag but is no longer generated on the map. The old Graphic for dye is then used for Indigo resource which has a new tag but for all intensive purposes.

Attached below are 2 files.

1. Henna - Has all the 3D graphics, button/icon and even the little 16x16 icon.

2. Indigo - Has a new icon/button and 16x16 icon for the new Indigo resource.

The old Dye resource can use the old icon/button so not to confuse people.

Thanks and Enjoy! :goodjob:
 
I can't do anything with the 16x16 dds files. I can't get the new GIMP to work with them and the font editor can only take tga files. Can you convert them to tga?
 
1 If we will have wild animal resources then ihave logical question. Why i will be able to get subdued animal from barbarian animal ex tiger but i will be unable to get subdued tiger from tiger resource?

2 Wild animal resource shouldnt give bonuses until you discover tech that allow you to domesticate them. Before that tile with wild animal resource should give damage?
 
You know, I really don't think there should be wild animal resources in the first place.
 
Doing all the changes needed to the dye line will probably break save games. So I will be trying to change fossil from terrain feature to resource at the same time, it will also break save games. I will be trying for well before the freeze so it can be tested.
 
We still don't have "proper" buildings for some of the other resources. As far as I can see we need

1) A vicinity building (Mine for metals and gems, Farm for animals, Field etc for grains etc.)
Actually as I have said elsewhere these could be done a bit differently and I think better. We do not have these for all resources, nor timely ones for some resources. Amber does not have any, which is why I suggested an amber gatherer vicinity building. Jade only has mine which iirc is a bit late for its earliest use so I think it needs a gatherer which upgrades to a mine.

I also think it would be better to have the current metal resources changed to <Metal> Ore which can only be used when in the vicinity of a city. The "<Metal> Mine" buildings changed to "<Metal> Smelter" providing <metal> maybe even 2 of the metal. These make the metal available in cities with the correct buildings eg harbour or trading post 2. Then later upgrade produces ingots which are easier to transport and basically makes the metal available in all cities with out the need for special buildings.​

2) A non-vicinity building for trade these allow you to work imported resources thus making them available in your city as if they were in the vicinity. This would require SDK changes or AIAndy mentioned properties may work.

OK I need to express this better as I have two things I am trying to say here.

Point 1) we don't have the necessary vicinity buildings for all resources that we already have eg amber and jade.

Point 2) I think we can begin to expand the Civ IV trade as modified in C2C to the full Civ III model which is one of the things that Civ III is better at than Civ IV.
 
1a. Yeah i remember this post. And commented on how there is only currently "Bullion" resources in the place of individual ingot resources. I originally wanted to make an ingot for each metal but I was both too lazy and we did not really have the code to support that many OR resouces. But now we do so I have no real excuse other than laziness.

1b. So just amber and jade would have gatherers?

2. You mean like the National Horse Breeder? However if they were ingots then you could just buy the ingots from another civ rather than the raw ore.

-----

Point 1. Yeah. A more organized list I think is needed.

Point2. I never played Civ3, what is Civ3's model?

----

3. Could you chnage the Mormon buildings from not allowing Grapes (previously wine) to Alcohol? This would make more sense since Mormons as far as I know can eat grapes.

4. So if I make 3 different spices could we do the same for Spices? I am thinking ...

- Cinnamon (uses Spices graphic)
- Nutmeg (need to make)
- Black Pepper (need to make)

Then we really could have a spice trade where different spices were found in different parts of the world.

5. Don't forget to allow for the Great Farmer to plant new resources and not the old dye resource.
 
Well for the different metals resource could you just do a simple recoloring or texturing for some of them?

Civ 3. Ahh I have pleasant memories of that game, being the first civ game that I played. Supposedly it was really not that good but I will always remember it fondly

Also I like the idea of having the wild Animale resource hurt you perhaps when you go onto it. Also when worked it could probably give you a subdued animal every couple turns. There could also be an event where some animals would escape and go on a rampage
 
We still don't have "proper" buildings for some of the other resources. As far as I can see we need

1) A vicinity building (Mine for metals and gems, Farm for animals, Field etc for grains etc.)
Actually as I have said elsewhere these could be done a bit differently and I think better. We do not have these for all resources, nor timely ones for some resources. Amber does not have any, which is why I suggested an amber gatherer vicinity building. Jade only has mine which iirc is a bit late for its earliest use so I think it needs a gatherer which upgrades to a mine.

I also think it would be better to have the current metal resources changed to <Metal> Ore which can only be used when in the vicinity of a city. The "<Metal> Mine" buildings changed to "<Metal> Smelter" providing <metal> maybe even 2 of the metal. These make the metal available in cities with the correct buildings eg harbour or trading post 2. Then later upgrade produces ingots which are easier to transport and basically makes the metal available in all cities with out the need for special buildings.​

2) A non-vicinity building for trade these allow you to work imported resources thus making them available in your city as if they were in the vicinity. This would require SDK changes or AIAndy mentioned properties may work.

OK I need to express this better as I have two things I am trying to say here.

Point 1) we don't have the necessary vicinity buildings for all resources that we already have eg amber and jade.

Point 2) I think we can begin to expand the Civ IV trade as modified in C2C to the full Civ III model which is one of the things that Civ III is better at than Civ IV.

1. I like that idea for Metal resources, but not for the farm resources, in part because I tend to see more farm resources in my games, so I don't think this mechanism would be necessary for good trade in these commodities. However, it needs to be easier to trade resources, currently it's far easier to get all of the AI's to hate you by accident than it is to befriend even one somewhat, maybe the IP mod will help that.

2. Why would you need a specialized import building. Don't we already have Barter and Trade posts?

3. I think from a balance perspective we should wait and see the full impact of Praetyre's building changes on the game before we go and mess with the Resources some more.
 
I dont understand the idea behind mine building. mine is always outside the city (tile improvement) not inside the city. So why you add them?

In my opinion mine buildings and farms building should be removed (mine and farms are outside the city tile improvements). That buildings only makes things unbalanced. I gameplay is very annoying to build 10 buildings 1 turn each

I like the idea of building depending of resources in city vincinity but only when it have a real reason.
 
I dont understand the idea behind mine building. mine is always outside the city (tile improvement) not inside the city. So why you add them?

In my opinion mine buildings and farms building should be removed (mine and farms are outside the city tile improvements). That buildings only makes things unbalanced. I gameplay is very annoying to build 10 buildings 1 turn each

I like the idea of building depending of resources in city vincinity but only when it have a real reason.

Because when we did we had a limit on the number of resources that we could have in game so we got around it with a goods system. Then we got rid of the limit and replaced goods with resources but we did not get rid of all the buildings. So basically the town mine buildings were a fix to a problem which we no longer have. Which is why I am suggesting they be replaced by "smelter" style buildings. It is just a name change in reality unless we go for the resources <metal ore> converted to <metal> and all that involves.

@Hydro, I can't get the henna resource to work in the pedia. I have not tried it on the map yet. I'll ignore it for a couple of days and see if I can see the problem then. If not I'll post a compressed file here for you to look into. It is probably just a dyslexic mistake.
 
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