Creating New Set of mods

4. Multiple Improvements per tile, With a few restrictions if possible (Still trying to figure out how to work this one), modular if possible (think it requires python mods though).

I think this is impossible. One plot can have only one improvement/feature/terrain type. This is hardcoded, but if you will do this that will be nice :)
 
I think this is impossible. One plot can have only one improvement/feature/terrain type. This is hardcoded, but if you will do this that will be nice :)

I think your right but I am looking at the sdk and also the possibility of adding saying farm/forts, mine/forts, farm/forts with well etc... there is ways of getting around hard coding. combining the graphics will be hard for me though, because I don't know much about dds format I am a jpeg draw, not a vector person. After looking through the sdk it appears it will be much easier to just add new constructions and give much more control over what can be done. If it's done with coding it's will be all or nothing and there will be no way to fix the graphics crossovers.
 
Attached is a balancing table for you all to pick at I will be going over it again my self. This is for the build able resources. I have now complete the xml file structures, building infos (Not all inputted data options yet), classinfos, Art files, I will also use the same art for any building I replace. If anyone has any other dds suggestion of donation for this project, I am open to see them. Oh yah last thing I am modifying the lsystem and visibility, so these buildings will appear scatter around your town tiles like wonders are just much smaller. I also have the game text mostly flushed out now too.
 

Attachments

well build resources like iron/gold is kinda cheat . but add rice/corn/wheat/potato or cow/pigs/horses to a region happen every time : the farmers bring some varieties of rice to a region then they start to test until find a good one to that adapt to that region well , anything like 10 or 20 times slower then farm directly.
 
When I add my next version of the building mod it will removes all resource generations (currently most except specific python generated in a picked map only produces resources), and of course luxury goods like gold have a higher cost to build. Basics like stone/wheat will cost like 40production will something like uranium will cost 1000, in the new version, it was more less double in the first I posted. So it's not like a cheat, the only cheat like one is you can build fish in any town, but there really is always a nearby river, to fish from in my op. also wools building gives plus two happy since wool doesn't really do anything. luxuries like gold, spices, incense cost 75 production. iron cost like 150. movies, hits, etc. 650, nanobots, 750. They also still require there prerequisite if need to be built and tech requirement are in place also. Also other than fish any ocean resources still require a coastal city.

My hack for removing all resources, from even aggressive python generating map, works by setting max/min latitude to -1, # of players, and tiles per player to -1, and minimum distance between resources to 5000 (even remove all resources from smart map set to crazy, lots of resources on gigantic). I am still working on the scripts of the health happiness buildings so it be a few day for this release is out. I also really want to fully look at the cost balancing once more. I will post a final cost table when done with that.

My idea is several fold any sufficient develop society should be able to get the resources it desires, with the proper technology and cost (for example look how much we try to keep north Korea from getting uranium to enrich for bombs, they don't have deposits within there border as far as I know but they get it (this is not through regular trade either). Secondly, it adds some mystery to your foes, as to what resources they have unless they build certain obvious units, or you actually use the espionage features and infiltrate your foes cities, and generate enough espionage to investigate there cities. Finally this helps corporate spread latter in the game.

Also on another mod I am going to be redesign how improvements work, removing the ability to build certain things from workers, and change the techs, so that like fortification will be built into any improved square, partial windmill and well enhancement added on to farms, with cottage and workshop effects added onto mines. Watermill effects if on rive tile added to both farm and mines. Then pretty much get rid of rest of the improvements except paths/roads etc.
 
I should be uploading updates today...

Uploading the rework of improvements, It really simplifies them. However it's meant to work only with my build able resources as it removes all other build able structures other than roads, removes, scrubs, and forest preserve. In a future update I will allow it work tiles with bonus though... Has a compatibility folder to work with Afforess-meteorology mod and the cheater civ. Note on this if your not using to mods you will need to remove those from the compatibility folder or it will generate errors on start-up also it does not modify there mods in anyway, what they do is either make replacements for units to use my improvements or add the tech effects into my farm tree/sea harvester.

I will also be adding some of the annoyance set:
Tech Screen Color Contrasting (Non-Modular)
Year 12000bc (Sorta of a requisite for build able resources)
No limit wonders and Max cap changes
No overproduction gold (balance for build able resources, and good for cheaters civ)
Healthy Clean Power, and allow green societies to clean unhealthy power sources.

Changes:
* Will be posting thread for each mod set

* All My mods now belong under:
rise of mankind/assets/modules/flamesofphx

*******Build able resources**********
Reduced Cost of everything.
Will remove all resources from all map scripts now (Still modular though).
Change Alcholics anonmous and tobbaco regulation into one building "The ATF" -It's a
great combination isn't it.
Update will not yet have the plus thirty events I am working on for it.


*******Cheater Civ**********
Gave it a special trait instead of all them,
Still have not made leader heads with every type of trait for testing.
Still have not made sarcasm/joke scripts for society yet.
Reduced a few things so trade does go through the roof.
You will also want to add no overproduction gold annoyance to stop this mod from
producing trillions of gold by like the 200th turn.

*******My Replacement technique**********
I have separated and will be uploading zzz-invalided civ and show on instruction page how I use it to make replacements of regular units (modular). Still working on hiding civpedia entries (not that critical though). Along with some tips I have learned for easier deployment, like the fact the game doesn't care if have all the lines in the dtd schema.

Alot of my changes are like
Code:
<Civ4CivilizationInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">
	<CivilizationInfos>
		<CivilizationInfo>
			<Type>CIVILIZATION_INDIA</Type>
			<Units>
				<Unit>
					<UnitClassType>UNITCLASS_WORKER</UnitClassType>
					<UnitType>UNIT_ADEPT_INDIAN_FAST_WORKER</UnitType>
				</Unit>				
			</Units>
		</CivilizationInfo>
	</CivilizationInfos>
</Civ4CivilizationInfos>

Add that's all that is all that is need to add a unit into civilization. None of the other lines need to be added.
 
In the near future I am looking to make (Don't know if it can be done yet):

A personal Trainer:
which can add promotions to a selected unit in a stack similar to how great general leading works.

A Demolition Expert: A unit capable of destroy buildings in a city. or simply a method of building destruction
 
I have finally come back from my photo project will soon be able to start update my old mods. I will also add attachment when I have update them to 2.8.1 I will also try to make them compatible with a new dawn and fix the related bug I had started before, the tech screen color contrasting has already been updated thanks to OS79
 
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