Dwarves

i think it would be better if only forested/jungle grassland hills could get the mushroom resource, and then the forest is cleared to use the resource. this would make the resource more rare (we could make a new improvement called mushroom farm, which could be a big mound wit hmushrooms growing in caverns, and then some trees around it? )

The normal farm is ok for now, but a more orkish/dwarfish building is preferred eventually.
So you'd like to have mushrooms a limited bonus/resource?

I was modelling it as a bonus-only and proliferation.
What I was trying to do was have orks and dwarves (and skaven) terraforming in a limited way, spreading the, to other races noxious, mud and mushrooms.

It could grow like forrests or by building s-farms and other workers would need to remove it (like jungle) before building something else.


For skaven, I created a wet-lands harvesting improvement, that can be built on mud/marsh tiles + small prob of finding black-corn. With the intention of adding some way of spreading marsch terrain, -besides the mistress of the marsh-, while decreasing the current marshlands-terror in the terrain generator.
 
How about making trade routes produce food instead of gold? and then increase the amount of gold they mine from hill tiles to make sure they dont go bankrupt :)
 
yeh i would prefer mushroos to be a unique resource for greenskins and dwarves, so it wouldnt show up to other players. it would be a strategic resource for gobbos, as well as a food resource (thinking fanatics). im not so sure of making it spreadable as a resource. if we added a feature something like fungal forest, that could spread, then maybe. but i honestly dont see thta fungas forests are a very WH-esque thing :p
 
How about making trade routes produce food instead of gold? and then increase the amount of gold they mine from hill tiles to make sure they dont go bankrupt
I don't think that can be done for only one civ.

However, merchant-district buildings could do -trade/revenue for +food for dwarves
(or for cities with negative food production in general.)
 
That does sound like a good idea. Besides, adding (or modifying an existing) building has to be simpler than coming up with new mechanics right?
 
jep.

Did I mention free trade-resources from buildings for the dwarves to trade for food.
dwarves cannot build farms, thus don't gain resource bonus for grains.

dwarven merchant-district: additional food bonus from grain-etc resources
etc

or maybe just extRa dwarf-traders specialists for each merchant-district level, who provide free food but less trade/gold than human/elf traders would be possible.

edit:
I quickly made several toadstool buttons, which do you guys like best?
 

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Nice. They are all good but the first of the three is the the best IMO.
 
for the record,

in my opinion screen-grab buttons suck and show lack of creativity. :P

also many unit-models are still placeholders. :sad:
 
in my opinion screen-grab buttons suck and show lack of creativity. :P

in that case the second one. ill make my own button of them to see what you think :p

(EDIT: ) on second thought your right ;) i liek the second one better
 
I'd love to see your entry. :)


I could try to add a round toadstool and make one of the pointy ones whitish... to make it look more like your models.
(I use them at 60% size in-game btw, 'cause they are on forested tiles they suffer from clipping.)
 
I'd like to have a small forest clearing in which to place the 'shrooms, but prolly that requires it to be an improvement instead. :/
(trying out 'bArea' next test, maybe that will do something)

screenshot attached. of mush at .5 scale.
 

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The shrooms man, they bring all the pretty colors....


Those look good!
 
really?
:confused: it is fairly similar to adding a unit,
only without the 'who is allowed to build it' stuff to worry about.

Only thing I didn't get working is animation, so they are not swaying in the wind like the trees do.
Simply using the 'wheat'-mkf in the XML causes instant CTD.
(I got frequent CTDs now, but those are probably unrelated to the mushrooms and should be attributed to non-functional units and/or build-actions.)

I'll upload a 'rat-wars' mini-mod as soon as I get a complete unitset and solved (most) of the errors.
(also got a tag=1 error in the improvements.xml, which haven't located yet) :lol:

edit:
Right now I got it set up as a bonus only (gives bonus on ocupied tile, + extra bonus when an improvement (shroomfarm) is built on it, but it cannot be traded like a resource. If I understand the XML correctly, this means it is only in effect for the local city.
It also means, no buildings or civ/citymechanics can draw effects from mushrooms (besides local fat-cross effects of terrain).
I assume I can add resource functionality with ease.

But as a bonus that is only possitive for few races, I thought trading it was odd.
...Although only those civs that can build shroomfarms (or equivalents) can harvest it offcourse. hmm.
I still fear for AIs trading usefull resources for the toxic foodstuff though.
 
i think mushrooms should appear with herb lore, and grant +1 health with certain buildings (civ specific for dwarves, gobbos etc) and +1 food for those civs. no other civs could see this reseouce or use it, or trade it, so we dont need to worry about negative effects for other civs

Gobbos would get the additional benefit of it enabling them to build fanatics, and granting units built in cities with shrooms in its borders the fanatic promotion. (havent decided what that promo would do yet)
 
I'll leave this bonus vs resource discussion open to suggestions.

new toadstool icon: (also added it to the resource atlas, but not sure about the coord system. right of BB-tickets 34 is #35 yes? then again, that is in the 5th row, while the monster resource is in the 3rd with a #20-something value...)
...edit I sweem to have killed the 'barley' icon with the above modification. ? strange

edit: I also seem to have broken the 'prereq_promotion' stuff somehow. (unrelated to the shrooms)
 

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