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Even More Resources for Vox Populi (v 8)

Additional resources, on top of the ones added by Vox Populi.

  1. SolutionIt

    SolutionIt Chieftain

    Joined:
    Feb 2, 2020
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    Saw that it wasn't mentioned here, but I'm having the same issue people on the steam page have where resources don't have a means of being improved. I'm gonna see if I can figure out why that's not working on my own but it's likely I won't know that easily. Thanks for doing this mod btw, was always confused why I couldn't find the original one for these resources, and the I saw it got removed.

    Edit: Nvm I might be stupid, I'm looking through the SQL file and see that platinum is assigned to masonry as the tech that allows it to be improved.

    TechCityTrade = 'TECH_MASONRY' as follows

    But that obviously shouldn't be correct. Also just gonna make sure it can actually be improved once i switch it to mining.

    Edit 2: Still couldn't be improved, I have no idea then. Hopefully I can try and spot something that seems like the correct thing, a boolean maybe with my lackluster knowledge of programming.
     
    Last edited: Feb 4, 2020
  2. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

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    Just updated TOfVP to v9. Fully compatible with your mod. Better visibility, additional useful info and better tooltips:
    Spoiler Screens :
    upload_2020-2-5_17-29-26.jpeg upload_2020-2-5_17-29-40.jpeg upload_2020-2-5_17-29-46.jpeg upload_2020-2-5_17-29-51.jpeg upload_2020-2-5_17-29-56.jpeg
    Totally recommend :)
     
  3. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

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    I remember what you said about difficulties, but if you look for ideas then I can suggest few resources for some distant future update:
    • Bonus:
      • Dolphins (fishing boats)
      • Clay (mine), Natural Gas (mine)
      • Polar Bears (camp)
    • Luxury:
      • Turtles (fishing boats), Mussels (fishing boat)
      • Granite (quarry)
      • Aligators (camp), Ring-neck Pheasant (camp)
     
    Last edited: Feb 6, 2020
    Tekamthi likes this.
  4. phantomaxl1207

    phantomaxl1207 King

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    Indiana
    I would like to see some Bonus Resources for Lumbermills or Loggingcamps, as those don't have any in the base game.
     
  5. kenneth1221

    kenneth1221 Warlord

    Joined:
    Apr 18, 2016
    Messages:
    202
    Hardwood is already in the mod. Have a suggestion for another? I think part of the reason there aren't luxury lumber or logging resources is that you wouldn't want to chop.
     
  6. HungryForFood

    HungryForFood Prince

    Joined:
    Oct 4, 2016
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    Location:
    Malaysia
    No luxury lumber because lumber mills unlock at medieval, while the other luxuries all unlock at ancient. Would not be very fun for the guy stuck with lumber mill luxuries.
     
    Eddie.exe and adan_eslavo like this.
  7. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

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    I understand that JFD has objections about using his resources from Exploration Continued Expanded? Cedar would be excellent lumber mill resource. Also I liked Lotus spawning in lakes. Simiralry Alligators could be marsh/lake/river exclusive. I also like his idea to make lxury linked by Trading Post. There's no such resource in the game.

    So to summarize:
    • Bonus:
      • Fishing Boats: Dolphins (on Coast or Sea), Lotus (on Lake)
      • Mine: Clay (on Flat Plains or Grasslands), Natural Gas (close to Coal)
      • Camp: Polar Bears (on Arctic)
      • Lumber Mill: Cedar (on Hill Forest), Red Maple (on Tundra, Forest)
    • Luxury:
      • Fishing Boats: Turtles (on Sea), Mussels (on Coast)
      • Quarry: Granite (next to Mountain)
      • Camp: Aligators (on Marsh or near Lake or River), Ring-neck Pheasant (in Forest)
      • Trading Post: Feathers (in Forest)
    Do you modify current resources bias or decided to not change anything from VP?
     
    Last edited: Feb 7, 2020
  8. Arbol

    Arbol Chieftain

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    While you're at it at bug fixing, I would like to inform that the Inuit, Macedon and Israel's unique components are affected by this mod. They appear incomplete when enabled with it.
     
  9. phantomaxl1207

    phantomaxl1207 King

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    Indiana
    Some suggestions for Bonus Lumbermills are Mahogany, Holly, Cherry, and Rosewood.
     
  10. Padre19

    Padre19 Warlord

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    Camels on Desert ? :egypt:
    I do not think it is possible to add animals as resources.
     
    adan_eslavo likes this.
  11. HungryForFood

    HungryForFood Prince

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    Malaysia
    It's Sukitract only, he made icons. The models are mostly public, so using it is no problem.

    As for more types of lumbermill bonus resources, I didn't add more because I couldn't think of a worthwhile way to differentiate them.

    I think I know what the issue is, I'll try to do a fix this weekend.

    Oh it's definitely possible, it's just a lot more work to get the model to look right.
     
  12. pineappledan

    pineappledan Deity

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    Cedar could increase the production of cities when making buildings
    Oak could increase production of melee ships until industrial
    Teak could increase production of ranged ships until industrial
    Cornell could increase production of melee land units
    Ash could increase production of Archery units until the Renaissance
     
    adan_eslavo likes this.
  13. HungryForFood

    HungryForFood Prince

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    HungryForFood updated Even More Resources for Vox Populi with a new update entry:

    v 3

    Read the rest of this update entry...
     
    Heinz_Guderian and adan_eslavo like this.
  14. HungryForFood

    HungryForFood Prince

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    @myles718 I just checked your debug database, seems like a mod conflict. You have another mod which adds resources such as platinum, you'll need to disable.

    @adan_eslavo Database errors should be gone with the new version. Can you check again?

    @Arbol Try with the new version, see if it still crashes.

    About the lumbermill resources, I'm using models from this section, specifically Horem's Tree Collection. Currently, Hardwood uses the model for Oak & Beech. So we have 2 more lumbermill resource models left that can be used, Pine and Mahogany.
     
    adan_eslavo likes this.
  15. adan_eslavo

    adan_eslavo Archmage of all Pixels Supporter

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    @HungryForFood From my perspective it works now. No errors and icons came back.

    What can I suggest is also changing icons for rice and lead. First just do not fit the style, too cartoonish. Second one seems to be one big blob instead of "something". You could look at this for v4.

    Also I would rather stick to cedar instead of pine. Cedar is rather rare tree with specific bias. For second one maybe cork tree? It depends on what bonuses you want to give them. @pineappledan suggested quite wide spread of abilities.
     
  16. pineappledan

    pineappledan Deity

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    Lol, none of those look like a pine tree, There's a dead ringer for ash, teak, and cornel though
    Pine is a softwood, it's mostly used for furniture and paper. If there were an acceptable pine model, you could simply scale it up and colour it a bit redder, and then you have cedar
    beech is basically only good for firewood
    mahogany, once again, is for furniture
     
  17. South

    South Chieftain

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    Hiya, i think ive found a compatibility issue with the 43 civ version of vp. when i try and start a game with more than 22 civs i get no luxury spawns on the map. I only have this mod and all the necessary vp components active on my mod list.
     
  18. Arbol

    Arbol Chieftain

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    Oh hey I would like to report that the new version works fine with the mentioned civs. Thank you very much!1
     
  19. HungryForFood

    HungryForFood Prince

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    Looks like there's some compatibility stuff which needs to be done for 43 civ. Adding it to my (currently long) to-do list.
     
    Tekamthi and Heinz_Guderian like this.
  20. Asterix Rage

    Asterix Rage Warlord

    Joined:
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    You could even Add it to your (currently long) to-do list :
    - Reduce contrast/intensity color on Maize icons and crops_rice_d.dds
     

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