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Generalstaff Minor Projects Thread

Discussion in 'RoM Modmods' started by generalstaff, Nov 29, 2009.

  1. generalstaff

    generalstaff Steadfast

    Joined:
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    In this (long overdue) thread where my minor projects can be discussed. These projects currently include:
    -Super Spies Scotland Yard fix
    *Scotland Yard gives +3 EXP to Spies

    -Liquor Store
    *Liquor Store
    +1 Gold
    -2 Health
    +1 Happiness: Alcohol, Wine, Tobacco
    Req: Wine or Alcohol
    Tech: Refrigeration

    -Radio Show
    *Local Radio Station
    +4 Culture
    Specialists: 1 Artist
    +1 Happiness: Hit Singles
    Tech: Radio
    *Recording Studio
    +25% Culture
    +10% Culture in all cities
    +1 Free Celebrity
    +10% Commerce: Hit Singles
    Req: Hit Singles
    Tech: Mass Media

    -Great Plays
    *Hit Musicals give bonuses at Opera House and Modern Arts Threater

    -Supermarket Upgrade
    *Supermarkets give bonuses and penalties with Chemicals, Alcohol, Wine, and Sugar

    -Wilderness (Req. A New Dawn)
    *Ranger Station: +5% Maintenance, +1 Health. +1 Happiness with Tourism. Tech: Ecology.
    *State Park: +15% Maintenance, +1 Specialist per Forest Perserve, Safari. +1 Health with Ecological Engineering, +2 Culture with Tourism, +1 Happiness with Sentient Earth. Req: Ranger Station. Tech: Ecology.
    *Travel Agency: +1 Great Merchant Point, +1 Gold, +5% Culture in all cities, +15% Construction speed for Commercial Airport, State Park, Cruise Ship Port, and Vacation Resort, UNESCO Cultural Site, +25% Production speed of Amusement Park and National Sports League. Tech: Tourism
    *Cruise Ship Port: +2 Happiness, -1 Health, +10% Gold, +20% Culture, -20% Science, +1 Happiness per 10% Culture, +20% War Weariness. +1 Health with Smart Drugs. Req: International Port. Tech: Tourism
    *UNESCO Heritage Site: +1 Culture, +1 Happiness with Relics, +1 Specialist per Archeological Site. Req: Relics within City Radius. Tech: Globalization
    *Amusement Park: No more gold penalty, +1 Happiness with Movies
    *Forest Perserve: +1 Commerce with Biology Tech
    *City Ruins: Chance of Discovering Relics

    -Textiles (Req. A New Dawn)
    *Weaver's Hut: +1 Commerce with Hemp, Sheep, Cotton, Silk. Replaced by: Tailor Shop, Textile Mill. Req: Hemp, Sheep, Cotton, Silk. Tech: Weaving. Obsolete: Machinery
    *Tailor's Shop: +1 Commerce with Fur, Sheep, Cotton, Silk. Replaced by: Textile Mill. Req: Fur, Sheep, Cotton, Silk. +1 Happiness for Cow, Dye. +1 Gold with Guilds. Tech: Weaving, Aesthetics. Obsolete: Globalization
    *Textile Mill: -2 Health. +1 Commerce with Cotton, Sheep, Silk, Dye, Chemicals. +1 Production with Cotton, Sheep, Chemicals. +1 Happiness for Cow, Fur. +5% Production with Power. +1 Production with Industrialism, Manufacturing. -1 Health with Manufacturing. +1 Gold with Globalization. Req: Cotton, Sheep, Silk. Tech: Assembly Line
    *Textiles: New Resource. Many minor effects.

    These projects can be downloaded as part of my building pack (link)

    My other projects can be discussed in their own threads.

    For the the time being, I am also maintaining HydromancerX's Education, Military, Palace, and Water (Includes Firestorm) mods.
     
  2. Afforess

    Afforess The White Wizard

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    I don't know if you noticed, but I got lazy and just threw all your buildings/units/wonders minus the Early Buildings into one huge install option in my installer, and I believe it included the Liquor Store and Radio Studio.

    I always appreciate the work you do. ;)
     
  3. generalstaff

    generalstaff Steadfast

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    I noticed, and the Liquor Store and Radio Show are the ones included. Just a suggestion for the next installer, have the Liquor Store and Radio Show be part of the Early Buildings installation, and have the Wonders and Civics buildings and units be their own options. To be honest, I only created those two minor modules as a "bonus," but I found that the building edits I did added up, making these minor things needing a thread.

    I also appreciate what you have done, between the various modules and code, starting the modmodders group, and of course, the New Dawn installer. I am sure I neglected mentioning half the things you have done as part of Rise of Mankind.
     
  4. Afforess

    Afforess The White Wizard

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    Too late now. ;)

    Yeah, I can break them up. It's not very hard. I'll do that for beta6.

    You're forgetting the RoM slowdown. :lol:
    Thanks though. ;)
     
  5. Hydromancerx

    Hydromancerx C2C Modder

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    Are some of the Early Building ideas that do not fit in the Early Buildings going to go here? Such as the Poacher's Camp or more advanced towers, traps, etc?
     
  6. Supercheese

    Supercheese Zeppelin Commander

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    I really liked the idea of the Construction Crane series of upgraded buildings (treadmill, steam, modern, hi-tech) -- however, they no longer qualify as "Early" buildings when they come about at Steam Power, etc...

    I would like to know, does having a building give +10% :hammers: and -10% Military Unit production really result in an effective +10% Building Construct rate, or are there side effects (such as Workers being built faster due to them not being "Military Units")?
     
  7. Hydromancerx

    Hydromancerx C2C Modder

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    I hope so becuase there really was such thing as a steam crane ...

    http://en.wikipedia.org/wiki/Steam_crane

    Also a hi-tech crane would be needed if you were ever to make mega structures. Maybe even make it the prerequisite to mega-structure buildings.

    As for it making workers or settlers faster, I have no idea. I sure hope not. :(
     
  8. Hydromancerx

    Hydromancerx C2C Modder

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    Well here are some loose end buildings that are either not in an existing mod nor being worked on already by Afforess. For example the Domestic Animal Mod, Farm Mod, Power Mod and Water Mod buildings will not be re-posted even though they have not been made yet.

    -------------------

    Dentist (Requires: Medicine)

    * +1 Happiness
    * +2 Healthiness
    * +1 Healthiness at Modern Health Care

    Gym (Requires: Modern Health Care)

    * +2 Healthiness
    * +10% Maintenance

    Yacht Club (Requires: Tourism)

    * +1 Happiness
    * +10% Gold
    * -2 Happiness if Communist
    * Can only be built on Coastal Cities

    Country Club ( Requires: Tourism)

    * +1 Happiness
    * +10%

    Playground (Requires: Steel)

    * +1 Happiness
    * +15% City Maintenance
    * +1 Happiness with Compulsory Education

    Skateboard Park (Requires: Steel)

    * +1 Happiness
    * +15% City Maintenance
    * +1 Happiness with Mass Media
    * -5% Science

    ------------------------------------

    Construction Machines

    Treadmill Crane (Req Machinery) - Can Upgrade to Steam Crane

    Steam Crane (Req Steam Power) - Can Upgrade to Modern Crane

    Modern Crane (Machine Tools) - Can Upgrade to High-Tech

    High-Tech Crane (Megastructure Engineering)

    ------

    Building Tools

    Wheelwright's Workshop
    Cost: ?
    Production: +1
    Commerce: +1

    Requires: The Wheel (Wheelbarrow)

    Obsolete: Motorized Transpiration

    Special Abilities
    • +1 :hammers:, +1 :commerce: with Trade (Hand Cart)
    • +1 :hammers:, +1 :commerce: with Chariotry (Wagon)

    -----

    Boneworker's Hut
    +1 Happiness
    +1 Culture
    +2% :commerce: with Ivory, Deer
    +1 Happiness with Folklore
    Req Tech: Hunting, Ritualism
    Obsolete: Guilds

    This is to represent bone carving such as idols, harpoons, fishing hooks and even needles.

    -----

    Woodworker's Hut
    +1 Happiness
    +1 Culture
    +1 Happiness with Folklore
    +4% :commerce:
    Req Tech: Stone Tools, Ritualism
    Obsolete: Guilds

    This is to represent wood carving such as idols, tikis, totempoles, or even building decorations. This is NOT a carpenter.

    -----

    Taylor
    +2 Happiness
    +2 Culture
    +5% :commerce: with Wool, Hemp, Fur, Silk, Cotton, Dye, Fur, Deer
    Double Production Speed for Creative Leaders.
    Req Tech: Weaving, Aesthetics
    Req Buildings: Weaver's Hut, Tannery and Furrier
    Obsolete: Assembly Line

    This is to represent making clothing such as togas. This is NOT a weaver.

    -----

    Poacher's Camp
    +2 Unhappiness
    +15% :commerce: with Fur, Deer, Ivory
    Req Tech: Trapping, Biology
    Obsolete: Artificial Evolution

    This is to represent the illegal hunting of wild animals in the modern era.

    -------------------

    This is what my "Storage Pit" button icon was for ...

    Storage Pit
    Store 25% Food after Growth
    +1 Happiness with Charity
    Double Production for Agricultural Leaders.
    Req Tech: Agriculture
    Obsolete: Refrigeration

    This is to represent storing food and other items in the ground. This is NOT a granary.

    -------------------------------------

    Random Sim City Buildings

    - Animal Clinic
    - Insane Asylum
    - Freight Station
    - Passenger Train Station
    - Hall of Records
    - Modeling Agency
    - Seamstress
    - Textile Factory
    - Fountain
    - Rock Garden
    - Antique Shop
    - Army Surplus Store
    - Candy Store
    - Toy Store
    - Car Dealership
    - Gas Station
    - Children Museum
    - Cryogenic Prison
    - Department Store
    - Diner
    - Dive Bar
    - Liquor Store
    - Fish Market
    - Flea Market
    - General Store
    - Night Club
    - Tattoo Parlor
    - Tea House
    - Video Arcade
    - Vocational School
    - Water Park
     
  9. generalstaff

    generalstaff Steadfast

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    OK, that is many ideas. Some of the buildings will be an add-on of Early Buildings (A New Dawn Req.) I am also working on the Towers (which will include a Palisade Wall which upgrades into a regular Wall) and Traps modules currently; I downloaded many graphics for the Towers part. The Towers and Traps also will Require A New Dawn. The Towers module will end up with its own thread (I will start it as soon as I start the XML, right now I am gathering graphics) since I have 10 Buildings, not counting the Palisade Wall, planned for it.
     
  10. Afforess

    Afforess The White Wizard

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    Location:
    Austin, Texas
    I gave this to Dancing Hoskuld, but you might want to see it too. I made an up-to-date schema with all my changes in it, and a building file to show you how to use everything I added.

    I think you might find it...enlightening.

    View attachment Example.rar
     
  11. Hydromancerx

    Hydromancerx C2C Modder

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    Awesome. I will be glad to help out with icons if you need help.
     
  12. generalstaff

    generalstaff Steadfast

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    I am going to have some real fun with this...

    Thanks. I am also working on Early Buildings for A New Dawn, here is what is going on with that.
    New Buildings:
    -Gambling Hall: +3 Gold, +10% Revolution. Tech: Usury. Obsolete: Legalized Gambling
    -Wheelwright: +5% Production, +1 Production, +1 Commerce with Chariot, +1% Production with Trade, +25% Production of Chariot, Trade Caravan. Tech: Wheel. Obsolete: Motorized Transportation
    -Storage Pit: Stores 20% Food. +1 Health with Architecture. Obsolete: Refridgeration (Replaced by Granary)
    -Tailor Shop: +5% Commerce Bonus with Sheep, Silk, Cotton, Fur. +1 Happiness: Cow, Dye. Req: Fur, Sheep, Silk, or Cotton. +1 Gold with Guilds. Tech: Weavings, Aethetics. Obsolete: Globalization. Replaces Weaver's Hut
    -Marina: -1 Health. +1 Specialist per Fishing Boats, Whaling Boats. +1 Commerce with Tourism, +1 Health with Ecology. Tech: Navigation. Replaces Boatyard
    -Poacher's Camp: +3 Gold, +2% Food with Deer, +2% Food with Fur, +10% Revolution. Tech: Monarchy. Obsolete: Ecology
    -Tax Office: +5% Revolution, -25% Maintenance. Tech: Social Contract.
    Expanded Existing Buildings:
    -Elder Council: +1 Science with Priesthood
    -Town Watch: -5% Revolution. +1 Espionage with Divine Right.
    -Sculptor's Studio: +1 Culture with Free Artistry, Aethetics. Obsolete: Industrialism
    -Treadmill Crane: +50% Production of Castle
    -Construction Firm: +50% Production of Skyscraper

    If you want to save me some time, I could use pics for the Ranger Station and State Park mini-module. It looks like this:
    -Ranger Station: +5% Maintenance, +1 Health. +1 Happiness with Tourism. Tech: Ecology
    -State Park: +15% Maintenance, +1 Specialist per Forest Perserve. +1 Health with Ecological Engineering, +2 Culture with Tourism, +1 Happiness with Sentient Earth. Req: Ranger Station. Tech: Ecology.
     
  13. Supercheese

    Supercheese Zeppelin Commander

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    I hope by "pics", you meant ".dds buttons", because I went ahead and made some (see attachment).

    I made two buttons for the State Park that I thought looked good, choose whichever you think is better. :)
     

    Attached Files:

  14. Hydromancerx

    Hydromancerx C2C Modder

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    Could you just do those with the Vacation mod i have been planing in the other thread?

    In addition i think they should require biology and not ecology since people have been camping much eariler than when ecology is on the tech tree. In addition I think they should give some science too.

    I posted my version of them based on yours in my thread tell me what you think.
     
  15. Hydromancerx

    Hydromancerx C2C Modder

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    @generalstaff

    Are you ever going to do some wood related building such as ...

    - Woodworker's Hut (Req Stone Tools)
    - Carpenter's Shop (Req Bronze Working)
    - Lumberjack Camp (Req Iron Working)
    - Cabinet Maker's Shop (Req Aesthetics)
    - Sawmill (Req Machinery)
    - Architect's Studio (Req Architecture)
    - Engineering School (Req Education)
     
  16. generalstaff

    generalstaff Steadfast

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    I was going to do the Carpenter's Shop, but Early Buildings expanded beyond what I could have imagined it, and time became an issue. Now, I doubt I will have the time for it either since I am helping with the Second Revolution mod and have three active RoM projects I am working on (which are delayed a week due to a new computer).
     
  17. Hydromancerx

    Hydromancerx C2C Modder

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    Blasphemy! How can you work on a mod not related to RoM?!? :eek:
     
  18. civ_king

    civ_king Deus Caritas Est

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    I think he needs to go to a re-education camp run by miniluv :mischief:
     
  19. Afforess

    Afforess The White Wizard

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    Yeah, you're one to talk. Right underneath your username, it says "FFH2 Player"
     
  20. NBAfan

    NBAfan boss

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    I confess that I will play EU3 instead of Rom.:lol: I will definitely play EU3 when the Hair to Throne expansion comes out.:drool:
     

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