[Idea] Bronze resource

Bronze tools/weapons building should require (Copper Smelter and Tin Smelter) or (Trading Post and Copper Ingots and Tin Ingots). No need to include the other options Copper Smelter and Trading Post and Tin Ingots as the Copper Smelter means you have copper ingots etc.

In the bronze age the ingots were "hides", ie shaped like a cow hide; that required 4 men to lift. We know they were traded from shipwrecks of the era. Egypt took many hides as tribute. BTW they also took glass ingots (thick discs) as tribute also.

Shouldn't we just make a new building, the Bronze Smelter, and have that building require Copper AND Tin? And make it produce Bronze? That would seem to me the logical solution.
 
Bronze tools/weapons building should require (Copper Smelter and Tin Smelter) or (Trading Post and Copper Ingots and Tin Ingots).

Wouldn't the following requirement be better:
(Copper Smelter OR (Trading Post AND Copper Ingots)) AND (Tin Smelter OR (Trading Post AND Tin Ingots)

or would that impossible to implement in CIV code?
 
Wouldn't the following requirement be better:
(Copper Smelter OR (Trading Post AND Copper Ingots)) AND (Tin Smelter OR (Trading Post AND Tin Ingots)

or would that impossible to implement in CIV code?

I was thinking just that too... but I'm not sure if that's allowed either... perhaps with AIAndy's more advanced generic dependency tags.
 
I was thinking just that too... but I'm not sure if that's allowed either... perhaps with AIAndy's more advanced generic dependency tags.
Yes, there is no limit to how complex the dependencies are if they are done using a boolean expression.
 
Wouldn't the following requirement be better:
(Copper Smelter OR (Trading Post AND Copper Ingots)) AND (Tin Smelter OR (Trading Post AND Tin Ingots)

or would that impossible to implement in CIV code?

I looked at that but mine is both a simpler version and may give the player with both in the vicinity of a city a small advantage which simulates the transport difficulties of transporting ore via the building Trading Post. Remember if you have the smelter you also have the ingots.
 
Look at my idea. I think that resources that city receive from trade route should be dependent of available technology and buildings forums.civfanatics.com/showthread.php?t=475779
 
Yes, there is no limit to how complex the dependencies are if they are done using a boolean expression.
Ah... but there is a definitive limit to my understanding on how to express them! :p

I really need to spend a weekend researching your modding tools and trying to practice them until I can apply them myself. Does anyone here feel they have a clear grasp of how to make these kinds of expressions come out exactly as they planned if it were something, say, as complex as the above proposition? (I ask because I've been trying to identify who those among us are.)
 
Yes, there is no limit to how complex the dependencies are if they are done using a boolean expression.
Ah... but there is a definitive limit to my understanding on how to express them! :p

I really need to spend a weekend researching your modding tools and trying to practice them until I can apply them myself. Does anyone here feel they have a clear grasp of how to make these kinds of expressions come out exactly as they planned if it were something, say, as complex as the above proposition? (I ask because I've been trying to identify who those among us are.)

And please don't take it as a criticism Andy... they are brilliant. Just hard to master from an application angle.
 
Ah... but there is a definitive limit to my understanding on how to express them! :p

I really need to spend a weekend researching your modding tools and trying to practice them until I can apply them myself. Does anyone here feel they have a clear grasp of how to make these kinds of expressions come out exactly as they planned if it were something, say, as complex as the above proposition? (I ask because I've been trying to identify who those among us are.)

And please don't take it as a criticism Andy... they are brilliant. Just hard to master from an application angle.
From an XML modder's point of view, you can read the expression system tutorial:
http://forums.civfanatics.com/showpost.php?p=11598257&postcount=27

From an SDK modder's point of view, you can find information here:
http://forums.civfanatics.com/showpost.php?p=11650400&postcount=35

In the SDK, you often use code like this:
if (pUnit->getHasPromotion(ePromotion1) || pUnit->getHasPromotion(ePromotion2))
The expression system gives a similar power to the XML modder, allowing him to write an expression which the SDK modder can then use in the if.
if (pExpr->evaluate(pUnit->getGameObject()))
Now the XML modder can express when the if should be true.

If you don't understand something or have questions, post them in that thread.
 
From an XML modder's point of view, you can read the expression system tutorial:
http://forums.civfanatics.com/showpost.php?p=11598257&postcount=27

From an SDK modder's point of view, you can find information here:
http://forums.civfanatics.com/showpost.php?p=11650400&postcount=35

In the SDK, you often use code like this:
if (pUnit->getHasPromotion(ePromotion1) || pUnit->getHasPromotion(ePromotion2))
The expression system gives a similar power to the XML modder, allowing him to write an expression which the SDK modder can then use in the if.
if (pExpr->evaluate(pUnit->getGameObject()))
Now the XML modder can express when the if should be true.

If you don't understand something or have questions, post them in that thread.
Thanks! That should help when I find a moment to really get in and try to understand it better. I've bookmarked that post for myself.
 
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