Ideas and Suggestions

I failed in coding lua for bonus trading.
The only possibility i see is to change them from bonus to strategic.
Will look if this will work with the resource generator.

The strategic-resource thing should do the trick. It doesn't change anything.

As for tile yield importation, a few small modifications (addition of building classes, for one :crazyeye: ) allowed it to do something rather than sitting idly. It's not working yet, though, the newest version has not been tested.
 
The strategic-resource thing should do the trick. It doesn't change anything.

Thats the way i think we should change it, also iam thinking of adding 2-3 new resources for the mercantile city staes and maybe 1-3 luxury resources in general to CCTP and maybe for this the ammount from happiness per luxury to 3 instead 4.
Since i included the extra luxury function in the defines, i think this will work, much better when whowards dll mod is back and CCTP can use negatice happiness for buildings.
 
You really need to add more manufactured goods as "resources". Hold off on it, though, I'd like to integrate it with a corporation system.

EDIT:

Tile yield importation latest version is attached; to open, change the extension to .zip and then use your usual archival software to do the rest. A CTD happens when I try to start a game with it. Can anyone explain why? I have posted some log files here; it seems that there is no specific error at all, from what I can tell, and it may just be a problem with the modinfo.

Spoiler :
From lua.log:
[6210.821] Initializing Lua 5.1.4

From modding.log:
[30130.282] ERR: columns ModID, Version, Path are not unique
[30130.282] While executing - 'INSERT INTO ModFiles(ModID, Version, Path, md5, EvaluatedPath, Import) VALUES(?, ?, ?, ?, ?, ?)'

From database.log:
[6272.144] columns StrategicViewType, TileType are not unique
[6272.144] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[6291.083] columns StrategicViewType, TileType are not unique
[6291.083] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[6299.632]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 8355848 59582248
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 7947408 48435912
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[6301.956]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 8357024 59582248
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 7948584 48435912
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------

From localization.lua:
[62565.916] WRN: A resource bundle lookup returned a result from the root locale (not an error).
[63878.649] ERR: Missing argument 1. (Pay {1_num} [ICON_GOLD] Gold to a City-State Ally to immediately improve any unimproved or pillaged exportable resources the City-State controls.)
[63878.649] ERR: Failed to evaluate parameter 1. Pay {1_num} [ICON_GOLD] Gold to a City-State Ally to immediately improve any unimproved or pillaged exportable resources the City-State controls.
 

Attachments

While we have many new resources. We need to discuss what we do with the monopoly syste,
Will we keep chromes last changes and keep the multi monopoly concept, will we go back, or avoid the whole system.
What can we do with rubber? Use it for ships, the same for oak, so what are your thoughts?
 
While we have many new resources. We need to discuss what we do with the monopoly system,
Will we keep chromes last changes and keep the multi monopoly concept, will we go back, or avoid the whole system.
What can we do with rubber? Use it for ships, the same for oak, so what are your thoughts?

Keep Chrome-rome's last changes, maintain the multi-monopoly buildings. However, you absolutely need to add more manufactured resources (PLEASE USE SQL!!!). These resources can include things like Semiconductors, Servers, Consumer Electronics, Automobiles, Jewelry, Furniture, and similar manufactured goods, which would make the game much more immersive.

You also need to add routes for Internet cables and electrical power. The former would function by a mechanic I don't know, while the latter would allow the use of electricity resources if connected to them (you can't use power unless both you and your generators are part of the grid!). The routes, however, are cumulative, so you need to sort out the implications of adding them onto each other and creating route options that negate the other routes when necessary (building power lines, and power lines only, shouldn't give the benefit of a road or railroad even though both of them are added with the power lines). Furthermore, you need to eliminate these extraneous routes in the tooltips, when they are extraneous.

It would also be nice if we had improvement-wonders, where a certain improvement (or a number of them) grants a Wonder building in a city. For example, Machu Picchu or the Great Wall, or even the Transatlantic Cable, could function like this. This would, however, require Lua to work, not just to ensure that the builder of a wonder improvement gets the wonder in the right city, but also to ensure that each improvement is buildable only once (and is destroyed if it fails in construction). Obviously, not all wonders will be like this. All Wonders, when they improve a plot, should give the benefits of a Farm, Mine (or manufactory, depending on if it is a :c5production:-themed wonder), Trading Post (or Customs House, based on improvement type), Academy (if science-themed), and Fort (if defense-themed), in addition to the normal effects generated by the in-city building. Wonders should be pillageable.
 
recommend that woodworking also require archery. Right now I do not need archery to make composite bowmen.
 
recommend that woodworking also require archery. Right now I do not need archery to make composite bowmen.

Lol :crazyeye: ok, doesnt thought about this. Make sense will be changed.
 
Is there possibility to make civilizations more unique?
for example Greece has hoplite and Norway has berserker wich is cool but in later eras all civs are same. Unlike real world where lets say USA has F-22 while Japan is known for robotics so why should they build tanks when they can build mechs... and so on.
 
Is there possibility to make civilizations more unique?
for example Greece has hoplite and Norway has berserker wich is cool but in later eras all civs are same. Unlike real world where lets say USA has F-22 while Japan is known for robotics so why should they build tanks when they can build mechs... and so on.

Its all possible, but need coding and time. Also if you wish to see new units in the game, you have to look if there are any units created by other modders (here on the forum f.e.), and you have to define all the art, lot of work, please ask Horem for this kind of stuff he is the expert here and can provide more tipps then me:lol:
 
What about other narcotics? Why game have only tobacco&opium?
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You may add they as resources, which give big boost to economy, but it have penalty to health (which reducing by social perks).
---
Also we need info-age buildings that PRODUCES resources such as dyes, rubber, plastics.
 
What about other narcotics? Why game have only tobacco&opium?
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You may add they as resources, which give big boost to economy, but it have penalty to health (which reducing by social perks).
---
Also we need info-age buildings that PRODUCES resources such as dyes, rubber, plastics.

Only ?, show me a mod who has more resources then CCTP.:lol:

But more serious, its more the lack of missing grafic artist here. Most of the resources we use in CCTP are made by Horem and Chrome.
But they lack time and or have other projects.

So coding new resources is easy, but altering ingame grafic and adding all needed images is another story.
 
But more serious, its more the lack of missing grafic artist here. Most of the resources we use in CCTP are made by Horem and Chrome.
But they lack time and or have other projects.

I may draw them if you give me criteria.
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Adding manpower resource is good idea.
I think you should also add electricity.
 
What do you mean its in the game:confused:

As a resource? Then may be i do not live to electricity in this version. There are many throw-out bugs in alpha.
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UPDATED: Hmm. Acceptable.

Actually, is it possible to create strategic resources which gives civilisation culture\food\production\gold from any unit of resource?
---
Health\sick as strategic resource?
Films\arts\games that gives gold+culture?
---
Titanium in middleages? Irrealistic. Also production of titanium or aluminium needs very big amount of energy.
 
[to Gilgamesch]

That is my ideas and suggestion about technology (ancient already) and resources.
I cannot into civ5 modding, but my project is similar, so i adapted it.
I hope community recognizes it as more realistic/sophisticaded even if it require big changes in FOOD, PROD, FAITH and GP balance.

Spoiler :

ntech-ancient-1.JPG
resource-table.JPG
 
[to Gilgamesch]

That is my ideas and suggestion about technology (ancient already) and resources.
I cannot into civ5 modding, but my project is similar, so i adapted it.
I hope community recognizes it as more realistic/sophisticaded even if it require big changes in FOOD, PROD, FAITH and GP balance.



:goodjob:

But i think the techtree need some more rework. Just noticed that 3 industrial era technologies granting the modern era acces.
Well also fixed, also severel other tweaks you only encounter when you have the time for play testing.
Its important to keep the whole system balanced....


While playing some resources are not realy intregrated into CCTP.
So my thoughts are ether bring back the old monopoly system with the building system for each kind of resources.
Or should we keep the current system and find a other way. For example we could create luxury resources, while creating buildings for the new resources.
This could be Rubber=Latex or Coffee Beens=Coffee...

Also iam searching for a buff for the custome house. In CCTP building a academy grands 1 manuscript and Manufactory grands 2 Manpower. What kind of resource could be granded by the Custome House.
 
I may propose to distinctly differ resources into categories, with different rules for each category.
Also we need resouces, which is key for each age/epoch.

1) Strategic: horse, COPPER, TIN, iron (+steel), CHEMICAL_CRUDE (selitre, sulfur, apatite), oil, coal, uranium, aluminium, RARE_ELEMENTS. Buildings related to this resources only add their quantity, or convert some resource into GP, PROD...

2) Luxury for export (cash crops): Cotton, Dyes, Spices. May be coffee and tea.
I want to propose to you scheme with using farms (with debaff to FOOD) to produce another copies of this luxuries.

3) Another luxuries and bonus resources: buildings related to this mainly giving you bonus FOOD, GP and PROD from deposit hex. Here the monopoly-system is working as well as possible. But monopoly wonders for each resource is'nt good, so resources should be organized into consumer categories (building materials, drugs, fruits, seafood, beverages). Also the monopoly wonders not necessary give player bonus from resource deposit, but it may give player new unique resource or something other big bonus.

4) 'Information' resources: I really do not think that new intangible(?) resources (books, manuscript, hot singles) is good idea. In BNW we have system of great works, so i think better to give academy bonus for producing great writer.

P.S. It will be great to create new categories of great works: Scientific literature, Movies and so on. Is it possible?

Uber P.S. if i achieved spelling errors - say it to me. Actualy i always infamiliar with a/an/the.
 
P.S. It will be great to create new categories of great works: Scientific literature, Movies and so on. Is it possible?

It is, but to tell the ai how to handle new great works is another story.
Means you will need dll changes to get this working correctly.
 
Where i can read more about how it organized?

+ It is simple to add new great person-art (new author, not class of great persons) ?
+ Is there a relationship between age/techs and person/art?
 
Where i can read more about how it organized?

+ It is simple to add new great person-art (new author, not class of great persons) ?
+ Is there a relationship between age/techs and person/art?

Good question, under the main modding forum are some threads about new great work and ideas. There is also a tutorial for adding new Great Works.

Kaspergm, Leugi and some others have succesfully added and/or changed stuff.

You can easy add new great people, just need some xml coding.

There is no relationship iirc, thats a mess while having for example jean d arc as a great general 4000b.c.:lol:

But you can grand a specific great work when finishing a building, this also count for the artist.
 
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