knuckledragger
Chieftain
- Joined
- Oct 23, 2015
- Messages
- 63
As an extension to this thread:
http://forums.civfanatics.com/showthread.php?t=557624
Basically, there is some interest in using the Medieval Conquests Mod in extending the timeline of Civ4Col into the Age of Imperialism. In extending this mod, I thought using the mechanics for the games Imperialism I and Imperialism II from SSI would be suitable to use as a design template.
I am not a programmer; I only have experience in modding Paradox game text files. However, I am good at grunt work. That said, I edited the yield files from the dll to add the following new yields in addition to the yields from M:C):
@ Lib.Spi't: Feel free to add more yields from WHM...
Here are some proposed dependencies:
1 Coal+ 1 Iron +1 METALWORKER (or other profession)+Steel Mill= 1 Steel
1 Copper+ 1 Tin + 1 METALWORKER (or other profession)+ Forge (New Building)= 1 Bronze (for Cannon, Tools, wooden ships?)
1 (or 2) Timber + 1 Labor + 1 Lumber Mill= 1 Paper or 1 Lumber
(1 Fruit AND 1 Grain OR 1 Cattle OR 1 Fish)+ 1 Labor+ 1 Cannery= 1 Canned Food
1 Lumber + 1 Bronze+ 1 Labor + 1 (Name of plant???)=1 Furniture
2 Steel+1 expert labor+ 1 Metal Works=1 Armaments OR 1 Hardware
********Just look at the picture I uploaded one post below*********
1 ORE + 1 blacksmith building + 1 Labor= 1 Iron?
(I need to add Iron to YIELDS in addition to ORE)
***USE existing M:C content?***
(1 Cotton OR 1 Wool)+ 1 Labor+ 1 Weaver's Shop= 1 Cloth
Use vanilla Civ4Col formula for Tobacco into Cigars.
Use vanilla Civ4Col formula for Sugar into Rum (change Rum name into Spirits? Yes, I know spirits are not made from Sugar...)
Thoughts?
(sourceMOD dll files uploaded)
http://forums.civfanatics.com/showthread.php?t=557624
Basically, there is some interest in using the Medieval Conquests Mod in extending the timeline of Civ4Col into the Age of Imperialism. In extending this mod, I thought using the mechanics for the games Imperialism I and Imperialism II from SSI would be suitable to use as a design template.
I am not a programmer; I only have experience in modding Paradox game text files. However, I am good at grunt work. That said, I edited the yield files from the dll to add the following new yields in addition to the yields from M:C):
@ Lib.Spi't: Feel free to add more yields from WHM...
Spoiler :
YIELD_FOOD,
YIELD_LUXURY_FOOD,
YIELD_HIDES,
YIELD_CATTLE,
YIELD_SHEEP,
YIELD_WOOL,
YIELD_LUMBER,
YIELD_STONE,
YIELD_SILVER,
YIELD_SILK,
YIELD_SPICES,
YIELD_COTTON,
YIELD_BARLEY,
///Knuckledragger change YIELD_GRAPES to YIELD_FRUIT
YIELD_FRUIT,
///Knuckledraggere
YIELD_ORE,
YIELD_CLOTH,
YIELD_COATS,
YIELD_ALE,
YIELD_WINE,
YIELD_TOOLS,
YIELD_WEAPONS,
YIELD_HORSES,
YIELD_LEATHER_ARMOR,
YIELD_SCALE_ARMOR,
YIELD_MAIL_ARMOR,
YIELD_PLATE_ARMOR,
YIELD_TRADE_GOODS,
YIELD_HAMMERS,
YIELD_BELLS,
YIELD_CROSSES,
YIELD_EDUCATION,
///TKs Invention Core Mod v 1.0
YIELD_IDEAS,
YIELD_CULTURE,
YIELD_GOLD,
///TKe
///Knuckledraggers added yields.
YIELD_CANNED_FOOD,
YIELD_TIMBER,
YIELD_COAL,
YIELD_OIL,
YIELD_STEEL,
YIELD_HARDWARE,
YIELD_ARMAMENTS,
YIELD_FUEL,
YIELD_GEMS,
YIELD_CLOTHES,
YIELD_ALUMINUM,
YIELD_PAPER,
YIELD_FURNITURE,
YIELD_COPPER,
YIELD_TIN,
YIELD_GRAIN,
YIELD_BRONZE,
YIELD_MACHINE_PARTS,
YIELD_TOBACCO,
YIELD_CIGARS,
YIELD_SUGAR,
YIELD_SPIRITS,
///Knuckledraggere
YIELD_LUXURY_FOOD,
YIELD_HIDES,
YIELD_CATTLE,
YIELD_SHEEP,
YIELD_WOOL,
YIELD_LUMBER,
YIELD_STONE,
YIELD_SILVER,
YIELD_SILK,
YIELD_SPICES,
YIELD_COTTON,
YIELD_BARLEY,
///Knuckledragger change YIELD_GRAPES to YIELD_FRUIT
YIELD_FRUIT,
///Knuckledraggere
YIELD_ORE,
YIELD_CLOTH,
YIELD_COATS,
YIELD_ALE,
YIELD_WINE,
YIELD_TOOLS,
YIELD_WEAPONS,
YIELD_HORSES,
YIELD_LEATHER_ARMOR,
YIELD_SCALE_ARMOR,
YIELD_MAIL_ARMOR,
YIELD_PLATE_ARMOR,
YIELD_TRADE_GOODS,
YIELD_HAMMERS,
YIELD_BELLS,
YIELD_CROSSES,
YIELD_EDUCATION,
///TKs Invention Core Mod v 1.0
YIELD_IDEAS,
YIELD_CULTURE,
YIELD_GOLD,
///TKe
///Knuckledraggers added yields.
YIELD_CANNED_FOOD,
YIELD_TIMBER,
YIELD_COAL,
YIELD_OIL,
YIELD_STEEL,
YIELD_HARDWARE,
YIELD_ARMAMENTS,
YIELD_FUEL,
YIELD_GEMS,
YIELD_CLOTHES,
YIELD_ALUMINUM,
YIELD_PAPER,
YIELD_FURNITURE,
YIELD_COPPER,
YIELD_TIN,
YIELD_GRAIN,
YIELD_BRONZE,
YIELD_MACHINE_PARTS,
YIELD_TOBACCO,
YIELD_CIGARS,
YIELD_SUGAR,
YIELD_SPIRITS,
///Knuckledraggere
Here are some proposed dependencies:
1 Coal+ 1 Iron +1 METALWORKER (or other profession)+Steel Mill= 1 Steel
1 Copper+ 1 Tin + 1 METALWORKER (or other profession)+ Forge (New Building)= 1 Bronze (for Cannon, Tools, wooden ships?)
1 (or 2) Timber + 1 Labor + 1 Lumber Mill= 1 Paper or 1 Lumber
(1 Fruit AND 1 Grain OR 1 Cattle OR 1 Fish)+ 1 Labor+ 1 Cannery= 1 Canned Food
1 Lumber + 1 Bronze+ 1 Labor + 1 (Name of plant???)=1 Furniture
2 Steel+1 expert labor+ 1 Metal Works=1 Armaments OR 1 Hardware
********Just look at the picture I uploaded one post below*********
1 ORE + 1 blacksmith building + 1 Labor= 1 Iron?
(I need to add Iron to YIELDS in addition to ORE)
***USE existing M:C content?***
(1 Cotton OR 1 Wool)+ 1 Labor+ 1 Weaver's Shop= 1 Cloth
Use vanilla Civ4Col formula for Tobacco into Cigars.
Use vanilla Civ4Col formula for Sugar into Rum (change Rum name into Spirits? Yes, I know spirits are not made from Sugar...)
Thoughts?
(sourceMOD dll files uploaded)