Incorporating code/ideas from EOW mod

Nimek

Emperor
Joined
Jul 7, 2010
Messages
1,208
Mod ia available here
http://www.ex.ua/view_storage/538410822327

It has some useful ideas:
- stockpiling resources (each unit/building cost hammers and resources amount)
- resource stockpiling cost gold
- new specialist types (craftsman, gelogist)
- enginnerging points (you must colect it to build complicated/advanced structures)
- geology ponts (dont know for what yet)
- tornado on ground plots

Just started playing and some stuff is worth to import.

@modders
Please download and try this mod. Lets start discuss what is worth to implement
 
I think I saw a very early version of this mod. I look forward to seeing how it has progressed.

We have a problem with having the tornado graphic appearing - it does not always go away when it should! It is one of those bugs which does not survive a save so we got rid of the graphic.
 
Nimek
Wow, interesting mod.
Gonna try it now.

EDIT:
Forgot to write about it.
The mod is BROKEN!!!
(Unless I downloaded a wrong version or whatever...)
 
The mod is BROKEN!!!

It is not broken.
In beyong the sword directory find mods directory and create there new directory (EOW for example) and exract there downloaded mod file.

Now it will become visible in load mod section inside the game menu.
 
About new ideas from mod

Geoscience points.
In default bts system resorces (like copper, oil, iron etc) are discovered almost all at tech and show on the map automaticly after tech research.

In EOW every plot have georesearch points and you must reach some georeserch points to discover resource on this plot. Examople iron could require 100 point is plot when copper 50 (just example).

you collect thic points by
buildings
spend gold to it (like science)
specialists (geoenginner)
great gelogist has mission to boost your georesearch points

It is very cool concept. Please try it.

@hydro
I recommend this mod for you. There are some new techs, buildings and buildings dependancy that can inspire you for new ideas.

COncept i love also is that almost every unit needs buidling to make
ships - req shipwright (in c2c also)
siege - req workshop ()in c2c also)
swordsman, axeman, spearman, maceman - req forge (not in c2c)
 
About new ideas from mod

Geoscience points.
In default bts system resorces (like copper, oil, iron etc) are discovered almost all at tech and show on the map automaticly after tech research.

In EOW every plot have georesearch points and you must reach some georeserch points to discover resource on this plot. Examople iron could require 100 point is plot when copper 50 (just example).

you collect thic points by
buildings
spend gold to it (like science)
specialists (geoenginner)
great gelogist has mission to boost your georesearch points

It is very cool concept. Please try it.

@hydro
I recommend this mod for you. There are some new techs, buildings and buildings dependancy that can inspire you for new ideas.

COncept i love also is that almost every unit needs buidling to make
ships - req shipwright (in c2c also)
siege - req workshop ()in c2c also)
swordsman, axeman, spearman, maceman - req forge (not in c2c)

Forge itself has requirements that are resource-dependent in C2C so this wouldn't work - it would prevent build of units unless you had metal resources, which is true of SOME of them anyway (at the unit requirements level) but NOT of all.
 
Yes but wares must be produced only in one city and it is inherited by entire civ via trade network. Forge requirements are per each city. I like this idea because it is some kind of consequence in unit building requirements.

@strategy
Please download this mod and try it.
It has stockpiling resources that most players want to see in c2c
 
I found it quite boring but then I am a builder and I found there were many times when I could do nothing in the turn. There were 4 copper deposits inside my borders but I could not see any of them. There was a marble deposit which I could see and therefore use points towards so I could eventually quarry it. Without the copper I was stuck, I could not build any more buildings and the units I could build could not stand against the random barbarians that were spawning.

I found the idea that you needed to build the improvement and road on the plot of your city interesting as it meant that your city would get the yield benefits from the plot rather than just the resource and small yield.
 
I also like idea of capital building.

Capital is cheap and required to build palace. First city starts with capital but palace you must build yourself and it require masonry what is realistic

@dh
Did you saw stockpiling resources code? Is it possible to merge it?
 
I did not try it but if the stockpiling resources is the same that I saw a while back but wasn't finished I would say I always liked that idea and non fixed yield on city tile is something I always wanted.
 
non fixed yield on city tile

Please explain hoe this is work because i didnt notice it.
 
In most mods you get a fixed yield in your cities and it is basically the same in all your cities. In this mod you get the yield based on the improvement you put under the city, a farm, mine etc.
 
Wouldn't it look ugly to see a mine as big as your city in the city?
The only decent looking one will be a fort :D
 
Another thing that I like in EOW is some tech ideas.

Military related techs are splited from civil techs example Composite Bow tech gives longbowman not Feudalism.

My question is do we plan to add more techs to Ancient/Classical/Medieval and Renesance era and move there some units/buildings?

I would like to see onte tech per few units/buildings (not count vicinity dependent buildings and special units like cultural and heroes)
 
Personally I would like to do to the tech tree what Hydro did for buildings, ie have more than you can study. Although you can't do that without dead end branches and that is not allowed in C2C. It would need more AI or a better understanding of the flavor and weight fields.

The idea being that you the basic idea would be on the normal tech tree line but there would be a branch of improvements in the tech that would be in the dead end line. For example chariots would be the basic tech as now but the "Celtic suspension" tech would be a dead end tech off it which allows chariots to perform well in more terrains. "Scything wheal blades", the favorite of films, could be another.

The "Longbow" was a well known secret weapon. To use it meant you had to change your social structure adding in a yeoman class above peasant or serf. Many nations were not prepared to have anyone other than nobility own land.
 
Personally I would like to do to the tech tree what Hydro did for buildings, ie have more than you can study. Although you can't do that without dead end branches and that is not allowed in C2C. It would need more AI or a better understanding of the flavor and weight fields.

The idea being that you the basic idea would be on the normal tech tree line but there would be a branch of improvements in the tech that would be in the dead end line. For example chariots would be the basic tech as now but the "Celtic suspension" tech would be a dead end tech off it which allows chariots to perform well in more terrains. "Scything wheal blades", the favorite of films, could be another.

The "Longbow" was a well known secret weapon. To use it meant you had to change your social structure adding in a yeoman class above peasant or serf. Many nations were not prepared to have anyone other than nobility own land.

Sounds more like Culture Units than needed techs. Plus we do already have a Yeoman Archer. I have also been eying the Scythed Chariots (here and here)
 
Why we don't have English longbowman cultural unit?
I built English culture and it unlocks nothing in my recent game.
 
Why we don't have English longbowman cultural unit?
I built English culture and it unlocks nothing in my recent game.

It should unlock Redcoats (from Vanilla civ). And they don't get it because they already have redcoats and every culture gets only one UU. The Welsh however have the Yeoman Archer for their UU.
 
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