[MODCOMP] Building Resource Converter Mod v0.2

These Resorce based mods have a lot of potential, I could see a sufficiently complex collection of Mods in this flavor creating a Civ-Imperialism style game.

The nessary steps to achive an Imperialism style game.

Resorce Storage - A method to store excess/unused resorces and UI screens from which the player can see their stockpiles.

Resorce Collection - An "internal transport capacity" which allows the player to collect only a limited quanity of the resorces avalible in their territory.

Specialist Bonus - An option for Specialists to create/consume Resorces. A "labor" resorce could be created by thouse useless Citizen specialists and the labor would then be an ingredient in the Buildings equation.

Scalable Building Resorces - An extention of Lopez's 0.3 plan to give an on/off switch to the building. Rather the Building has a + , - button like specialists do that can act as a multiplier on the number of times the resorce Equation is executed. Its capped by a "Capacity" on the building (a new XML vale) and avalible resorces.

Unit Resorce Consumption - Adsactly how this would work is not obvious, would resorces be used imediatly upon construction begining or upon completion, what happens when resorces are unavalible mid-way through the training? We probably want to hybradize the Civ and Imperialism systems of Unit creation.
 
Impaler[WrG] said:
Resorce Storage - A method to store excess/unused resorces and UI screens from which the player can see their stockpiles.

I've been a bit torn here... the best solution would be city-by-city stockpiles... not only would it prevent cities not connected to the trade network from gaining access to the resources, but it would also allow for better economic warfare by isolating cities... also, when you capture the cities, you could get a windfall of free supplies.

On the other hand... the micromanagement!! And the system resources for the computer...


Resorce Collection - An "internal transport capacity" which allows the player to collect only a limited quanity of the resorces avalible in their territory.

The system I'm implementing in my mod is that the route determines maximum capacity.

So for example, roads can transport 5 units per turn of a given resource.
Rivers can transport 15 units.
And ocean can transport 25 units.

(These aren't the exact figures... just a for instance)

On the other hand, this is conditional on you having access to draft animals. Without a supply of Horses, Camels, Llamas or Elephants, not only can you transport less on roads, but you can also only transport certain materials... small high-value items.

Also, you would be limited in how much you could extract from the tile itself, and this would be increased by the aforementioned factors... but you could theoretically extract more than is being transported on a given route if there are different destinations... For example, you could produce 30 units of Iron and send 5 units on the road to City A, and 25 units to City B via the ocean.
 
LittleRedPoint said:
I used GreenMod Phyton code to make ressources to end after certain time. Improvements can develop, so i added random chance that after every 50 turns you have 20% chance to lose a ressource. Killed improvement and ressource. Its the cruel reality isn't :D

else restored improvement..

The problem with that is that you don't provide modders a way to control when the resource will run out. This is what I will attempt to do in the Dynamic Resources Mod...
 
Jeckel said:
This mod has great potential uses in all kinds of mods, but most exciting to me is how useful it will be in the effort to make a Sid Meier's Colonization Mod. :D

That´s what I was about to say :D

I loved the idea of having a Colonization Mod, just played this classic about 5 months ago and it´s still a great game, although it could need more units.

This mod will also be very interesting for buildings allowing certain units via weapon production ;)
 
Duke van Frost said:
That´s what I was about to say :D

I loved the idea of having a Colonization Mod, just played this classic about 5 months ago and it´s still a great game, although it could need more units.

This mod will also be very interesting for buildings allowing certain units via weapon production ;)

This is the first step, now Tobacco can be turned into cigars, cotton into linen, ect. Just biding my time until the release of the Dynamic Resources Mod, then we can have 50 horses, 56 uniforms, and 48 muskets, and be mad that you can only make the guy a scout and not a full dragoon. ;)

*rubs hands manically*

O yes, after the Dynamic Resource Mod there will be a Colonization Mod.. :D
 
Jeckel said:
This is the first step, now Tobacco can be turned into cigars, cotton into linen, ect. Just biding my time until the release of the Dynamic Resources Mod, then we can have 50 horses, 56 uniforms, and 48 muskets, and be mad that you can only make the guy a scout and not a full dragoon. ;)
Oh good memories, good memories :cool:
 
Jeckel said:
This is the first step, now Tobacco can be turned into cigars, cotton into linen, ect. Just biding my time until the release of the Dynamic Resources Mod, then we can have 50 horses, 56 uniforms, and 48 muskets, and be mad that you can only make the guy a scout and not a full dragoon. ;)

*rubs hands manically*

O yes, after the Dynamic Resource Mod there will be a Colonization Mod.. :D

Uniforms? Can´t remember those, but it seems you already got some ideas :goodjob:
 
Fantastic, but unfortunately I am not programmer. Does exist any version in Python, please? I don´t understand SDK at all. Please let me know. Thanks
 
hrochland said:
Fantastic, but unfortunately I am not programmer. Does exist any version in Python, please? I don´t understand SDK at all. Please let me know. Thanks

A python version does not exist since the features can only be done through the SDK.
 
Trying to play this mod (with regular civ4 with 1.61) but nothing is different. None of the buildings show up on the civilopedia. No new resources. Just the regular game. I've loaded mods before, so I'm pretty sure I'm doing it right. Just nothing is happening.
 
Jhoratio said:
Trying to play this mod (with regular civ4 with 1.61) but nothing is different. None of the buildings show up on the civilopedia. No new resources. Just the regular game. I've loaded mods before, so I'm pretty sure I'm doing it right. Just nothing is happening.

Jhoratio,

This is just a mod comp. It provides a framework for modders to add buildings that can manufacture new resources. There are NO new resources or buildings included in the current download.
 
Ahhhh, I see. Thanks.

I actually had a sneaking suspicion that this was the case, but I was so excited about the gameplay possibilities I think I ignored it.

In any event, I would like to play CIV using this feature. Would this be part of a Great Options Mod, Gold edition, or are there playable mods currently available that contain this? I did scan the completed Mod forum and didn't see anything. I suppose I could have missed it.
 
Jhoratio said:
Ahhhh, I see. Thanks.

I actually had a sneaking suspicion that this was the case, but I was so excited about the gameplay possibilities I think I ignored it.

In any event, I would like to play CIV using this feature. Would this be part of a Great Options Mod, Gold edition, or are there playable mods currently available that contain this? I did scan the completed Mod forum and didn't see anything. I suppose I could have missed it.

This will be part of the Great Options Mod, Gold Edition.
 
Gunner said:
Oh good memories, good memories :cool:

Here's some more:

"The natives waive as you enter the Arawak village, but you see scalps hanging threateningly on a pole nearby."

AND

"Peter Minuit has joined the Continental Congress!"

OR

"You have discovered the Fountian of Youth! Immigrants line the docks for the New World!"

AND DON'T FORGET

"Your soldier has been routed! Unit demoted to Expert Fur Trapper!" :king:
 
TheLopez said:
...For the time being the resource consumption would be limited to manufacturing buildings. So for instance if you built a powder mill in your city that uses 1 saltpeter, coal and sulphur and you had 2 saltpeter, 1 coal and 1 sulphur available in your civ then after you built the powder mill you would only have 1 saltpeter left. .....

Are you planning to change diplomacy? Possiblity to trade more than one piece of resource will be very important after this kind of modification.
 
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