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Rabbit, White
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Sounds good TheLopez 

Impaler[WrG] said: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.
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
else restored improvement..
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.![]()
Duke van Frost said:That´s what I was about to say![]()
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![]()
Oh good memories, good memoriesJeckel 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.![]()
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..![]()
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
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 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.
Gunner said:Oh good memories, good memories![]()
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. .....