[MODCOMP] More Buildings

I got an idea for an entirely new building class:

Food Preservation Buildings:
- Cellar
- Preservation House
- Preservation Plant
- Cannery

Not sure how these could work... either boost food production, or reduce the amount of food colonists consume.
 
Let me know what you change to increase lumbermill priority for the AI.

Also, for the custom house, how do you increase how many items a turn it will sell for you? I had something like 10000 coats in a settlement, and the damn thing was only selling like 20 coats a turn. :P
iAsset is AI priority (and iPower for war buildings).

Try GlobalDefines.xml
CITY_YIELD_DECAY_PERCENT
MIN_CITY_YIELD_DECAY


Cathedral needs to have prereq of large church, not just church. :)
Good catch :).

I got an idea for an entirely new building class:

Food Preservation Buildings:
- Cellar
- Preservation House
- Preservation Plant
- Cannery

Not sure how these could work... either boost food production, or reduce the amount of food colonists consume.

I was thinking in same lines. Like giving some food bonus production (easy to edit in xml).

But...
Right now we only have like one spot left for new type of building (else graphics overlap if you dont reduce them).
 
Will soon release a version for AoDII 1.03.
But first I want to update the founding fathers fitting the new buildings (like townhall bonuses also for cityhall).

Edit: Version 0.03 released. Check first post.
 
Shouldn't basilica be larger than cathedral? Anyway is there any basilica in America?
No I don't think there should be any in this timeline.

Anyway, have fixed a few bugs, but waiting for next AoDII before I release a new version.
 
True, the first basilica in North America was elevated in 1874, in Quebec city.

But cathedrals are higher than minor basilicas in ranking of churches. Major basilicas are found in Italy only.
 
I have updated this mod to AoD2 1.06 - betatesters only version.
Now starting to add new cool stuff :).

So when AoD2 1.06 is released to the public my mod will be too.
 
I just tried the version in AOD 1.06 but have now realised it isn't going to work at present. I see you haven't put the proper verison up yet.

Zuul, how did you get the earlier versions of the town hall to have less output and workers? When I changed them for my own mod (ten colonies) it ignored the changed values at higer levels (printing press, newspaper) but stuck to the first set of values.

See http://forums.civfanatics.com/showthread.php?t=307693

BTW, I'd like to combine your extra buildings with my mod, but with restrictions (number of colonies). One big complaint is that some feel they can still win with only about 3 colonies which I am trying to change. Higher level buildings require that more colonies be established first.

See Ten Colonies
 
Okey I will release a new version soon, but it wont have much new (as I started playing/modding other games).

I see no problems in having more levels of town hall. But there are some start settings and so on to change too.
 
So when AoD2 1.06 is released to the public my mod will be too.

I am little confused. I just read the change log of the Age of Discovery II version 1.06, and it did not seem to include any more buildings. Only additions related to buildings were "ability to define a building as single instance" and "ability to define obsoleting building classes". Where are the added buildings ?

Or did the AoD2 here mean something else than Age of Discovery II mod ?
 
Correct, AoD2 doesn't have any new buildings. But my mod has, and it's an modmod to AoD2.

Edit: Updated to version 0.04. Not many changes. Actually this version was finished 2-3 weeks ago. But I never released it.
 
I lost my login pass, and the same time started working on my own game, so sorry I won't uppdate this mod.

The Rusty Gamer: Yes you are right, it's a bug.

PrinzMyshkin: It's not updated. New AoD most probably will have new xml fiels so it wont work.
 
I use "Beyond Compare 3" to check what differs in all the files I use. Easy to see the difference, a bit harder to know what to merge and not.
 
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