Bastian-Bux
King
- Joined
- Mar 29, 2006
- Messages
- 795
Bastian-Bux planter mod, based on gordonthewhale's agriculture mod Version 0.81
What it does:
1) The farmer and farmboat units do all the resource "planting"
2) you can plant all animal and plant resources that you have access to IF you have a fitting fertile land area. This isn't allowing you to place ressources everywhere. But it allows you to better specialize your towns.
3) it even allows the same with water based animals and plants (using the workboat for this)
4) it has included everything that is needed to add the 12 additional resources to be found in ViSa 3. Only thing needed is some easy uncommenting.
What it doesn't:
1) I didn't plot-balance the Boni yet. At the moment the "fertile land" boni just "compete" with the other boni for a plot. I need your feedback on how to solve this best.
2) I haven't found a way to hide the information what will grow where from the player and still give away what each bonus does in the worldbuilder. So for now players will be able to see, what code number each fertile plot has.
3) There is a known bug with the silk plantation. I have to assign the LSystem (if I'd know what this is ^^).
4) The farmer and farmboat unit share the same graphics with the worker and workboat. As much as I would like distinct graphics for them (a different shade would already be great), this is much beyond my skills.
Inside the zip is the ONLY my Add-On. First you have to download gordonthewhales SDK modcomp, add his agriculture mod on top, and finish the cake with my add-on.
I hope you have fun, and give me some feedback. ^^
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Imagine the following: all plant and animal resources on terran maps are removed. INSTEAD their places are changed to "fertile land". Only a very select few of each resource will be pre-planted at their historic places (wheat in the fertile crescent, corn in southern/eastern north-america...). So only the civs that settle those areas can directly use those resources. And once they build a farmer/rancher/planter unit, they'll be able to spread that one resource to the fertile lands in their cultural borders. Thus they'll gain access to several units of this resource, and can trade it to friendly neighbors.
This way resources will spread naturally. No corn in Europe until an european civ either makes friends with an american civ, or conquers/builds a colony that gives access to that resource. Same is true for wheat and horses the other way around. There will be no need for any python code to do this, just plain XML to use the SDK change.
Any help is appreciated, as my coding skills are rather limited.
EDIT: 0.81 repaired a small bug (corn, rice and wine could planted everywhere if they had fresh water).
What it does:
1) The farmer and farmboat units do all the resource "planting"
2) you can plant all animal and plant resources that you have access to IF you have a fitting fertile land area. This isn't allowing you to place ressources everywhere. But it allows you to better specialize your towns.
3) it even allows the same with water based animals and plants (using the workboat for this)
4) it has included everything that is needed to add the 12 additional resources to be found in ViSa 3. Only thing needed is some easy uncommenting.
What it doesn't:
1) I didn't plot-balance the Boni yet. At the moment the "fertile land" boni just "compete" with the other boni for a plot. I need your feedback on how to solve this best.
2) I haven't found a way to hide the information what will grow where from the player and still give away what each bonus does in the worldbuilder. So for now players will be able to see, what code number each fertile plot has.
3) There is a known bug with the silk plantation. I have to assign the LSystem (if I'd know what this is ^^).
4) The farmer and farmboat unit share the same graphics with the worker and workboat. As much as I would like distinct graphics for them (a different shade would already be great), this is much beyond my skills.
Inside the zip is the ONLY my Add-On. First you have to download gordonthewhales SDK modcomp, add his agriculture mod on top, and finish the cake with my add-on.
I hope you have fun, and give me some feedback. ^^
------------------------------------------------------------------------
Imagine the following: all plant and animal resources on terran maps are removed. INSTEAD their places are changed to "fertile land". Only a very select few of each resource will be pre-planted at their historic places (wheat in the fertile crescent, corn in southern/eastern north-america...). So only the civs that settle those areas can directly use those resources. And once they build a farmer/rancher/planter unit, they'll be able to spread that one resource to the fertile lands in their cultural borders. Thus they'll gain access to several units of this resource, and can trade it to friendly neighbors.
This way resources will spread naturally. No corn in Europe until an european civ either makes friends with an american civ, or conquers/builds a colony that gives access to that resource. Same is true for wheat and horses the other way around. There will be no need for any python code to do this, just plain XML to use the SDK change.
Any help is appreciated, as my coding skills are rather limited.
EDIT: 0.81 repaired a small bug (corn, rice and wine could planted everywhere if they had fresh water).