Modmods Requests Thread

Since the NIMBY modmod and Military Training modmod's SDK changes are not yet complete, I am reopening requests, and forming a queue.

First up, JaeChunDaeSung's ideas, unless Dancing Hoskuld has it covered.
Second, OPEN SLOT

I have quite a bit of the Shinto stuff done but wasn't going to mess with the tech tree until 2.8 came out. There is not much room in it and I don't want to do it twice.

OffTopic - I hate installers - I accidently corrupted some base xml file and had to do a clean install then copy all my bits across rather than just get the two files out of the two compressed folders.
 
OffTopic - I hate installers - I accidently corrupted some base xml file and had to do a clean install then copy all my bits across rather than just get the two files out of the two compressed folders.

I installed 2.8beta into a separate clean folder and stashed it in my external drive. I also have 7-8 RoM folders, all with diff. names, for all the various features I am testing.

So you can handle JaeChunDaeSung's stuff?

Great, now I have nothing on my plate, idea's? HydromancerX? ;)

I might start on my POW modmod...
 
Great, now I have nothing on my plate, idea's? HydromancerX? ;)

The following unless you already did them.

Spoiler :
Ok here is the re-do of the animal stuff.

Falcony
Cost: 130
Espionage: +1 (Can Send Messages)
Food: +1 (Help with Hunting)

Requires: Animal Husbandry, Aristocracy

Special Abilities
  • +1 :) with Nobility.
  • Double production speed for Nomad leaders.

----

Donkey Farm
Cost: 180

Requires: Horse Breeding, Stable, Horse Resource

Special Abilities
  • +1 Mine Production within City Radus (Not for Upgraded Mines)
  • +1 Trade Routes

----

Camel Farm
Cost: 180

Requires: Bazaar

Special Abilities
  • Double Production for Arabian Empire
  • Required to make Camel Archer.
  • +2 Trade Routes

----

Llama and Alpaca Farm
Cost: 180

Requires: Animal Husbandry, Construction

Special Abilities
  • Double Production for Inca Empire
  • Produces Wool Resource.
  • +2 Trade Routes.

----

Yak Farm
Cost: 180
Food: +1 (Milk)

Requires: Animal Husbandry, Weaving, Mountaineering, Cow Resource

Special Abilities
  • Double Production for Mongol Empire
  • Double Production for Chinese Empire
  • Produces Wool Resource
  • +1 Trade Routes

----

Reindeer Farm
Cost: 180
Food: +2 (Meat and Milk)
Gold: +2 (Antlers and Hide)

Requires: Animal Husbandry, Deer Resource

Special Abilities
  • Double Production for Viking Empire
  • Double Production for Russian Empire
  • +1 Trade Routes

----

Oxen Farm
Cost: 180
Food: +1 (Milk)
Production: +1 (Cart and Plow)

Requires: Animal Husbandry, Cow Resource

Special Abilities
  • Double production speed for Agricultural leaders.
  • +1 Food from Rice OR Wheat.
  • +1 Trade Routes

----

Goat Farm
Cost 160
Food: +2 (Milk and Meat)

Requires: Animal Husbandry, Sheep Resource

Special Abilities
  • Produces Wool Resource
  • Double Production for Babylonian Empire
  • Double Production for Sumerian Empire

----

Cat Breeder
Cost: 150
Happiness: +1 (Pet)
Health: +1 (Removing Vermin)
Culture: +1 (Show Cats)

Requires: Animal Husbandry, Ceremonial Burial

Special Abilities
  • +1 :) with Kemetism. (Egyptian Cat Worship)
  • +1 :culture: with Kemetism. (Egyptian Cat Worship)
  • Double Production for Egyptian Empire

----

Chicken Coop
Cost: 130
Food: +2 (Meat and Eggs)

Requires: Animal Husbandry

Special Abilities
  • Double Production for India Empire (They 1st Domesticated Chickens)

----

Homing Pigeon Coop
Cost: 150
Espionage: +5 (Sending Messages)

Requires: Animal Husbandry, Writing

  • Can turn 1 Citizen into Spy.

----

Parrot Aviary
Cost: 130
Happiness: +1 (Pet)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities
  • Double Production for Aztec Empire
  • Double Production for Maya Empire

----

Turkey Farm
Cost: 130
Food: +1 (Meat)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities
  • Double Production for Aztec Empire
  • Double Production for Maya Empire
  • Double Production for Native American Empire
  • Double Production for Iroquois Empire
  • Double Production for American Empire

----

Duck and Goose Farm
Cost: 130
Food: +2 (Meat and Eggs)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities
  • +1 :food: for River City.

----

Rabbit Hutch
Cost: 130
Happiness: +1 (Pet)
Food: +1 (Yes you can eat them too)

Requires: Biology

Special Abilities
  • Produces Wool Resource. (Angora Rabbits)
  • +5% :science: to Laboratory

----

Rodent Breeder (Mice, Rats, Hamster and Gerbils)
Cost: 130
Happiness: +1 (Pet)

Requires: Biology

Special Abilities
  • +5% :science: to Laboratory

----

Guinea Pig Farm
Cost: 130
Happiness: +1 (Pet)
Food: +1 (The Inca originally ate them for food, not pets)

Requires: Animal Husbandry

Special Abilities
  • Double Production for Inca Empire
  • +5% :science: to Laboratory

----

Koi Pond
Cost: 200
Happiness: +1
Culture: +1

Requires: Fishing, Animal Husbandry, Buddhism

Special Abilities
  • Double Production for Japanese Empire

----

Bear Trainer
Cost: 500
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Special Abilities
  • +5% :gold:
  • Double Production for Russian Empire
  • Double Production for German Empire

----

Snake Charmer
Cost: 250
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Special Abilities
  • +5% :gold:
  • Double Production for Egypt Empire
  • Double Production for Persia Empire
  • Double Production for India Empire

----

Dog Breeder
Cost: 200
Happiness: +1 (Pets)
Production: +1 (Work Dogs)
Health: +1 (Removing Vermin)
Culture: +1 (Show Dogs)
Espionage: +1 (Guard Dogs)

Requires: Animal Husbandry

Special Abilities
  • +1 :hammers: with Sheep (Sheep Dogs)
  • +1 :hammers: with Cows (Cattle Dogs)
  • +1 :food: with Deer (Hunting Dogs)
  • +1 Trade (Sled Dogs)

----

I still have not figured out the whole Pet Shop thing and exotic pets but I think this is good for now. What do you think?

EDIT: Do you think i should make a Horse, Cow, Pig, and Sheep farm as well even though they are resources and just require them have their respective resources to be built?

EDIT2: I also want to fit in a Organ Grinder Monkey but i am not sure how.

Ok here i a list of the obsolete techs. Cloning Seems to fit most of them except a select few.


Falcony - Telegraph
Donkey Farm - Cloning
Camel Farm - Cloning
Llama and Alpaca Farm - Cloning
Yak Farm - Cloning
Reindeer Farm - Cloning
Oxen Farm - Cloning
Goat Farm - Cloning
Cat Breeder - Cloning
Chicken Coop - Cloning
Homing Pigeon Coop - Telegraph
Parrot Aviary - Cloning
Turkey Farm - Cloning
Duck and Goose Farm - Cloning
Rabbit Hutch - Cloning
Rodent Breeder - Cloning
Guinea Pig Farm - Cloning
Koi Pond - Cloning
Bear Trainer - Motion Pictures
Snake Charmer - Motion Pictures
Dog Breeder - Cloning

Ok some additional Animal Stuff ...

Pet Shop
Cost: 500
Happiness: +1
Culture: +1
Commerce: +1

Requires: Biology

Obsolete: Cloning

Special Abilities
  • +1 :gold: with Fish Resource.
  • Upgrades to Clone Pet Store.

----

Cloned Pet Store
Cost: 1000
Happiness: +2
Culture: +2
Commerce: +2

Requires: Cloning Laboratory

Special Abilities
  • +1 :gold: with Fish Resource.
  • Upgrades Pet Shop.

----

Monkey Breeder
Cost: 500
Happiness: +1
Culture: +1
Commerce: +1

Requires: Animal Husbandry, Music

Obsolete: Cloning

Special Abilities
  • +5% :culture: with Hinduism (Monkey God)
  • +5% :gold: with Biology (Organ Grinder Monkey, Circus Monkey and Zoo Monkey)
  • +5% :health: with Medicine (Assistant Monkey)
  • +5% :science: to Laboratory (Lab Monkey)
  • +5% Production Speed for Apollo Program (Space Monkey)

----

Also the dog should probably add.

  • +5% :health: with Medicine (Seeing Eye Dog / Assistant Dog)

And Rodent Breeder ...

  • +5% :culture: with Hinduism (Rat God)


1. The "Animal Buildings Mod".

Spoiler :
Fire Dock (Requires: Fire Suppression)

  • +10 Maintenance
  • Only Coastal Cities
  • +1 Happiness

2. Fire Dock to Add to the "Firestorm! Mod".

Spoiler :
Dentist (Requires: Medicine)

  • +1 Happiness
  • +2 Healthiness
  • +1 Healthiness at Modern Health Care

Gym (Requires: Modern Health Care)

  • +2 Healthiness
  • +10% Maintenance

3. "Health Buildings Mod" and combine with the Barbershop. Could possibly add other types of Medical Buildings too.
 
The following unless you already did them.
1. The "Animal Buildings Mod".



Falcony
Cost: 130
Espionage: +1 (Can Send Messages)
Food: +1 (Help with Hunting)

Requires: Animal Husbandry, Aristocracy

Special Abilities
  • +1 :) with Nobility.
  • Double production speed for Nomad leaders.

----

Donkey Farm
Cost: 180

Requires: Horse Breeding, Stable, Horse Resource

Special Abilities
  • +1 Mine Production within City Radus (Not for Upgraded Mines)
  • +1 Trade Routes

----

Camel Farm
Cost: 180

Requires: Bazaar

Special Abilities
  • Double Production for Arabian Empire
  • Required to make Camel Archer.
  • +2 Trade Routes

----

Llama and Alpaca Farm
Cost: 180

Requires: Animal Husbandry, Construction

Special Abilities
  • Double Production for Inca Empire
  • Produces Wool Resource.
  • +2 Trade Routes.

----

Yak Farm
Cost: 180
Food: +1 (Milk)

Requires: Animal Husbandry, Weaving, Mountaineering, Cow Resource

Special Abilities
  • Double Production for Mongol Empire
  • Double Production for Chinese Empire
  • Produces Wool Resource
  • +1 Trade Routes

----

Reindeer Farm
Cost: 180
Food: +2 (Meat and Milk)
Gold: +2 (Antlers and Hide)

Requires: Animal Husbandry, Deer Resource

Special Abilities
  • Double Production for Viking Empire
  • Double Production for Russian Empire
  • +1 Trade Routes

----

Oxen Farm
Cost: 180
Food: +1 (Milk)
Production: +1 (Cart and Plow)

Requires: Animal Husbandry, Cow Resource

Special Abilities
  • Double production speed for Agricultural leaders.
  • +1 Food from Rice OR Wheat.
  • +1 Trade Routes

----

Goat Farm
Cost 160
Food: +2 (Milk and Meat)

Requires: Animal Husbandry, Sheep Resource

Special Abilities
  • Produces Wool Resource
  • Double Production for Babylonian Empire
  • Double Production for Sumerian Empire

----

Cat Breeder
Cost: 150
Happiness: +1 (Pet)
Health: +1 (Removing Vermin)
Culture: +1 (Show Cats)

Requires: Animal Husbandry, Ceremonial Burial

Special Abilities
  • +1 :) with Kemetism. (Egyptian Cat Worship)
  • +1 :culture: with Kemetism. (Egyptian Cat Worship)
  • Double Production for Egyptian Empire

----

Chicken Coop
Cost: 130
Food: +2 (Meat and Eggs)

Requires: Animal Husbandry

Special Abilities
  • Double Production for India Empire (They 1st Domesticated Chickens)

----

Homing Pigeon Coop
Cost: 150
Espionage: +5 (Sending Messages)

Requires: Animal Husbandry, Writing

  • Can turn 1 Citizen into Spy.

----

Parrot Aviary
Cost: 130
Happiness: +1 (Pet)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities
  • Double Production for Aztec Empire
  • Double Production for Maya Empire

----

Turkey Farm
Cost: 130
Food: +1 (Meat)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities
  • Double Production for Aztec Empire
  • Double Production for Maya Empire
  • Double Production for Native American Empire
  • Double Production for Iroquois Empire
  • Double Production for American Empire

----

Duck and Goose Farm
Cost: 130
Food: +2 (Meat and Eggs)
Gold: +1 (Feathers)

Requires: Animal Husbandry

Special Abilities
  • +1 :food: for River City.

----

Rabbit Hutch
Cost: 130
Happiness: +1 (Pet)
Food: +1 (Yes you can eat them too)

Requires: Biology

Special Abilities
  • Produces Wool Resource. (Angora Rabbits)
  • +5% :science: to Laboratory

----

Rodent Breeder (Mice, Rats, Hamster and Gerbils)
Cost: 130
Happiness: +1 (Pet)

Requires: Biology

Special Abilities
  • +5% :science: to Laboratory

----

Guinea Pig Farm
Cost: 130
Happiness: +1 (Pet)
Food: +1 (The Inca originally ate them for food, not pets)

Requires: Animal Husbandry

Special Abilities
  • Double Production for Inca Empire
  • +5% :science: to Laboratory

----

Koi Pond
Cost: 200
Happiness: +1
Culture: +1

Requires: Fishing, Animal Husbandry, Buddhism

Special Abilities
  • Double Production for Japanese Empire

----

Bear Trainer
Cost: 500
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Special Abilities
  • +5% :gold:
  • Double Production for Russian Empire
  • Double Production for German Empire

----

Snake Charmer
Cost: 250
Happiness: +1
Culture: +1

Requires: Animal Husbandry, Music

Special Abilities
  • +5% :gold:
  • Double Production for Egypt Empire
  • Double Production for Persia Empire
  • Double Production for India Empire

----

Dog Breeder
Cost: 200
Happiness: +1 (Pets)
Production: +1 (Work Dogs)
Health: +1 (Removing Vermin)
Culture: +1 (Show Dogs)
Espionage: +1 (Guard Dogs)

Requires: Animal Husbandry

Special Abilities
  • +1 :hammers: with Sheep (Sheep Dogs)
  • +1 :hammers: with Cows (Cattle Dogs)
  • +1 :food: with Deer (Hunting Dogs)
  • +1 Trade (Sled Dogs)

----

I still have not figured out the whole Pet Shop thing and exotic pets but I think this is good for now. What do you think?

EDIT: Do you think i should make a Horse, Cow, Pig, and Sheep farm as well even though they are resources and just require them have their respective resources to be built?

EDIT2: I also want to fit in a Organ Grinder Monkey but i am not sure how.

I'm thinking of adding unhealthiness to most of those. Farms tend to cause pollution, from runoff from pesticides, and runoff from "feces" from the animals. Also, large cities don't build big farms, only smaller towns. I'm not sure how to implement that though, other than making a unhappiness penalty too, if the city is above, like size 10... I don't think that's the best way to deal with it though. Maybe the population growth could be slowed using my Food threshold modifier... But that still isn't ideal...


2. Fire Dock to Add to the "Firestorm! Mod".

Should be an easy add.


3. "Health Buildings Mod" and combine with the Barbershop. Could possibly add other types of Medical Buildings too.

I already added the Gym as the "Indoor Rec Center"
 
I'm thinking of adding unhealthiness to most of those. Farms tend to cause pollution, from runoff from pesticides, and runoff from "feces" from the animals. Also, large cities don't build big farms, only smaller towns. I'm not sure how to implement that though, other than making a unhappiness penalty too, if the city is above, like size 10... I don't think that's the best way to deal with it though. Maybe the population growth could be slowed using my Food threshold modifier... But that still isn't ideal...

Should be an easy add.

I already added the Gym as the "Indoor Rec Center"

1. I was thinking that too but i was not sure. Also should say the big livestock like oxen and stuff produce a fertilizer resource? Zap already added as a resource except you need a fertilizer plant to make it. This could be a more "natural" way to produce the resource.

2. Yay!

3. Ok.

4. Is everything you have made so far on your Mod page? If so i can just go through all my suggestions and make sure they are either already made, need to be made or rejected. In short I don't want to keep reposting the same request only to have it forgotten or burred in the thread.
 
1. I was thinking that too but i was not sure. Also should say the big livestock like oxen and stuff produce a fertilizer resource? Zap already added as a resource except you need a fertilizer plant to make it. This could be a more "natural" way to produce the resource.

Maybe we could merge it with the NIMBY mod. We could have the farms produce a "Waste" resource, and have the "Landfill" consume the resource for all cities in your nation. The "Waste" resource would cause unhealthiness if not taken care of.
(I would need to add another SDK change for consuming resources, but that shouldn't be too hard...)
For example:

Chicken Coop
Cost: 130
Food: +2 (Meat and Eggs)

Requires: Animal Husbandry

Special Abilities
  • Double Production for India Empire (They 1st Domesticated Chickens)
  • Produces "Waste" Resource
  • +1 :yuck:
Any better ideas? How can we stop big cities from building them?

4. Is everything you have made so far on your Mod page? If so i can just go through all my suggestions and make sure they are either already made, need to be made or rejected. In short I don't want to keep reposting the same request only to have it forgotten or burred in the thread.

No. The sports modmod, and artic modmod are not up yet.

I think I need to make some kind of Feature Requests post, where as I approve features, I add them to the list. I think I will create it below the modders guide post.
 
@Afforess

Here I will make it simple. Tell me either "Done", "Working On", "Planning to Make", "Put on Hold", or "Rejected".

1. Sports Mod. (Major Leage Stadium, Ski Resort, Interstellar Racing, etc).

2. Fire Dock added to Firestorm Mod.

3. Domestic Animal Mod. (Camel Farm, Dog Breeder, Pet Shop, etc).

4. NIMBY Building Mod (Toxic Waste Dump, Federal Prison, Cryogenic Prison, Landfill (Garbage Dump), Landfill (Garbage Trucks), etc).

5. Health Mod (Barbershop, Dentist Office, etc).

6. Separate Workers Mod (Lumberjack, Engineer, Field Scientist, etc).

7. Plow Horse

8. Units Requiring Buildings

9. Migrant Worker

10. Department Civics (Department of Waste, Department of Immigration, etc)

11. Education Mod (Add Majors to University, Gladiatorial School, Drama School, Children's Museum etc)

12. Power Mod (Power Plants, etc)

13. War Priest (Converting Enemy Units through Religion)

14. Farm Mod (Beuro of Farm Management, Farm Supply, Warehouse, Florist, etc)

15. Vacation Mod (Public Beach, Cruse-Ship Port, Tourist Trap, etc)

16. Transportation Mod (Freight Station, Passenger Train Station, Gas Station, Car Dealership, etc)

17. Upper Class Mod (Yacht Club, Country Club,

18. Pleasure Mod (Liquor Store, Gentleman's Club, Night Club, Tattoo Parlor, etc)

19. Commercial Mod (Flea Market, Department Store, Antique Shop, etc)

20. Textile Mod (Taylor, Seamstress, Textile Factory, etc)

21. More to the Beautification Mod (Rock Garden, Tea House, Water Park, Video Arcade, etc)

22. Desalination Plant

23. Alien Outbreak Mod

24. Music Mod (No idea yet either)

25. RoM in Space
 
@Afforess

Here I will make it simple. Tell me either "Done", "Working On", "Planning to Make", "Put on Hold", or "Rejected".

Also added a "Wait and See" option.

1. Sports Mod. (Major Leage Stadium, Ski Resort, Interstellar Racing, etc).

2. Fire Dock added to Firestorm Mod.

3. Domestic Animal Mod. (Camel Farm, Dog Breeder, Pet Shop, etc).

4. NIMBY Building Mod (Toxic Waste Dump, Federal Prison, Cryogenic Prison, Landfill (Garbage Dump), Landfill (Garbage Trucks), etc).

5. Health Mod (Barbershop, Dentist Office, etc).

6. Separate Workers Mod (Lumberjack, Engineer, Field Scientist, etc).

7. Plow Horse (I lack the graphics for it.)

8. Units Requiring Buildings

9. Migrant Worker

10. Department Civics (Department of Waste, Department of Immigration, etc)

11. Education Mod (Add Majors to University, Gladiatorial School, Drama School, Children's Museum etc)

12. Power Mod (Power Plants, etc) (Indefinite hold. I need C++ and Python help.)

13. War Priest (Converting Enemy Units through Religion) (No idea how to implement this.)

14. Farm Mod (Beuro of Farm Management, Farm Supply, Warehouse, Florist, etc)

15. Vacation Mod (Public Beach, Cruse-Ship Port, Tourist Trap, etc)


16. Transportation Mod (Freight Station, Passenger Train Station, Gas Station, Car Dealership, etc)

17. Upper Class Mod (Yacht Club, Country Club,

18. Pleasure Mod (Liquor Store, Gentleman's Club, Night Club, Tattoo Parlor, etc)


19. Commercial Mod (Flea Market, Department Store, Antique Shop, etc)


20. Textile Mod (Taylor, Seamstress, Textile Factory, etc)


21. More to the Beautification Mod (Rock Garden, Tea House, Water Park, Video Arcade, etc)


22. Desalination Plant


23. Alien Outbreak Mod


24. Music Mod (No idea yet either)

25. RoM in Space
 
Maybe we could merge it with the NIMBY mod. We could have the farms produce a "Waste" resource, and have the "Landfill" consume the resource for all cities in your nation. The "Waste" resource would cause unhealthiness if not taken care of.
(I would need to add another SDK change for consuming resources, but that shouldn't be too hard...)
For example:

Chicken Coop
Cost: 130
Food: +2 (Meat and Eggs)

Requires: Animal Husbandry

Special Abilities
  • Double Production for India Empire (They 1st Domesticated Chickens)
  • Produces "Waste" Resource
  • +1 :yuck:
Any better ideas? How can we stop big cities from building them?

4. Is everything you have made so far on your Mod page? If so i can just go through all my suggestions and make sure they are either already made, need to be made or rejected. In short I don't want to keep reposting the same request only to have it forgotten or burred in the thread.

No. The sports modmod, and artic modmod are not up yet.

I think I need to make some kind of Feature Requests post, where as I approve features, I add them to the list. I think I will create it below the modders guide post.

Hmm. If you think its possible then I am all for having the animal farms produce waste. However remember that most other buildings would produce trash as well. So it will be VERY difficult to change nearly every single building to produce trash.

Also why should big cities not be able to have a chicken coop? What about super crowded slums that have chickens? Or breeding chickens for cockfighting in an urban city? Or even just a pet chicken.
 
IMO Alien Outbreak should be a modmod to the RoM in space modmod which I plan on taking up once I get MAD updated to 3.19, converted for RevDCM, converted for BUG then merged with ANM and finally merged with Afforess' modmods DLL(since by then I will have learned how to add extra screens since MAD has the nuke screen) that is since I don't see the power mod even attempting to grow a leg to stand on.

EDIT: I'm seeing more and more perfectly timed posts...
 
Hmm. If you think its possible then I am all for having the animal farms produce waste. However remember that most other buildings would produce trash as well. So it will be VERY difficult to change nearly every single building to produce trash.

Also why should big cities not be able to have a chicken coop? What about super crowded slums that have chickens? Or breeding chickens for cockfighting in an urban city? Or even just a pet chicken.

Good point. I always forget about cities in India. I'll just make them give unhealthiness then.

IMO Alien Outbreak should be a modmod to the RoM in space modmod which I plan on taking up once I get MAD updated to 3.19, converted for RevDCM, converted for BUG then merged with ANM and finally merged with Afforess' modmods DLL(since by then I will have learned how to add extra screens since MAD has the nuke screen)

Awesome.

that is since I don't see the power mod even attempting to grow a leg to stand on.

Unfortunately, I agree. We need more talented C++ programmers here. The only good news is that I'm taking programming classes. Bad news, I only just started.
 
Yak Farm
Cost: 180
Food: +1 (Milk)

Requires: Animal Husbandry, Weaving, Mountaineering, Cow Resource

Special Abilities
  • Double Production for Mongol Empire
  • Double Production for Chinese Empire
  • Produces Wool Resource
  • +1 Trade Routes

----

Reindeer Farm
Cost: 180
Food: +2 (Meat and Milk)
Gold: +2 (Antlers and Hide)

Requires: Animal Husbandry, Deer Resource

Special Abilities
  • Double Production for Viking Empire
  • Double Production for Russian Empire
  • +1 Trade Routes

Some minor tweaks i was thinking of.

1. Have the "Yak Farm" only available on peaks (like the Ski Resort).

2. Have the "Reindeer Farm" Only 40' Latitude and Above (like Ice Rink)
 
Just small nitpicking, not that important (meaning: no need to change it):
Artic should be Arctic.
 
Unfortunately, I agree. We need more talented C++ programmers here. The only good news is that I'm taking programming classes. Bad news, I only just started.

Ditto, but I prefer to take a more hands-on approach hence I'm trying to add an iSpread tag to features to fix the bio clouds and fallout movement as my first SDK project, which I'm nearly done, then on to MAD.

EDIT: Jeez, yet another perfectly timed post with os79! ...I call jinx! you owe me a soda :D
 
IMO Alien Outbreak should be a modmod to the RoM in space modmod which I plan on taking up once I get MAD updated to 3.19, converted for RevDCM, converted for BUG then merged with ANM and finally merged with Afforess' modmods DLL(since by then I will have learned how to add extra screens since MAD has the nuke screen) that is since I don't see the power mod even attempting to grow a leg to stand on.

EDIT: I'm seeing more and more perfectly timed posts...

Wait so am I understand you right you are offering to attempt to make the "RoM in Space" idea I posted in the other thread? :eek:
 
Wait so am I understand you right you are offering to attempt to make the "RoM in Space" idea I posted in the other thread? :eek:

That is correct, but as I said, I have to finish my current project, then do a giant project which will hopefully teach me what I need to know to make the RoM in Space.
 
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