More Luxuries

My mod has rubies, sapphires, emeralds, diamonds, mangos and more, almost all of them using Horem's art.I've been wondering if there's a way to fuse them into this mod since this mod balances the distribution while mine........doesn't.
 
I have no problem creating the mined luxury graphics myself. ;)

It's those darn camp luxuries which I can't get to work, and I believe I may need to use a modeling program like 3ds Max or Blender to modify an existing one and create a new one.

I have plans that will utilize up to 30 luxury types total. I "could" work it out to utilize 32 luxury types total. (This is with lots of civs and large maps.)

So, what hell... While I'm working on things, I'll throw this out here :D:

If somebody can get truffle camps to improve the static image citrus trees, I'll add ebony back in. (I'll just replace the citrus DDS file with the ebony one once downloaded.)

Here is a quick and cheesy photoshopped image of what I'm looking for (ebony trees are a bit out of scale):
Spoiler :
fake%2520ebony%2520luxury%2520preview.png


I simply want the camp to appear next to the resource trees and clear out some of the terrain trees. The ebony trees would stay where they are and wouldn't move into rows like they do with the plantation improvement. Adding in the extra logs within the camp would be a great bonus.

I chose truffle camps since they don't have any extra doodads on the terrain like animal skins drying and such. Also, it cuts the trees more at the top then the other camp types. This would be useful since it gives a modeler room to maybe import the brazilwood camp's logs into it for added decoration.

I'm not sure which would be easier: to use the citrus terrain graphics as a base and get the camp to work alongside it and cut the extra trees (while keeping the other trees around everything intact) OR using truffles as a base, removing the pigs, and getting the static images of citrus trees to randomly be placed in the areas.

- - - - - - -

I thought of using lumber mill or brazilwood camp graphics to represent a camp improvement for ebony, but it would be a little awkward during the construction phase of the improvement, going from the static images of trees to deleting them and having the lumber mill or brazilwood camp. The worker would probably be using the construction graphics right on top of the ebony tree graphics and it would look messy. It would also look strange to have the ebony trees disappear instantly once construction begins. This is why I would much rather have a camp improvement; plus it avoids confusion with a camp improvement looking like a lumber mill.

If the lumber mill was used, I'd darken the wood textures a bit, especially the cores. If the brazilwood camp was used, I'd remove the clothesline of dyed sheets, the pots filled with dye, and other instances of the dye while also slightly darkening the core of the stumps.

- - - - - - - -

So, if a modeler is able to create something like the image above, I'll implement it once more! Then, I would need one more luxury for a nice even number and would turn Gems into Diamonds and add in Rubies. So, that would add in one more mined luxury and another camp luxury to the mix, which is very good.

Pantheons-wise, Ebony would replace Lapis Lazuli again in Spiritual Carvings. Tears of the Gods would lose Gems and Amber and become Diamonds, Pearls, and Lapis Lazuli (I'm thinking clear/white/blue gemstones here). Coral would be removed from God of the Sea and Fish would take its place again. Then, I'll create a new pantheon, Blood of the Gods, which would give a boost to Rubies, Coral, and Amber (I'm thinking red/reddish-orange/orange here).

I like dualities, haha. Tears of the Gods / Blood of the Gods would join Earth Mother / Sky Father (both improve one strategic and bonus resources -- with Marble being somewhat of a pseudo-luxury throughout the map) and Goddess of the Harvest / God of the Forge (GoH favors peace with a growth boost when not at war and boosts wheat, GoF -- with my DLL addon mod -- will favor war giving a military unit production boost during war and boosting iron).
 
would this suffice?

Hah, that's actually where I start my searches for any 2D images I might need for terrain graphics. ;)

Would it suffice? Nope. I already have the graphics and know which existing ones I want to utilize, I just need them to play nice with each other.
 
I have no problem creating the mined luxury graphics myself. ;)

It's those darn camp luxuries which I can't get to work, and I believe I may need to use a modeling program like 3ds Max or Blender to modify an existing one and create a new one.

I have plans that will utilize up to 30 luxury types total. I "could" work it out to utilize 32 luxury types total. (This is with lots of civs and large maps.)

So, what hell... While I'm working on things, I'll throw this out here :D:

If somebody can get truffle camps to improve the static image citrus trees, I'll add ebony back in. (I'll just replace the citrus DDS file with the ebony one once downloaded.)

Here is a quick and cheesy photoshopped image of what I'm looking for (ebony trees are a bit out of scale):
Spoiler :
fake%2520ebony%2520luxury%2520preview.png


I simply want the camp to appear next to the resource trees and clear out some of the terrain trees. The ebony trees would stay where they are and wouldn't move into rows like they do with the plantation improvement. Adding in the extra logs within the camp would be a great bonus.

I chose truffle camps since they don't have any extra doodads on the terrain like animal skins drying and such. Also, it cuts the trees more at the top then the other camp types. This would be useful since it gives a modeler room to maybe import the brazilwood camp's logs into it for added decoration.

I'm not sure which would be easier: to use the citrus terrain graphics as a base and get the camp to work alongside it and cut the extra trees (while keeping the other trees around everything intact) OR using truffles as a base, removing the pigs, and getting the static images of citrus trees to randomly be placed in the areas.

- - - - - - -

I thought of using lumber mill or brazilwood camp graphics to represent a camp improvement for ebony, but it would be a little awkward during the construction phase of the improvement, going from the static images of trees to deleting them and having the lumber mill or brazilwood camp. The worker would probably be using the construction graphics right on top of the ebony tree graphics and it would look messy. It would also look strange to have the ebony trees disappear instantly once construction begins. This is why I would much rather have a camp improvement; plus it avoids confusion with a camp improvement looking like a lumber mill.

If the lumber mill was used, I'd darken the wood textures a bit, especially the cores. If the brazilwood camp was used, I'd remove the clothesline of dyed sheets, the pots filled with dye, and other instances of the dye while also slightly darkening the core of the stumps.

- - - - - - - -

So, if a modeler is able to create something like the image above, I'll implement it once more! Then, I would need one more luxury for a nice even number and would turn Gems into Diamonds and add in Rubies. So, that would add in one more mined luxury and another camp luxury to the mix, which is very good.

Pantheons-wise, Ebony would replace Lapis Lazuli again in Spiritual Carvings. Tears of the Gods would lose Gems and Amber and become Diamonds, Pearls, and Lapis Lazuli (I'm thinking clear/white/blue gemstones here). Coral would be removed from God of the Sea and Fish would take its place again. Then, I'll create a new pantheon, Blood of the Gods, which would give a boost to Rubies, Coral, and Amber (I'm thinking red/reddish-orange/orange here).

I like dualities, haha. Tears of the Gods / Blood of the Gods would join Earth Mother / Sky Father (both improve one strategic and bonus resources -- with Marble being somewhat of a pseudo-luxury throughout the map) and Goddess of the Harvest / God of the Forge (GoH favors peace with a growth boost when not at war and boosts wheat, GoF -- with my DLL addon mod -- will favor war giving a military unit production boost during war and boosting iron).

Wait, is there a DLL component in this mod?
 
Hah, that's actually where I start my searches for any 2D images I might need for terrain graphics. ;)

Would it suffice? Nope. I already have the graphics and know which existing ones I want to utilize, I just need them to play nice with each other.

i can use that model in 3d max 2013 what do you need done?
 
Wait, is there a DLL component in this mod?

No, that's a separate project I'm working on.

i can use that model in 3d max 2013 what do you need done?

I would prefer graphics closer to the game's style, like the existing trees used for citrus.

What I need done is basically what I've described above: merging the camp improvement with the citrus luxury. I can handle the rest of it to create a new ebony luxury.

If you would like to give it a try, I'd really appreciate it. :)

Someone else here who creates some pretty nice 3D models is taking a shot at it too. To respect his privacy, I won't name him because there's no guarantee things will work out. Though, I'm optimistic. :)

If it works, I think it will open up a whole new door for others to create all kinds of new unanimated camp resources using simple static images (similar to how we replace them in the plantation resources).
 
I just checked things out over in the project's forum; very cool stuff. It suits my style too, so it would perhaps be something I'd be interesting in using.

I can help out when I can. If interested, I could supply an optimized version of the AssignStartingPlots file (if you don't already have one) once it's ready. Once I finish this last set of optimizations and release the deluxe version, I'll change this original More Luxuries mod, and then apply whatever I can to an optimized AssignStartingPlots mod without any new luxuries.

As for the DLL, anybody is free to take from it whatever they wish (if I created it, just throw me some credit; that's all I ask) to apply to their own, since they're not very modular. Hopefully, the same goes in the reverse direction. I like to keep things pretty simple, so it would probably be best to just copy over the few tweaks and modifications from my own DLL, if they're worthy enough to be in the Community Patch and suit its style.
 
I just checked things out over in the project's forum; very cool stuff. It suits my style too, so it would perhaps be something I'd be interesting in using.

I can help out when I can. If interested, I could supply an optimized version of the AssignStartingPlots file (if you don't already have one) once it's ready. Once I finish this last set of optimizations and release the deluxe version, I'll change this original More Luxuries mod, and then apply whatever I can to an optimized AssignStartingPlots mod without any new luxuries.

As for the DLL, anybody is free to take from it whatever they wish (if I created it, just throw me some credit; that's all I ask) to apply to their own, since they're not very modular. Hopefully, the same goes in the reverse direction. I like to keep things pretty simple, so it would probably be best to just copy over the few tweaks and modifications from my own DLL, if they're worthy enough to be in the Community Patch and suit its style.

If you ever get the bug to upload your DLL on github, we can issue a 'pull request' and take the relevant bits from your model. Github is a pain, though, so posting source files is the path of least resistance.

You'll definitely get credit for your work – the community DLL currently contains the work of 4 people, and they'll be in the designer credits.

Regarding the AssignStartingPlots file, I'm not sure if CEP had one, however an optimized version sounds nice. I'll ask the CEP loyalists.

G
 
If you ever get the bug to upload your DLL on github, we can issue a 'pull request' and take the relevant bits from your model. Github is a pain, though, so posting source files is the path of least resistance.

You'll definitely get credit for your work – the community DLL currently contains the work of 4 people, and they'll be in the designer credits.

Regarding the AssignStartingPlots file, I'm not sure if CEP had one, however an optimized version sounds nice. I'll ask the CEP loyalists.

G

Yeah, I'm unfamiliar with GitHub, and if it's a pain I'd rather not use it since my modifications aren't really huge.

A lot of it's conceptual right now and ideas in my personal notes, but I only design and list things that I'm pretty certain I can code myself and that I know how to do it. I usually search throughout the source files to find each point I'll need to modify and how to do it, and list the information under each idea. So, it's pretty ready to go once I start to tackle it. A couple of them I've completed and tested, and one of them needs just needs some more polishing before it's complete as well.

Regarding source files, I was planning on just including the ones I've modified in the main DLL mod, inactive and in a folder. Also, within the main XML part of the mod, I have a list of each addon mod's title, description, a list of each source file it modifies, and it's activation boolean tag plus any additional ones. (By itself, the DLL project does nothing. It requires the separate addon mods which utilize it to activate each modification.) So, you just go to those source files and search for the mod title. (I like commenting everything!) So, extracting the information should be pretty easy.
 
Hey Barathor, so if you can get the camp improvement to work with trees, would you add Maple? :D Haha, you know that I have to ask at the possibility. Also, a bit of a different thought, but practicality-wise, would it be more correct to have luxury resources based on herbs and small fruits (mint, aloe vera, wildverries, mushrooms, etc.) to be on a plantation or a camp? I just started thinking about this randomly, but I'd be more inclined to say a camp, as they're generally "forager" resources that you don't necessarily cultivate en masse, but I could see them getting lumped into a plantation in-game and in real life as well. It doesn't really affect anything, haha, as I know that's more work for you if you decide to add any and then go that route, but in terms of hypotheticals, what'd your opinion be regarding that?

Also, it's awesome to see that you're still working on this, even if you're not adding More Luxuries at this time.
 
Haha... honestly, I don't think so, but we'll see. ;)

Initially, I almost went with Camp, but after some quick google image searches (like "aloe vera farm", etc.) many of them are clearly grown in large numbers. Though, mushrooms would be trickier one, as they're usually grown in large numbers indoors, in controlled environments (to get real results and a high volume of them ). My younger brother is actually trying to get a small mushroom farm going; I'm not really into farming and getting dirty and such, but he is. :D

There are always exceptions, though. For instance, truffles, which are a rare delicacy and have to be hunted for since trying to grow them isn't as successful.
 
Yeah, I'm unfamiliar with GitHub, and if it's a pain I'd rather not use it since my modifications aren't really huge.

Let me put your mind at ease. If you can programme in lua or C++, which you can, working with GitHub is a doddle.

It may, at first, appear a pain but it is a godsend when it comes to working with projects. Trust me.
If you ever desire to join the Community Patch Project team, and that would be a good thing :D, getting you up and running with GitHub will be easy.

For your own projects. As you say, they are more modest in size and you can safely avoid the whole 'git thing'.
 
How do you add resources to your mod? I'm seriously thinking about putting the resources that I use from my mod into your mod since while rediculous levels of happiness is nice, it's not really balanced.
 
Well done!

Increase the the size of these tables:

amounts_of_resources_placed = table.fill(0, 99),
luxury_assignment_count = table.fill(0, 99),
luxury_low_fert_compensation = table.fill(0, 99),

Change 99 to a much larger number, like 160 or more, since you're adding a huge amount of luxuries (I think I've counted 41 more on top of the existing 20 plus my mod's 10!). Also, you won't have to modify any other totals like you would in the original Lua file, since I've tweaked the way luxuries types are chosen for distribution.

I'm sure you're just trying to get it to work at this point, but if you plan to release this new version, please:

1) Create a whole new mod with its own ID and then add my files and yours to it (or copy things to your original mod).

2) Remove my name from each of the comments you've copied over next to anything associated to your new luxuries. There yours after all; you deserve the credit. :)

3) I'm sure you already know, but please be sure to give me some credit for all the hard work I've put into this original mod that you're basing your new one off of.

Thanks! Hope things work now and the outcome is to your liking.
 
Thank you, I will try it out after changing the number to 160, I actually had no plans of publishing it since it was just for my own use, but I did want to ask if you would like it in case you wanted to incorporate any of those luxuries into your mod?

Edit: I changed the values to 999, but I'm still getting a cloudy, messed up map and a "you have been defeated" message before I even get a turn!
 

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