More Luxuries

I got it working with help. If you do want it, credit also needs to go to cryptic, Glacierheart and Horem.
 
I got it working with help. If you do want it, credit also needs to go to cryptic, Glacierheart and Horem.
Would love to see the working version of the ASP.lua file you uploaded, if you wouldn't mind.
 
Actually it turns out that I spoke too soon, I'm still having errors, this time no resources are showing up!
Code:
[1159563.562] Runtime Error: C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\More Luxuries (v 152)\Lua\AssignStartingPlots.lua:8448: attempt to compare nil with number
stack traceback:
	C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\More Luxuries (v 152)\Lua\AssignStartingPlots.lua:8448: in function 'AssignLuxuryToRegion'
	C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\More Luxuries (v 152)\Lua\AssignStartingPlots.lua:8657: in function 'AssignLuxuryRoles'
	C:\Users\Sarah\Documents\My Games\Sid Meier's Civilization 5\MODS\More Luxuries (v 152)\Lua\AssignStartingPlots.lua:11436: in function 'PlaceResourcesAndCityStates'
	Assets\DLC\DLC_SP_Maps\Maps\PangaeaPlus.lua:1340: in function 'StartPlotSystem'
	Assets\DLC\Expansion2\Gameplay\Lua\MapGenerator.lua:815: in function <Assets\DLC\Expansion2\Gameplay\Lua\MapGenerator.lua:779>
	=[C]: ?
 

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That's okay, I'm not interested in any of them. But, thanks for asking.

There seems to be a problem with your resource ID's, hence a nil value exists for some unknown type. I would double-check all your resource names and make sure they're all accurate. I found one obvious typo with some of sapphire's; it has "ID" twice in its name in places. Hopefully, that's the only one and after fixing it, things will work.

Just as a reminder, please remove my name from any comments next to any additional content I didn't add myself, as I still see them.

Also, I assume you don't mean to be disrespectful or anything, but your many posts here have mostly been about your own mod. I just want to ask that you please discontinue any further posts in this thread on things unrelated to my mod. Your last private message to me asking for help was a good way to go about it. Though, feel free to continue posting here with any critiques, suggestions, experiences, or bugs you encounter with More Luxuries (my version :D). Thanks!
 
Sorry, I'm used to using posts instead of messages. It turns out that it was the typos, as the brief test I did had the resources showing up properly (though I do need to fix the civlopedia entries) thank you for your help! That said, I do think that you should either split gems into diamonds, rubies, sapphires and emeralds or have gems exist as lesser gems alongside them because those 4 major gemstones are important commodities in their own right.
 
Hello!
Can you add Caviar? I need it for my Conquest of Siberia mod. Possible image for an icon:
Spoiler :
caviar.png

(i got it from a stock and removed a watermark)

And if you arent interested, can i use your lapis lazuri icon to make a caviar icon of it? (i'd just change the color of the substance in the cup to black).
 
Sorry, I'm not really interested in adding that one and I'm a bit busy right now. But, sure, you can modify the lapis lazuli icon to create a new one. :)
 
Barathor if I remove the startingplots.lua from your mod so I can use another "cultural start locations" will the more luxuries still appear?
 
I've got a question about where the resources go to tile wise. I use IGE and I'm curious as to where the resources go tile-wise specifically, like Tea to Grassland and the like. Even though I cheat a bit using IGE I like to be proper about it, haha.
 
Thats great, but maybe you need to make mines of Jade and Amber less... abundant?

> Incomplete: Enhance random luxury distribution using new impact tables. This would spread out types throughout the map, instead of having the same type of random luxury too close together.
= Can you make generation or resources binded to one continent? So one continent with coffee, one with tea, one with cocoa... and so on.

What do you think about new strategic resources? I would like to see rubber, saltpeter and some rare_metalls.
 
I've got a question about where the resources go to tile wise. I use IGE and I'm curious as to where the resources go tile-wise specifically, like Tea to Grassland and the like. Even though I cheat a bit using IGE I like to be proper about it, haha.
You sound like me. :lol: If I ever "cheated", I'd want to make sure I'm doing it accurately at least. Here, these images nearly explain it all:

Spoiler :
luxury_tiles_02.jpg

Spoiler :
luxury_tiles_01.jpg

Spoiler :
luxury_tiles_03.jpg


Thats great, but maybe you need to make mines of Jade and Amber less... abundant?

> Incomplete: Enhance random luxury distribution using new impact tables. This would spread out types throughout the map, instead of having the same type of random luxury too close together.
= Can you make generation or resources binded to one continent? So one continent with coffee, one with tea, one with cocoa... and so on.

What do you think about new strategic resources? I would like to see rubber, saltpeter and some rare_metalls.

Can you elaborate on Jade and Amber being less abundant? For example, are you talking about their terrain graphics or their distribution on the map? If it's the latter, then you may be misperceiving things due to a limited amount of map generations and not knowing how the distribution system works.

- - - - - - - -

Regional distribution pretty much already does that (when the most common method, continental, is utilized on maps). I prefer to keep random distribution fairly random and close to the design of the original game.

Though, the idea of a secondary regional luxury has crossed my mind while I was redesigning things. It would be half the quantity of the primary regional and would be assigned to two civs' regions. Also, with this, the amount of random luxuries would be decreased. This may further encourage diplomacy, since there would be a need to trade those extra copies away. But, at the same time, it may be too much and hurt civs that don't like to play nice and just want to expand out, finding different random luxury types to support their expansion. I haven't implemented in the current deluxe version I'm working on, but it's something to think about and experiment with down the road.

Even now, as I'm tweaking a totally revamped version of the random distribution system, utilizing layered impact tables and quantities dependant on map size, I'm loosening it up more to keep things more random. It's not as fun/interesting to have everything so neatly spread out all over the map, there needs to be some clumping as well. :)

- - - - - - - -

I've thought about it in the past, but I don't have any plans to implement any new strategics or bonuses. At this time, I personally don't really see a great need for them.
 
> terrain graphics
= this. Just strange to see piles from pure amber :)

> Regional distribution pretty much already does that (when the most common method, continental, is utilized on maps).
= ok. then. Regional > Random.

> At this time, I personally don't really see a great need for them.
= not great need. It just a way to make game more interesting. I think most of units and wonders should need some strategic resources, even ancient ones.

Would be nice to have copper as strategic for first bronze units (or tin, because it most rare metal - even in bronze ages was trade routes from mediterranean to british isles for it), saltpeter as resource for gunners, polymers (with rubber) for armored vehicles, and so on. Buildings producing some strategics would be nice too, for example i think some Steelwork: 2x iron from mines around cities.

This all would be great in community call to power mod.
 
Hi Barathor,

i would like to use your mod and so i downloaded v152 via Steam workshop.
I installed it to my games\Sid...\MODS as usual.
When i start a game the ressources show up at the map but i can´t built any plantation etc.

I can build roads and so on but no plantation.

What am i doing wrong?

I already reinstalled Civ5 and tried it on 3 computers, but the effect is the same.

I´ll attach the log-files.
 

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AndreasD, I didn't notice anything wrong pertaining to the mod; just some text issues in the database log ("no such table" and "not unique" for miscellaneous items), perhaps because you're using Chinese. Those messages may just be common when using a different language in the game.

Everything also looked okay in the Lua log, nothing stood out and the numbers looked accurate. I also noticed in there that you're using the Really Advanced Setup mod. I don't think there are any conflicts with that one. Are there any other mods you have enabled with these two?

Also, forgive me for the silly question, but you've researched Calendar in the game, right?
 
I only started playing Civ5 a month ago, and I just wanted to say that this mod is excellent and I would never want to play without it. :goodjob:
 
Sorry, I just realized the version here on Civfanatics was still 151. Updated it to 152, from around the end of July!

From the change notes on Steam:

1) Fixed a small commenting error within the modified Terra map script which caused the script to not work.

2) Eased-up on fallback conversions so they're not as strict. Mined / quarried luxuries will be found on flat terrain again, as well as covered. "Tree" luxuries can sometimes be found on hills and not always flat terrain. Most importantly, strategics and bonuses are no longer affected. For example, Stone will once again be found on flat terrain. The only exception is Deer, which will still have forests added to any Deer on open tundra plots.
 
Okay, have been doing some modding the past couple days and I think I'll be releasing a beta version of More Luxuries Deluxe either today or tomorrow here on Civfanatics only. I'd greatly appreciate any feedback on it. I'll probably create a new thread. Maybe this will motivate me to work on it more too, haha.

Currently, it's in the form of an addon, so you'll need the original More Luxuries enabled to use it. I originally created it this way so that other addon mods, like More Pantheons, can have active requirements too off of one mod (otherwise, I'd either have to remove the requirements, or create another version of More Pantheons for the deluxe one). Also, no worries, the deluxe addon doesn't contain all the art files again, it's just an override of AssignStartingPlots and the Terra map.
 
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