More Luxuries

Glad to see that you decided to add Parfumes and Glassware!
 
My personal, little concept only applies to the CS luxuries. I prefer the CS luxuries to not be raw materials and be things which require some skill to create. Also, another important thing is that they're ones which can't be represented on the terrain too well. The regular luxuries don't necessarily need to be all raw materials. They're a bit looser; wine already shows that. Maybe even to a lesser degree, incense, or even the process of creating specific colors of dye.

Yes but CS luxuries do not show on terrain ;)
 
Okay, the new version of this is finished and I'll be releasing it on Monday. :D I just need to update the More Pantheons Addon as well, so it doesn't break with this new version.

1) Updated AssignStartingPlots per the latest patch tweaks.

2) Improved modularity with other mods which add more city-state luxuries. This should now work fine alongside them, just enable this mod last so the other ones don't break.

3) Removed Ebony.

4) New luxury: Perfume.

5) New CS luxury: Glass.

6) Tweaked the color of the existing icons for Dyes.

Spoiler :

perfume_screenshot.png


perfume_info_screenshot.png


glass_screenshot.png


glass_info_screenshot.png


dye_recolor_screenshot.png


dye_recolor_info_screenshot.png

 
Great. Waiting for it.
(I've kinda merged your mod with FramedArchitect's resource mod as I said and it doesn't work correctly lol; looks like lua can't distribute resources on map; that's why I am crying in my pillow now)
Later I will try to take only buildings. F*ck rice. F*ck maize. Really. It's not so useful. F*ck it.
 
I made some additional graphical tweaks and final touches. Also, I'm still finishing up the pantheons addon. Both will be released tomorrow instead.
 
Updated the original post with a new "Under Development" section, so folks can get an idea of what I've been working on with this mod.

I'm pretty satisfied with the luxuries now, and I've created some more pantheon beliefs to tie in the new resources a bit better. After a few more artistic tweaks, I'm going to start to really optimize the placements of luxuries and dig deeper. I feel maps are "one of" the critical elements to game experiences within Civ. A more balanced and efficient random map created can make a game much more enjoyable.

After I'm satisfied with luxury placement methods and assignments within this mod, I'll finish the "Deluxe" version of this which distributes luxury types to city-states much more diversely (which is a big change, and not all players would be a fan of), along with "Optimized Luxuries" (most of the changes here, without the new luxury additions). I'll then be switching back to my map script project which I've worked on for a long time before this and optimizes MANY other aspects of things during map creation. So, in a way, the work I do here contributes towards that project too since this mod is a part of it (well, most of the editions of it anyway).

- - - - - - - -

Also, I may tweak the perfume graphics. At first, I liked the vibrant pink colors -- it was different. Flowers are supposed to stand out! But, now... I don't think I dig it any more. Anybody else feel the same way? I originally tried not to make it too pink and girly-ish, but I still think it might be so.

So, here's a quick and dirty photoshopped image of maybe what I might change it to (I may still make them slightly more red, though):

perfume%2520terrain%2520goal.jpg
perfume%2520terrain%2520preview.jpg


Something a little darker and more red.

Also, the new icon could be:

perfume%2520luxury%25209.png
perfume%2520luxury%25206.png


I won't have to fade-out the roses and I made them more red. I also made it a little more realistic and gave the liquid an oily color to represent pure rose oil.
 
Are the ones on the left what you would change it to?

As girly as it seems, I think I prefer the pink icon: it somehow seems to fit better.

I prefer the pinker version of flowers in the right photo for how they stand out more.

Either way, you did a great job on the oily look for rose oil, though I think it stands out more on the pink version.

I think purple stood out more as a dye color as a bolder color than blue, but thats probably just personal preference.
 
Had anyone strange bug which causes that on random maps there are NO RESOURCES? I mean, all kinds of resources. I was testing game with combination of my favourite mods, and I wonder which of them caused that unexpected challenge :p

Surprisingly, developing civilization without resources is possible but as you may guess it doesn't go really well - this game ended on... time victory of Durrani Civ (mod) and my defeat.

It was pretty interesting, but I'm still wondering if this mod could cause that :p
 
Galgus said:
Are the ones on the left what you would change it to?

As girly as it seems, I think I prefer the pink icon: it somehow seems to fit better.

I prefer the pinker version of flowers in the right photo for how they stand out more.

Either way, you did a great job on the oily look for rose oil, though I think it stands out more on the pink version.

I think purple stood out more as a dye color as a bolder color than blue, but thats probably just personal preference.

Yes, the left ones.

Yeah, the original pink liquid ties in more with the light pink flowers in the background. The "oily" looking one has lots of separate colors, especially the yellow hue, and maybe that prevents it from looking visually whole.

Here's another version I tried out. I think I really like this one, and I'm probably going to change it to this. With the oil colored one, I was still a little drawn to the original one because the colors worked well together, but with this new one, I think I definitely like it better. The flowers are darker and more red and the purple background ties in more with the red hues. The paler pink liquid stands out much more too and the bottle becomes more distinct, especially at the smaller size that the icon is viewed most often.

perfume%2520luxury%252010.png


perfume%2520luxury%252010.png
perfume%2520luxury%25206.png


lockstep said:
Is it larger maps, but constant no. of cities per civ? I'm very much looking forward to it!

Haha... yes, and much more! I've worked on it for a really long time. I plan on releasing it in colored editions to meet everybody's unique tastes, from a very barebone "White Edition" that sticks as close as it can to the default game, then Green, Red, Blue, up to the "Black Edition" which will contain all modifications and changes. I'll then have Yellow, Orange, and Purple in between some of them, as a backup, for additional editions which add or remove certain features between two colors, depending on what many players request.
 
Why isn't this mod up to date here on the download page, I play with v21 from a long time ago, I love so much this mod and I want to have that lovely perfume resource in game
 
if you use this and a mod called corporations their not compatible. when i use them together perfume vanishes and the dye goes back to it's original color.
 
if you use this and a mod called corporations their not compatible. when i use them together perfume vanishes and the dye goes back to it's original color.

I'll check that out when I get a chance. I'll enable to two and check my log files.

Are those the only two mods you had enabled when you received the error?


There is an old file v121 in DB :(

As soon as I release the new update, I'll upload it here as well. It's very nearly complete, just polishing some things.


Who do I have to ask to get this mod compatible with the Communitas map script? :groucho:

The authors of the Communitas map script. ;)
 
It should work with the map script...ive never had any issues.
Do i need to do anything with the Terra.lua to make it work correctly? Just keeping it in the More Luxuries folder is all I have to do right? I seem to be getting legendary type starts when selecting "Sparse" resource type. This screenshot is from a "sparse" default Terra (not communitas) 6civ/12cs with More Luxuries enabled.

I know this mod is titled "More Lux Resources", but I was under the impression it was purely for variety, not making luxury resources super abundant. Or does "Sparse" only apply to Strategic resources?
Spoiler :
1twg.jpg
 
Ah, thanks for asking about this, macheteman. :)

I just subscribed to the More Luxuries version I have up on Steam and tested out the modified Terra map with Sparse resources. I received the same results as your screenshot, as well as some other civs throughout the map. This would probably happen with the default Terra too, since it overrides GetDisabledLuxuriesTargetNumber().

I must have neglected my tweaked Terra map when I updated the Random luxury total to a value dependent on map size (instead of a single number) a while ago. Because of that, it throws off the totals since the Terra map is using its own Disabled total, while its static random total is being overridden, which messes the system up.

I'll have that fixed in the next update.

Coincidently, I’m no longer using GetDisabledLuxuriesTargetNumber() in the new update anyway, since I’m using a weighted system for random luxury selection instead of a purely random one, and I won’t be assigning the disabled luxuries first like the default game’s system and throwing the rest into the random luxury total.

So, I’ll just have to tweak things so that the random luxury total determined for most of the other maps within the AssignStartingPlots file doesn’t override the total specified within the Terra script.
 
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