More Luxuries

Barathor, do you have any idea yet on whether or not the new map packs are compatible with your mod?
 
Hey there Barathor, we're looking to put together a deluxe sort of modpack once our Australia/Canada Colonialist Legacies civs are released. The sort of stuff that'd be included would be things like:

  1. New Aus/Can Great Works
  2. Unique Barbarian Bushrangers
  3. Aus/Can Wonders
  4. Aus/Can Luxuries

I was wondering if we could request a couple of luxuries to be made - namely (Maple) Syrup and Opals. It's more than fine to say no - you're a busy person, but I thought I might give it a shot anyway!
 
Holy double post.
 
Sorry, TP, as you've said, I'm quite busy right now. Free time for myself has been lessened lately, and when I do get some and decide to spend it on some modding, I already have a long list of ideas and projects to develop. :crazyeye: Though, if you have any questions or anything, please feel free to private message me and I'll try and help. :)
 
Hi Barathor. I wanted to let you know that the mod that I am currently working on will be dependent upon this mod (users will still have to download your mod). This is because the mod that I am working on is a sort of special Ancient World overhaul, but with a focus on religion, and each civ has their own pool of unique pantheons (called "Aspects", as your civ is a cult belonging to a specific deity); which I've found easier to work with with some of your luxury resources available (Olives and Amber, especially). I hope this is fine with you.
 
For some reason this mod collides with one of my many mods, and new resources disappear visually. They work perfectly, just there are empty tiles with "coffee", "tea plantation" and so on. Also, no icons.

Still, cool mod, the same set of luxuries become boring after few hundred hours :p
 
Hi Barathor. I wanted to let you know that the mod that I am currently working on will be dependent upon this mod (users will still have to download your mod). This is because the mod that I am working on is a sort of special Ancient World overhaul, but with a focus on religion, and each civ has their own pool of unique pantheons (called "Aspects", as your civ is a cult belonging to a specific deity); which I've found easier to work with with some of your luxury resources available (Olives and Amber, especially). I hope this is fine with you.

That's certainly fine and it sounds like an interesting mod!
 
For some reason this mod collides with one of my many mods, and new resources disappear visually. They work perfectly, just there are empty tiles with "coffee", "tea plantation" and so on. Also, no icons.

Still, cool mod, the same set of luxuries become boring after few hundred hours :p

I have a troubleshooting section within this mod's description on the Steam Workshop, if you want to try and figure out where the conflict is. Which other mods are you using? If you enable logging, you can private message me a zipped copy of your log files and I can take a quick look at them if you want.
 
Thanks for the great mod Barathor! I do have one issue - when using the Trade Opportunities screen, many of the new luxuries won't show up. I presume that this is because there are more total luxuries than that mod allows for on its screen. Is there any suggested workaround for this?
 
Thanks for the great mod Barathor! I do have one issue - when using the Trade Opportunities screen, many of the new luxuries won't show up. I presume that this is because there are more total luxuries than that mod allows for on its screen. Is there any suggested workaround for this?

Thanks!

Yes, the interface would need to be lengthened even more to add all the new types. Per the mod's thread here on CF, I believe it intentionally ignores any modded-in luxuries to maintain functionality.

Unfortunately, if a workaround exists, I believe it would need to be worked into the other mod (not here), and it's most likely beyond my own programming capabilities. (Plus, I don't believe in tweaking/modding others' hard work and republishing it.) You're better off asking the master. ;) Even then, he may be busy with other projects at the moment and/or it may not even be worthwhile for him to go through all the trouble to add that functionality.
 
For some reason this mod collides with one of my many mods, and new resources disappear visually. They work perfectly, just there are empty tiles with "coffee", "tea plantation" and so on. Also, no icons.

Still, cool mod, the same set of luxuries become boring after few hundred hours :p

I think the conflict occurs if you use this mod in conjunction with another mod that defines the same resources. I recall something similar happening when I tried to run the mod with the Darjeeling Railway Wonder mod, as both mods attempt to define Tea as a resource.
 
I think the conflict occurs if you use this mod in conjunction with another mod that defines the same resources. I recall something similar happening when I tried to run the mod with the Darjeeling Railway Wonder mod, as both mods attempt to define Tea as a resource.

Most issues like that should be fine now, as long as you enable this mod last.

With the latest updates, I've added some code which will search for any resources with identical names to the ones here and it deletes them. After that, it proceeds with defining the luxuries here. I've even added some additional names to search for that would be too similar to the ones here, like "chocolate", "glassware", "fragrance", etc.

If you don't enable More Luxuries after any other resource mods, those mods will try to define the identical resource and that mod's file may crash. So again, just make sure More Luxuries is last.

Give it a try if you're still interested in having that wonder, and please let me know how it goes. :)
 
That's a great mod, Barathor! The art is really awesome, can't wait to try it out.

Maybe I'm a little late for the suggestions part, but it would be nice if we had a wider range of luxuries beyound plantations. I know you may have limitations to create camp luxuries (seals would be cool), but what about sea luxuries, like Shrimp or Lobsters? Maybe they could be remodeled from Pearls or Crabs, I don't know. A quarry luxury would be nice too. Granite, maybe? Not sure if luxurious enought.

Do you have any plans for a bonus resources mod? This game really could use some rice and corner.
 
Lobsters would be awesome, especially if you retexture whales to look like them. Giant surfacing lobsters. Any plans for porting over the Bison?
 
... Any plans for porting over the Bison?

I currently have no plans to and I believe the terrain is already supplemented well enough with the existing bonus resource yields.

However, I plan on updating Cocoa to the scenario terrain graphics, since they're unique. I'll keep them the same color too since they're different enough from the existing citrus graphics. Though, I'm not sure about the icon yet. Also, I've read that players are experiencing some missing font icons for it too. I still dig my own icon, but maybe I'll play around with a simple recoloring of the official one to a darker shade of chocolate with a more "chocolaty" background instead of the green. :D
 
cocoa1.png
cocoa2.png
cocoa3.png


Hmm, did some quick ones... I'll still have to mess around with it; or maybe I'll just leave it as is. The middle one isn't distinguishable enough yet and the vibrant orangish color goes better with the green background.
 
I was just about to ask if you'd done an update to cocoa, because when I started a new game yesterday the cocoa graphics were completely different, much more detailed, and I don't see how the one mod I added, a game balance mod could have changed that.
 
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