More Luxuries

Time for a "Barathor's More Natural Wonders" pack...? :P

haha... ;)

That would be awesome, but I expect a nigh impossible task. Would be appropriate though (put Mount Everest in, Firaxis, dammit)

Yeah, I only had that single idea for a NW. And the only reason I thought I might be able to do it is because I would just reuse the jungle terrain graphics and apply it to the new NW feature type used for the tiles, though it would be passable, wouldn't be choppable, and it would be a different color (maybe I could throw in some different types of trees and things too). Nothing spectacular, but I think it's the best I'd be able to do, graphic-wise. Code-wise, I don't think it would be too difficult.

EDIT: Actually, there may be a problem since I remember this idea wasn't currently possible without the graphics DLL:
http://forums.civfanatics.com/showthread.php?p=12770744#post12770744
 
Sorry if I missed something but are you planing to optimize and make more religious beliefs to this mod?
 
Oh man, this is awesome. You should make more of these content mods :D
 
To clarify, my question was if you would expend it beyond Pantheons beliefs.

If you mean beyond pantheons and into the different belief types, then no, I have no plans at the moment for that since the default game doesn't really buff resources with them (except indirectly with Monasteries); that's more the role of pantheons.

If you mean beyond religion, then yes, I eventually would like to add some new building types and maybe add onto existing ones. It'll be a little tricky though, as I don't want to spam a building type with a ton of different resource buffs -- it would look a little sloppy, in my opinion. The most I would go per building is 3 unique resource bonuses, though 2 would be preferable when possible, and 1 if it's an important enough resource/building combo. Any ideas or suggestions are welcome.
 
Hey Barathor, really nice mod :goodjob:
I'm making my own mod and I'd like to make it work well with your mod :D
Can I find a tabel or something like that, that shows in what terrain the new luxuries can be found, and also the old ones you changed?
 
Here are some old tables:
http://forums.civfanatics.com/showthread.php?p=12952167#post12952167

Though, it would probably be best to just look inside the file.

Also, I'm changing some things for my deluxe version. One of them is that the conversions won't be so strict for the "hill" luxuries and I may just allow them to stay on flat terrains and/or covered terrains. Because of that, I may also allow some of the "tree" luxuries to keep hills and a few of the "open" luxuries to keep hills.

I originally had the hill conversion to make up for the few hills that may have been flattened due to fallback tree/open luxury placements. (These instances are few and are only fallbacks for each luxury's normal placement, so the conversions aren't frequent.) I also originally did it since there's a precedent for having mines only on hills, and I wanted to more closely follow that rule when improving mined resources (hence, why I also tweaked Stone, originally). But, again, I think I'll be reverting some things and loosening things up. Stone will always be on flat terrain again, but things like Deer, will continue to always have forests.

This mod, More Luxuries, will be stripped of nearly all extra modifications and will be simply the original AssignStartingPlots with the new luxuries added in and utilizing mostly its existing code, for players that wish to stick more to the official version and its rules, and just want to play it with "more luxuries". :D

(Also, this will help when players are using More Luxuries Deluxe, only generate a couple maps, observe the tiny revealed area around their capital, and complain about things, I can direct them to this mod and perhaps they'll see that the existing script wasn't exactly a Utopia after all, haha.)

Also, glass will be removed and released as its own mod if players wish to add just one more Mercantile luxury or not. I think most other CS luxury mods add quite a lot to the mix, and in Mercantile's existing state, it could be a little unbalanced, in my opinion. So, my little Glass mod could be useful to some.

Also, pertaining to your question, I'm also enhancing the way regions determine the type to place within them, so it makes much better choices and it's less random.

Plus, a bunch of other cool things, like enhancing the way civ's with terrain priorities are placed so that they get nearly the best possible one, greatly enhancing CS luxury distribution and also incorporating ripple layers (so that CS's close to each other don't wind up with the same one), enhancing the way ripple layers distribute random luxuries throughout the terrain and fixing the random luxury system to better create totals (scaled by map size). Also, for region determination, I'll be creating some extra hybrid types... like forest/jungle (non-tundra) combos that don't hit the mark for each one, but together, they have a lot of trees, so they'll favor luxuries which work well on both types instead of becoming a normal Hybrid region and then having all luxuries as candidates. Same goes for other hybrids like a harsh terrain one of desert/tundra (that doesn't qualify as either of them) and will favor the mined luxuries. I'm also tinkering around the idea of adding a function which will give a little bit of love to specific civs around their start and region (if needed after measuring them); like the Dutch with their marshes, Celts and forest, Aztecs and lakes, Inca and hills/mountains; nothing to drastic, just a small sprinkle.

Another thing I was thinking about for waaay down the road is to implement a limited number of "dummy" resources of different types that are only activated throughout the script once another modder changes a global define value for each one (or I might create a new table for them with different boolean tags). This way, the file becomes a bit more modular. The luxuries would be named like self.dummy_luxury_forest_ID_A, DUMMY_LUXURY_FOREST_A, and the tag could be BARATHOR_DUMMY_LUXURY_FOREST_A_ACTIVATE (heh, Barathor is a dummy...). Then a modder would set that boolean to "true" and use the XML name, DUMMY_LUXURY_FOREST_A, to apply their XML attributes to and art files, while knowing it'll be a forest type during distribution.

Lots of cool stuff... I'm excited and really digressed here, sorry, haha.

Spoiler :
more%2520luxuries%2520deluxe%2520preview%2520portrait%25202.png

That's a preview of the new lapis lazuli icon a might use too.
 
I don't think this works on Scrambled North America, in that a game there is completely void of luxuries. Does having a set tundra in the north but random everything else have something to do with that?
 
Here are some old tables:
http://forums.civfanatics.com/showthread.php?p=12952167#post12952167

Though, it would probably be best to just look inside the file.

Also, I'm changing some things for my deluxe version. One of them is that the conversions won't be so strict for the "hill" luxuries and I may just allow them to stay on flat terrains and/or covered terrains. Because of that, I may also allow some of the "tree" luxuries to keep hills and a few of the "open" luxuries to keep hills.

I originally had the hill conversion to make up for the few hills that may have been flattened due to fallback tree/open luxury placements. (These instances are few and are only fallbacks for each luxury's normal placement, so the conversions aren't frequent.) I also originally did it since there's a precedent for having mines only on hills, and I wanted to more closely follow that rule when improving mined resources (hence, why I also tweaked Stone, originally). But, again, I think I'll be reverting some things and loosening things up. Stone will always be on flat terrain again, but things like Deer, will continue to always have forests.

This mod, More Luxuries, will be stripped of nearly all extra modifications and will be simply the original AssignStartingPlots with the new luxuries added in and utilizing mostly its existing code, for players that wish to stick more to the official version and its rules, and just want to play it with "more luxuries". :D

(Also, this will help when players are using More Luxuries Deluxe, only generate a couple maps, observe the tiny revealed area around their capital, and complain about things, I can direct them to this mod and perhaps they'll see that the existing script wasn't exactly a Utopia after all, haha.)

Also, glass will be removed and released as its own mod if players wish to add just one more Mercantile luxury or not. I think most other CS luxury mods add quite a lot to the mix, and in Mercantile's existing state, it could be a little unbalanced, in my opinion. So, my little Glass mod could be useful to some.

Also, pertaining to your question, I'm also enhancing the way regions determine the type to place within them, so it makes much better choices and it's less random.

Plus, a bunch of other cool things, like enhancing the way civ's with terrain priorities are placed so that they get nearly the best possible one, greatly enhancing CS luxury distribution and also incorporating ripple layers (so that CS's close to each other don't wind up with the same one), enhancing the way ripple layers distribute random luxuries throughout the terrain and fixing the random luxury system to better create totals (scaled by map size). Also, for region determination, I'll be creating some extra hybrid types... like forest/jungle (non-tundra) combos that don't hit the mark for each one, but together, they have a lot of trees, so they'll favor luxuries which work well on both types instead of becoming a normal Hybrid region and then having all luxuries as candidates. Same goes for other hybrids like a harsh terrain one of desert/tundra (that doesn't qualify as either of them) and will favor the mined luxuries. I'm also tinkering around the idea of adding a function which will give a little bit of love to specific civs around their start and region (if needed after measuring them); like the Dutch with their marshes, Celts and forest, Aztecs and lakes, Inca and hills/mountains; nothing to drastic, just a small sprinkle.

Another thing I was thinking about for waaay down the road is to implement a limited number of "dummy" resources of different types that are only activated throughout the script once another modder changes a global define value for each one (or I might create a new table for them with different boolean tags). This way, the file becomes a bit more modular. The luxuries would be named like self.dummy_luxury_forest_ID_A, DUMMY_LUXURY_FOREST_A, and the tag could be BARATHOR_DUMMY_LUXURY_FOREST_A_ACTIVATE (heh, Barathor is a dummy...). Then a modder would set that boolean to "true" and use the XML name, DUMMY_LUXURY_FOREST_A, to apply their XML attributes to and art files, while knowing it'll be a forest type during distribution.

Lots of cool stuff... I'm excited and really digressed here, sorry, haha.

Spoiler :
more%2520luxuries%2520deluxe%2520preview%2520portrait%25202.png

That's a preview of the new lapis lazuli icon a might use too.

Wow. Thanks alot for the detailed answer :)
 
Would you re-enable ebony in the newewst version of the mod? How is making cannabis going? What about mahogany?
 
I don't think this works on Scrambled North America, in that a game there is completely void of luxuries. Does having a set tundra in the north but random everything else have something to do with that?

Strange, it just worked fine for me. Nope, that doesn't matter.

(Actually, regarding the tundra on that map, I noticed the snow conversion to tundra is missing at rivers. So, in the tundra, you'll get rivers starting as plains and then turning to snow as they flow to the coast. Doesn't look good.)

Would you re-enable ebony in the newewst version of the mod? How is making cannabis going? What about mahogany?

Sorry, I'm done with ebony. Cannabis will be a fun little addon mod released on the side, I won't be starting that until after I'm satisfied with the releases of some bigger projects. Mahogany? What about it? I don't think I've ever mentioned that one. :D

Ten new luxuries aren't enough? :lol:
 
Thanks for the info. Nope, ten new luxuries aren't enough :).
 
You are absolutely right.
 
Can't ever have enough Luxus, that is a fact :lol:

I created an acct here as I'm a fan of your work. I agree with this statement quoted though. Luxuries - and more of them especially on that large earth maps cause the AI to behave in very interesting ways, such as an expansion race.

I would love a map with even hundreds of different resources; however, I understand the time it would take to create them all would be astronomical. If it's possible, can you make a mod where every resource you've created was included in some sort of super-pack?

Maybe you don't have to add more resources as luxuries though. Perhaps add them as bonus resources like wheat, deer and stone? Different woods could serve as a great candidate for this role - A production bonus.

Anyhow, keep up the good work. I'll continue to use whatever you come out with. I'm always hoping that you'll keep adding more - gameplay balance be damned, I love a good a good resource rush.
 
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