JFD
Kathigitarkh
Time for a "Barathor's More Natural Wonders" pack...?![]()
That would be awesome, but I expect a nigh impossible task. Would be appropriate though (put Mount Everest in, Firaxis, dammit)
Time for a "Barathor's More Natural Wonders" pack...?![]()
Time for a "Barathor's More Natural Wonders" pack...?![]()
That would be awesome, but I expect a nigh impossible task. Would be appropriate though (put Mount Everest in, Firaxis, dammit)
Sorry if I missed something but are you planing to optimize and make more religious beliefs to this mod?
To clarify, my question was if you would expend it beyond Pantheons beliefs.
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".![]()
(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 :![]()
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?
Would you re-enable ebony in the newewst version of the mod? How is making cannabis going? What about mahogany?
Can't ever have enough Luxus, that is a fact![]()
Can't ever have enough Luxus, that is a fact![]()