Natural wonders development thread

those variables were left in there incase dacubz wanted happiness instead of goldenage on discovery :D

thanks for the button code!
 
See, mine nicer messages :rolleyes:
Yours so dull :D
Else why bother to make button art for the Natural Wonders when you are never going to see them :D
 
@hrochland
Regarding the new volcano artwork you made, any chance to add water spirting out from it like the fountain you made?

Then it can serve nicely as Old Faithful geyser :D
 
please tell me you have given that lovely version of yours to dacubz, I haven't the strength to replicate anready done code :lol: Nice buttons!

I have an idea btw! I want to make a new civilopedia page for the natural wonders! I could probably do it, would be pretty challenging though :lol: I will do it in my own time then give it to you when/if I finish and see if you like it and want it in the mod!
 
It shouldn't be too hard. J did something for my mod where if a building requires a tech it is in a new page, if a unit is a worldd unit it is in a new page, and if a civic is a certain type of civic it is a new page. So I am sure you can say if it is a natural wonder (by the natural wonder tag). The only hard part I think is I would like to see the natural wonder 3D part similar to an improvement
 
You can choose whatever colours you want for yours lol
Already taught you how to write button codes :gripe:
 
:p fine fine fine. I'm trying to write a 21 page guide to the API and basic python modding here!

Will implement these later today :rolleyes:
 
By the way, if you are going to reimplement the first person bonus, I suggest it should not be given in advanced start games, since if points are high and map is small, I can pretty much see the whole map and get all the bonus :D
 
Anyway, personally I think you should consider changing the benefits.
Specialists for my Columbus was still ok, because columbus is a project that is built halfway through the game.
However, for this mod where NWs are spawned at game start, it is definitely OP if I am lucky enough that a NW actually spawn at my starting plot, and my capital gets a instant free specialist.

While people are still struggling to build a stonehenge etc, I am already generating 3 GP points per turn, plus if it is a scientist, I will be able to found religion fast, or if engineer build wonders fast etc.

Coupled with the fact that there is no additional codes to ensure NWs are not going to spawn near each other, the game is pretty much over if my capital is built next to 2 NWs
 
they are spawned out of sight, so not many people would actually ever get a capital near one unless they spent a few turns wondering around with their settler which costs them production and research anyway :D

but I agree with the two natural wonders adjecent I need to add some code in for that!
 
Can still be just 1 tile out of the fog.
Anyway, there are pretty many civs that start with a scout, so you can use that to scout first before you build your capital.
And if I do see a NW I dont mind walking 2 turns there just to get an extreme head start over others.

Free specialist in capital is too much :D
 
hmm...

so my current list of changes to do:

add first to discover bonus back
add button and colour change
add distance detector algorithm

on that distance detector here's what I plan (though not doing this today :p):

recycle codes from Jamie's Rome Mod and adapt them for a new purpose (ie checking if a natural wonder plot is atleast 5 tiles away from a revealed plot) and then implement. This will mean that the code will pick plots far from players unless there is no other plots for it to spawn on. Happy?
 
Up to you :D
If you do that, they may end up not getting spawned at all in small maps.
Just feel that specialists in starting cities are too big a benefit, especially the GP generation.
Even worse if you are philosophical trait, you may end up seeing GP born before stonehenge built lol
 
:p, the natural wonders should all spawn. Because if there is no plots for it to spawn on it will revert to the normal system. btw, something else for you to pick holes in :D
 
I had an idea - I beleive the wonders should be limited depending on map and number of civs. Adventually there should be some 40ish wonders in there. I think it would be best that the numbers of wonders that are placed are based on the size of the map or the number of civs. So if you have 40 sonders on a medium map, maybe only 8 random ones appear
 
That's why for my Columbus, I added a % chance to spawn for each wonder even if they have available plot to spawn, so that every game you get to see only some of them.

1) You get to see different ones each game.
2) If there are really 40+ wonders, you don't get them clustered in small maps.

However, since after so long, there are only 9 artwork for my mod, I removed the % chance :D

@Jamie
Ya I saw that, after first paragraph, I can't be bothered to read on, too lengthly lol
 
@Jamie
Ya I saw that, after first paragraph, I can't be bothered to read on, too lengthly lol

:rolleyes: it's only 25 pages long... (actually that was in word with the colour html tags all over the place :p so 1 and a 1/4 posts long)

You gotta read it all the way through!
 
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