New Buildings Discussion

Ah, THAT's why it requires Chemicals!
I thought Taxidermist comes from Taxonomy... I just looked up Genealogy and everything makes sense now^^

What about a Mass Driver Warehouse?

Also, I have no idea how to make the "requires X AND Y OR Z".
And they all don't have the Warehouse requirement and I don't know why. Could you please have a look?

1. Yeah they are dead animals.

2. Hmm. I am going to hold off the space stuff for now.

3. Here ...
Spoiler :
Code:
			<BuildingClassNeededs>
				<BuildingClassNeeded>
					<BuildingClassType>BUILDINGCLASS_X</BuildingClassType>
					<bNeededInCity>1</bNeededInCity>
				</BuildingClassNeeded>
			</BuildingClassNeededs>
			<PrereqOrBuildingClasses>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_Y</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_Z</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
			</PrereqOrBuildingClasses>

EDIT: Here is a more aligned version. Yours was ll a skew.

Spoiler :
Code:
			<PrereqOrBuildingClasses>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_WAREHOUSE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_NAVAL_WAREHOUSE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_RAIL_WAREHOUSE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_TRUCK_WAREHOUSE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_AIR_WAREHOUSE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_SPACE_WAREHOUSE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_TELEPORT_WAREHOUSE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
			</PrereqOrBuildingClasses>

EDIT2: You have <BuildingClassNeededs/> just above the code for <BuildingClassNeededs>. The <BuildingClassNeededs/> version should not be there.
 
EDIT2: You have <BuildingClassNeededs/> just above the code for <BuildingClassNeededs>. The <BuildingClassNeededs/> version should not be there.

Ah, that was the problem, thanks!

We have a problem here: There are two Warehouses, a normal at Masonry and a Modern one at Chemestry that replaces the old one. As far as I know you can't have "Requires (X OR Y) and (A OR B OR C)", can you? Since most of the new shipping warehouses comes after Chemestry, they won't be a problem. But the Naval Shipping Warehouse comes much earlier. I can think of 4 Options:

1. Let the Naval Shipping Warehouse go obsolete at Chemestry
2. Make the Naval Shipping Warehouse require a later tech so it can use the modern Warehouse as prereq (and adjust the cost)
3. Clone the Naval Shipping Warehouse so you have one that requires Warehouse and one that requires modern warehouse. Except this, they would be identic (Same name, Cost, Icon...)
4. Make an early Naval Shipping Warehouse that requires Warehouse and a later Naval Warehouse that requires Modern Warehouse and replaces the early Naval Shipping Warehouse.

I would go with 2 and give the Naval Shipping Warehouse Colonialization as prereq. I think the standard Warehouse is enough to represent a Warehouse where goods are stored until they are shipped.

What do you think?
 
Code:
<BuildingClass>BUILDINGCLASS_GYM</BuildingClass>
<Type>BUILDING_GYM</Type>
<BonusCommerceModifiers>
<BuildingClassNeededs>
	<BuildingClassNeeded>
	<BuildingClassType>BUILDINGCLASS_SHOPPING_DISTRICT</BuildingClassType>
	<bNeededInCity>1</bNeededInCity>
	</BuildingClassNeeded>
</BuildingClassNeededs>				
</BonusCommerceModifiers>

BuildingClassNeededs tag in BonusCommerceModifiers tag?

Oups... Fixed in my copy, will change it with my next commit, thanks!
 
What exactly is this building for, not units??

The +N% with <bonus> modifiers on buildings apply to the entire city NOT just to the income from that building, so +10% is WAY too much. This (IMO) should be +1% with each resource.
 
Ah, that was the problem, thanks!

We have a problem here: There are two Warehouses, a normal at Masonry and a Modern one at Chemestry that replaces the old one. As far as I know you can't have "Requires (X OR Y) and (A OR B OR C)", can you? Since most of the new shipping warehouses comes after Chemestry, they won't be a problem. But the Naval Shipping Warehouse comes much earlier. I can think of 4 Options:

1. Let the Naval Shipping Warehouse go obsolete at Chemestry
2. Make the Naval Shipping Warehouse require a later tech so it can use the modern Warehouse as prereq (and adjust the cost)
3. Clone the Naval Shipping Warehouse so you have one that requires Warehouse and one that requires modern warehouse. Except this, they would be identic (Same name, Cost, Icon...)
4. Make an early Naval Shipping Warehouse that requires Warehouse and a later Naval Warehouse that requires Modern Warehouse and replaces the early Naval Shipping Warehouse.

I would go with 2 and give the Naval Shipping Warehouse Colonialization as prereq. I think the standard Warehouse is enough to represent a Warehouse where goods are stored until they are shipped.

What do you think?

Have the Naval Shipping Warehouse it require ...

Req Buildings: Harbormaster's Office AND (Warehouse OR Modern Warhouse)

And then all other ones require the Modern Warehouse.

What exactly is this building for, not units??

To get lots of money in exchange for :mad:, :yuck: and crime.
 
@Faustmouse

Your new Hotels should NOT require electricity. Please fix.

NONE of them? Not even the Polar Hotel?

Also, what is the Tag for Warehouse? For Modern Warehouse it's "_WAREHOUSE", but I can't find the earlier one...
 
@Faustmouse

Wow! You are doing so great I hardly have any buildings left on my written list. Great job! Here are some more ...

--Buildings--

Cellar
Req Tech: Masonry
Obsolete Tech: None
Req Buildings: None
Req Resources: Bricks OR Stone OR Cement
Cost: 50
Req City Size: -
Upgrades To: -
Require Electricity: No

  • Stores 5% of :food: After Growth
  • +1% :gold: with Alcohol
  • +1% :gold: with Cheese

---

Noria
Art: Here
Req Tech: Canal Systems AND Machinery
Obsolete Tech: None
Req Buildings: Aqueduct AND Irrigation Canals
Req Resources: Wood OR Prime Timber
Cost: 105
Req City Size: 6
Upgrades To: -
Require Electricity: No

  • +1 :health:
  • River Tiles +1 :food: (See Irrigation Canals for code)
  • -5 :gold:
  • -5 Flammability

---

Rejuvenation Tanks
Req Tech: Regenerative Medicine
Obsolete Tech: None
Req Buildings: Medical Clinic
Req Resources: Smart Drugs
Cost: 7300
Req City Size: 13
Upgrades To: -
Require Electricity: Yes

  • Each Turn 10 Unit will be Healed to Full Health (See Herbalist Code)
  • +5 :health:
  • -10 :gold:
  • -25 Disease

---

Thanks! :goodjob:

EDIT: Code for you ...

Cellar
Code:
			<iFoodKept>5</iFoodKept>

Noria
Code:
			<RiverPlotYieldChanges>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</RiverPlotYieldChanges>

Rejuvenation Tanks
Code:
			<iNumUnitFullHeal>10</iNumUnitFullHeal>
 
1. Nope not even the polar one.

2. Here are the tags ...

WAREHOUSE2 = Warehouse
WAREHOUSE = Modern Warehouse

EDIT: 3. Your Pure Organic City is missing strategy text

4. Wow! You are doing so great I hardly have any buildings left on my written list. Great job! Here are some more ...

1. Ok

2. Thanks!

3. Oh I thougt I did that. Also, I think an Organic City Building should come at Organic Cities (Tech) but don't require Biopunk. And there should be an earlier Pure Organic City building what is slightly weaker than the later one but comes at Biopunk or Genesis Biology and requires Biopunk.

4. Thanks! Hmm... Well I think once the Combat Mod or the Nomadic Start is implented there will be more buildings to do ;)
 
@Faustmouse

Crossover from Biopunk ...

Organic Computer Factory
Req Tech: DNA Computing
Obsolete Tech: None
Req Buildings: Cloning Factory AND Factory
Req Resources: ? (Any ideas of what it should be made of?)
Cost: 7800
Req City Size: 13
Upgrades To: -
Require Electricity: Yes

  • Produces 1 Organic Computers
  • +3 :gold:
  • +1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

--Resources--

Organic Computers
Reveals: NONE
Enables: NONE

So it can be used in both Biopunk and the DNA Computing.
 
I'm confused... So there will be two Organic Computer Factories, one at Biopunk and one at DNA Computing?
Or a Organic Computer Lab at Biopunk and this one here at DNA Computing?

Yes 2 factories. I do not think you can have req Biopunk OR DNA Computing tech as a building requirement so it has to be two buildings. By setting the resource to no requirements will mean it can be made by both factories. And since its not a make resource it will only appear if you have those buildings.

I am also thinking perhaps the one at DNA Computing should replace the one at Biopunk. That way you don't have two at the same time.
 
1. Agreed.

2. I have been looking but nothing yet. I may have to draw it myself if we cannot find something.

Ok, then I'll wait till I add those too. I will add the other Biopunk and normal (delayed) buildings in about an hour.
 
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