New Buildings Discussion

@Faustmouse

---Buildings---

Augmented Equipment Center
Button/Icon: -
Req Tech: Augmented Reality
Req Buildings: Electronics Store
Req Resources: Computers AND Flash Memory Devices
Req City Size: 13
Cost: 3950
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • +1 :)
  • +5 :culture:
  • +5 :gold:
  • +5 :science:
  • +1% :gold: with Microgenerator
  • +1% :gold: with Organic Photonic Cells
  • +1% :gold: with Neuroimplants
  • +1% :gold: with Metamaterial Wares
  • +1 :) with Hit Music
  • +1 :) with Hit Movies

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Automobile Dealership
Button/Icon: -
Req Tech: Motorized Transportation
Req Buildings: Shopping District
Req Resources: Automobiles AND (Oil Products OR Biofuel)
Req City Size: 6
Cost: 680
Req Power: No
Replaced By: Automated Vehicle Dealership, Shockwave Vehicle Dealership, Antigrav Vehicle Dealership
Obsolete Tech: -

  • +3 :gold:

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Automated Vehicle Dealership
Button/Icon: -
Req Tech: Automated Traffic
Req Buildings: Shopping District AND Gesture Recognition Software AND Mechatronics Lab
Req Resources: Automobiles AND (Hydrogen OR Helium 3) AND Flash Memory Devices
Req City Size: 13
Cost: 3450
Req Power: Yes
Replaced By: None
Obsolete Tech: Shockwave Vehicle Dealership, Antigrav Vehicle Dealership

  • +1 :hammers:
  • +3 :gold:
  • +1 :espionage:
  • +1 :health:

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Shockwave Vehicle Dealership
Button/Icon: -
Req Tech: Internal Shockwave Engine AND Holographics
Req Buildings: Shopping District AND Advanced Quality Control AND Holographic Networks AND Evolutionary Algorithms
Req Resources: Automobiles AND Shockwave Engines AND Organic Photonic Cells AND Graphene
Req City Size: 13
Cost: 5550
Req Power: Yes
Replaced By: None
Obsolete Tech: Antigrav Vehicle Dealership

  • +2 :hammers:
  • +4 :gold:
  • +2 :espionage:
  • +1 :health:

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Antigrav Vehicle Dealership
Button/Icon: -
Req Tech: Antigrav
Req Buildings: Shopping District AND Exocortex Networks AND Intelligent Pavement AND Skyroad Control Tower
Req Resources: Automobiles AND Antigrav Generators AND Superstrong Alloy Wares AND Novus Chemicals
Req City Size: 13
Cost: 7800
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • +3 :hammers:
  • +5 :gold:
  • +3 :espionage:
  • +1 :health:

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Some changes to existing buildings ...

Rail Shipping Warehouse
Req Tech: Railroads
Notes: It should not have had Motorized Transportation

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Thanks! :goodjob:
 
Well the buidings that were added so far were the Core buidings,(especially the resources) the main tree trunk of the TH era. What is left are the smaller branches., so it would probably be about 5-20 buidings max a week/added. The reason Is the branch buidings require more research to think of and more designing time / review . another Analogy is that the Artery buidings are done, all we need are the Capalaries.

I'll post them in TH thread still.
It's good to review.
 
Well whats left are ...

- Biological = ~9 Buildings
- Networks = ~5 Buildings
- Sports = ~9 Buildings
- Robots = ~8 Building?

I would like to get those posted as soon as I can get them reviewed and written up.

I wouldn't over-react to it. Each new building etc. only adds a small amount, it's just that it's a ratchet is all. I'll address it in the code (somehow) before long, so it's not worth stopping because of this yet.

Do you think its because all the new building icon/buttons are not in the core FPK yet? Would putting them in the core FPK make it go faster?
 
Well whats left are ...

- Biological = ~9 Buildings
- Networks = ~5 Buildings
- Sports = ~9 Buildings
- Robots = ~8 Building?

I would like to get those posted as soon as I can get them reviewed and written up.



Do you think its because all the new building icon/buttons are not in the core FPK yet? Would putting them in the core FPK make it go faster?

I believe so, infact i am thinking also that i need to get all the custom Civs in the core also, i think that might be contributi9ng to the hold up also??:dunno:
 
Well whats left are ...

- Biological = ~9 Buildings
- Networks = ~5 Buildings
- Sports = ~9 Buildings
- Robots = ~8 Building?

I would like to get those posted as soon as I can get them reviewed and written up.



Do you think its because all the new building icon/buttons are not in the core FPK yet? Would putting them in the core FPK make it go faster?

We have added 113 completed Buildings to SVN since Version 32. I think we need to add the icon/buttons to FPK as soon as possible.

Spoiler :

Electric Vehicle Recharging Station
Blacknet
Gesture Recognition Software
Modern Cartographer
Digital Globe
Holographic Solar System
Neuroscience Center
Evolution Simulator
Systems Biology Simulator
Digital Offices
National Legal Database
Safety (National Legal Database)
National Academic Database
Psychology Lab
Applied Psychology Lab
Digital Advertising Firm
Cellphone Factory
Cellphone Store
Wireless Networks
Modern Mill
Mechatronics Lab
Speech Recognition Software
Pasta Maker's Shop
Confectioner's Workshop
Roasting House
Pasta Factory
Confections Factory
Coffee Factory
Barrel Factory
Cloth Factory
Ghee Factory
Perfume Factory
Orbital Prison
Safety (Orbital Prison)
Molecular Biology Lab
Kevlar Factory
Graphene Factory
Fast Breeder Reactor
Clean Nuclear Reactor
Hi Tech Nuclear Reactor
Medium Class Skypad Apartments
Pushbutton Automat
Videophone Network
Small Reactor Factory
High Energy Lab
Nuclear Power Complex + Good (Nuclear)
Venture Industries
Social Networks
Holographic Networks
Exocortex Networks
Holographic Projector Factory
Holographic Theatre
Orbital Drydock
Facial Recognition Software
Intuitive Algorithms
Natural Language Algorithms
Evolutionary Algorithms
Binary Consciousness Algorithms
Artificial Intelligence Core
Recharging Node
E-Stock Market
Blogs
Biomorphics Lab
Nanoactuator Factory
Anthropomorphic Lab
Digitized Membrane Factory
ISP Offices
Aeroponics Lab
MRI Lab
3D Body Atlas
Medical Tricoder Factory
Hypospray Factory
Autodoctor
Medical Diagnostat
Anima Chamber
Stimpack Factory
Neuron Regenerator Lab
Neurotransmitter Manipulator Lab
Somatosensory Manipulator Lab
Pyschoscanner
Mechanical Organs Lab
Medical Prosthetics Lab
Augmented Organ Lab
Cybernetic Organ Lab
Singularity Brain Lab
Fertility Clinic
Phenotype Studio
Genotype Studio
Gestation Tanks
Uterine Replicator
Anima Studio
Resurrection Hub
Flash Memory Factory
Metamaterial Foundry
Plasma Generator Factory
Liquid Metals Foundry
Shockwave Engine Factory
Microgenerator Factory
Nanogenerator Factory
Novus Refinery
Superstrong Alloy Foundry
Antigrav Generator Factory
Cybernetic Chloroplast Factory
Neuroinduction Field
Genetica Apparel Shop
Holographica Apparel Shop
Cybernetica Apparel Shop
Neon Boutique
Bioluminescent Boutique
Photosynthesis Boutique
Dattoo Parlor
Genetica Salon
Cybernetica Salon

 
I believe so, infact i am thinking also that i need to get all the custom Civs in the core also, i think that might be contributi9ng to the hold up also??:dunno:

Both could not hurt.

Like most things in C2C many tiny changes add up to big changes.

All I can say is thank goodness we don't use 3D meshes for new buildings or animated leaderheads for civs. Both of those slowed things down a lot.
 
Fausemouse
Organic Photonics Factory art didn't load up.
 
I believe so, infact i am thinking also that i need to get all the custom Civs in the core also, i think that might be contributi9ng to the hold up also??:dunno:

Having them in the Core or as modules should have no effect on memory usage as all the XML is loaded into the same place. In fact having them as modules allows people to turn them off and thus use less memory. Whereas if they are in core there is not that option.

This is also true with the art files. If we had left the art in the modules rather than moved them to the FPK turning off the modules would save memory. The cost is a slower load time because the art is not in an FPK format and is scattered all over the place also.
 
It might won't work, but I can imagine a big change in the current system:

When you start a game , the game only loads the buildings, units, techs etc up to the era you are in at your current game and the next era.

So for example if you are in classical era, it would load PH, Ancient, classical and Medival era stuff. If the Renaissance, Industrial, Modern, TH and Galactic era is not loaded while you are in the classical era, turns should be much faster.

It would be a a lot of work to reorganice the content by eras and somehow you'd ned to tell C2C which era you are in before you load the mod.
Just a random thought :crazyeye:
 
This is also true with the art files. If we had left the art in the modules rather than moved them to the FPK turning off the modules would save memory. The cost is a slower load time because the art is not in an FPK format and is scattered all over the place also.

Thats what we are talking about ART files. Was both then switched.sorry
 
Whether they are in the core or a (loaded) module, FPK or not FPK makes no difference at all. It might impact load times, but not memory usage.
 
@Faustmouse

---Buildings---

Stem Cell Lab
Button/Icon: -
Req Tech: Cloning AND Cloud Computing
Req Buildings: Forensics Lab AND Bioinformatics Lab AND Cloning Laboratory AND Digital Offices
Req Resources: Computers AND Enzymes AND Biopolymers
Req City Size: 13
Cost: 2800
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • -30 :gold:
  • +2 :science:
  • +1 :health:
  • +1 :) with Atheist
  • +1 :mad: with Free Church
  • +2 :mad: with Intolerant
  • +1 :health: and +2 :science: with Replacement Organs
  • +1 :health: and +2 :science: with Genomic Encyclopedia
  • +1 :health: and +2 :science: with Gene Enhancement
  • +1 :health: and +2 :science: with DNA Computing

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Tissue Engineering Lab
Button/Icon: -
Req Tech: Molecular Medicine
Req Buildings: Stem Cell Studio AND Gesture Recognition Software
Req Resources: Nanotubes
Req City Size: 13
Cost: 3500
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • -30 :gold:
  • +2 :science:
  • +1 :health:
  • +1 :health: and +2 :science: with Gene Enhancement
  • +1 :health: and +2 :science: with Rapid Recuperation
  • +1 :health: and +2 :science: with Anti-Aging Medicine
  • +1 :health: and +2 :science: with Cyberimmuniology

---

Please chnage the existing buildings ...

Fertility Clinic
Req Tech: Medical Clinic AND Stem Cell Lab

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Neuroscience Center
Req Tech: Medical Clinic AND Stem Cell Lab

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Systems Biology Simulator
Req Tech: Stem Cell Lab AND Evolution Simulator AND Computer Networks

---

Thanks! :goodjob:
 
@Faustmouse

---Buildings---

Bacteriophage Therapy Clinic
Button/Icon: -
Req Tech: Molecular Biology AND Computers
Req Buildings: Vaccine Lab AND Protein Lab AND Nucleic Acid Lab
Req Resources: Computers AND Enzymes AND Chemicals
Req City Size: 13
Cost: 1150
Req Power: Yes
Replaced By: None
Obsolete Tech: -

  • -20 :gold:
  • +6 :science:
  • +3 :health:
  • +5% :science: with Eggs
  • Can turn 1 Citizen into a Doctor
  • +2 :science: with Genetics
  • +2 :science: with Advanced Molecular Biology
  • +2 :science: with Molecular Medicine
  • +2 :science: with Gene Enhancement
  • +2 :science: with Cyberimmunology
  • -25 Disease

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Please chnage the existing buildings ...

Replacement Organs Factory
Req Tech: Factory AND Cloning Laboratory AND Tissue Engineering Lab

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Medical Tricoder Factory
Req Tech: Factory AND 3D Body Atlas AND Tissue Engineering Lab

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Phenotype Studio
Req Tech: Bioinformatics Lab AND Fertility Clinic AND Tissue Engineering Studio

---

Thanks! :goodjob:
 
Whether they are in the core or a (loaded) module, FPK or not FPK makes no difference at all. It might impact load times, but not memory usage.

OK then, and after the latest SVN by Koshling:), buildings are back ON.
 
Glad to hear this. How are the new buildings Faustmouse ?

Uhm, I guess they are fine, I haven't had a closer look.
I haven't started with them yet and won't be able to for 3-4 weeks.

But you sure can post more so we will be done with the TH era when I leave in November.
 
Uhm, I guess they are fine, I haven't had a closer look.
I haven't started with them yet and won't be able to for 3-4 weeks.

But you sure can post more so we will be done with the TH era when I leave in November.


Can I edit your Faustmouse folder if a building needs an edit?

I ll start again this weekend, tech Pedias and Quotes are my priority now. I'm assuming v33 will launch in 2nd week of November (I think we get a new version every two weeks).

Then all this new techs have probably confused yourself and Hydro without their Pedias.

Like Photon Thermodynamics can be used for futuristic airships, flamethrower Mechas, a new lighting source that replaces Organic Photonics called Thermal Photons, new forges and foundry, heat rays, etc.

The airship of this tech upgrades to an airship in Artificial Photosynthesis that has giant leaves. Of course they would be buildings lol.

So Pedias are number 1 priority, I'll post in file in a few at a time in Transhuman thread over the week or two.
 
Yeah, you can edit them, I will redownload it when I have moddingtime again and I'll ask you before if you are going to do any more changes.

I trust Hydro's judgement and if he says it's ok than it is fine with me :goodjob:
 
I should start trying to code Hydro approved buildings next week, if I can do Techs, I can do buildings with practice.
 
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