New Buildings Discussion

Thanks TB, I really learnd something in your tutorial (I think :P) So lets se if I can get the code for my question...

Code:
<UnitCombatProdModifiers>
     <UnitCombatProdModifier>
          <UnitCombatProd>UnitCombatClass_MELEE</UnitCombatProd>
          <iUnitCombatProdModifier>10</iUnitCombatProdModifier>
     </UnitCombatProdModifier>
     <UnitCombatProdModifier>
          <UnitCombatProd>UnitCombatClass_ARCHER</UnitCombatProd>
          <iUnitCombatProdModifier>20</iUnitCombatProdModifier>
     </UnitCombatProdModifier>
</UnitCombatProdModifiers>

Would this make all Melee trained 10% faster and all Archers 20%?
Why does the <UnitCombatProd> not say "type"?
Well... to answer your question its because I did not have the insight I have now when I built that tag. lol... as stated, naming conventions have not been fully adhered to throughout the whole schema. But you 'got' the point and did a great job.

However there is one flaw. Remember that in a Type tag reference, which you are correct that this is, you must use the same label as you'd find in the Type tag for the game object you are referring to.

So if we open up the UnitCombatInfos.xml file (located in the Basic Infos file operating under the schema there since it was not intended originally to be such a used class of its own) and search for MELEE we'll the Melee entry expressed as such:
Code:
		<UnitCombatInfo>
			<Type>UNITCOMBAT_MELEE</Type>
			<Description>TXT_KEY_UNITCOMBAT_MELEE</Description>
			<Button>,Art/Interface/Buttons/Promotions/Shock.dds,Art/Interface/Buttons/Promotions_Atlas.dds,4,5</Button>
		</UnitCombatInfo>
So the <Type> tag label for the Melee CC is UNITCOMBAT_MELEE and that should go in your code so that it looks like this:
Code:
<UnitCombatProdModifiers>
     <UnitCombatProdModifier>
          <UnitCombatProd>UNITCOMBAT_MELEE</UnitCombatProd>
          <iUnitCombatProdModifier>10</iUnitCombatProdModifier>
     </UnitCombatProdModifier>
     <UnitCombatProdModifier>
          <UnitCombatProd>UNITCOMBAT_MELEE</UnitCombatProd>
          <iUnitCombatProdModifier>20</iUnitCombatProdModifier>
     </UnitCombatProdModifier>
</UnitCombatProdModifiers>
Then this would work out perfectly. You did learn a lot to get here though :D Well done!
 
@Faustmouse

--Buildings--

Digital Advertising Firm
Button/Icon: Here
Req Tech: Online Communities AND Machine Learning
Req Buildings: Advertising Agency and Digital Offices
Req Resources: Computers
Req City Size: 13
Cost: 3000
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • +5 :gold:
  • +5 :culture:
  • +2 :gold: and +2 :culture: with Augmented Reality
  • +2 :gold: and +2 :culture: with Direct Merchandising
  • +2 :gold: and +2 :culture: with Virtual Society
  • +2 :gold: and +2 :culture: with Megacorporations
  • Can turn 1 Citizen into an Artist
  • Can turn 1 Citizen into a Merchant

---

Cellphone Factory
Button/Icon: -
Req Tech: Communication Networks
Req Buildings: Factory
Req Resources: Computers AND Plastic
Req City Size: 6
Cost: 2150
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

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

---

Cellphone Store
Button/Icon: -
Req Tech: Communication Networks
Req Buildings: Shopping District
Req Resources: Cellphones
Req City Size: 6
Cost: 2150
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • +1 :)
  • +3 :gold:
  • +3 :culture:

---

Wireless Networks
Button/Icon: Here
Req Tech: Communication Networks
Req Buildings: Commercial Satellites and (Communication Tower OR Network Node)
Req Resources: Cellphones
Req City Size: 13
Cost: 2150
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • +5 :gold:
  • +5 :culture:
  • +2 :gold: with Cloud Computing
  • +2 :culture: with Media Psychology
  • +2 :espionage: with Cyberwarfare
  • +2 :hammers: with Automatic Traffic
  • +2 :gold: with Microgenerators
  • +2 :gold: with Nanogenerators
  • +2 :gold: with Wireless Electricity
  • +2 :gold: and +2 :culture: with Universal Translator
  • +5% War Weariness

--Resouces--

Cellphones
Reveals: Communication Networks
Enables: Communication Networks

---

Thanks! :goodjob:
 
@Hydro
I have always wondered, what is your design philosophy regarding buildings? Does you some guidelines on what excellent building design looks like?

EDIT: Are the buildings of the Praetyre Project finished?
This rough draft document is the product of many days worth of labour and research, and covers just about every single building, national wonder, world wonder, project and unit in C2C as of v20, and proposes the addition of quite a few new buildings and resources to boot, many with significant impacts on the core structure of C2C's military and resource systems. Since V21 is out and the freeze is over, I'm willing to share it with all of you for comment, constructive criticism, praise and most importantly, revision. Further explanatory info on the project may be posted if sufficiently requested.
 
Proposing a building that continues on access to Flour into the late industrial, modern age. At the moment, due to the Granary being replaced by Modern Granary as a build option once the material requirements for the Modern Granary are obtained, players starting on a Modern or later start could totally kill their ability to access Flour and Bread in Modern Age or later starts if they were not aware of it. This is a rough idea of what the building could look like (Someone can play around with it of course).

Name: Gristmill or Modern Mill

Required Techs: Refrigeration and Assembly Line
Required Buildings: Factory and (Granary or Modern Granary)
Required Resources: Grain and (Stone or Steel Wares)
Cost: ??? (Comparable to similar specialized Factory-required buildings of the industrial age that require power)
Requires Power
Requires City of size at least 6
Replaces Windmill, Watermill, Oxen Mill and Donkey Mill

Provides 1 Flour
+1 Unhealthiness, +3 Food, +1 Gold
+3 Food and +1% Gold with Wheat
+3 Food and +1% Gold with Barley
+3 Food and +1% Gold with Corn
+3 Food and +1% Gold with Rice
+1 Health with Stone
+5 Air Pollution/Turn
+5 Flammability

(Properties based on a combination of the buildings it replaces, looking at other buildings ingame that similarly provide resources and have power, a base non-map resource and factory as requirements and on the information about modern flour mills found in under the Grist Mill entry in Wikipedia)

Since I'm not one for making icons and such, i'll leave it to those more capable if someone thinks this is worth considering. Lastly I am aware that in some context that the corporation Cereal Mills is supposed to be the representation of modern mills in vanilla Civ 4.
 
@Hydro
I have always wondered, what is your design philosophy regarding buildings? Does you some guidelines on what excellent building design looks like?

EDIT: Are the buildings of the Praetyre Project finished?

1. Mostly just following my gut. I have done so many and see how so many are done. Plus I have played the game and have seen how they work so I can know what to expect during different eras. While I am not always "right" I think much of the time I get it in the same continual feel. And nothing is set in stone. I have tweaked buildings many times and continually tweak them.

2. The majority of them are. There are a few left that I either don't think should be or we found a different way to do the same idea.

Note that "Project" Hades covered a lot of stuff indirectly. As issues come up I sometimes have to undo changes made in that mod that he made.
 
@Faustmouse

Based on Crocutrax's good idea.

--Buildings--

Modern Mill
Button/Icon: -
Req Tech: Refrigeration and Assembly Line
Req Buildings: Modern Granary AND Factory
Req Resources: Grain
Req City Size: 6
Cost: 640
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • Provides 1 Flour
  • +3 :food:
  • +3 :gold:
  • +3 :food: with Wheat in City Vicinity
  • +3 :food: with Barley in City Vicinity
  • +3 :food: with Corn in City Vicinity
  • +3 :food: with Rice in City Vicinity
  • +1 :yuck:
  • +5 Air Pollution
  • +5 Flammability
  • Double Production for Agricultural Leaders

---

Mechatronics Lab
Button/Icon: Here
Req Tech: Biomechanical Harvesting and Machine Learning
Req Buildings: Robotics Lab
Req Resources: Computers
Req City Size: 13
Cost: 3200
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • +3 :science:
  • +6 :hammers:
  • -30 :gold:
  • +1 :hammers: and +1 :science: with Powered Exoskeleton
  • +1 :hammers: and +1 :science: with Warmachines
  • +1 :hammers: and +1 :science: with Androids
  • +1 :hammers: and +1 :science: with Metamaterials
  • +1 :hammers: and +1 :science: with Graphene
  • +1 :hammers: and +1 :science: with Liquid Metals
  • +1 :hammers: and +1 :science: with Internal Shockwave Engine
  • Can Turn 1 Citizen into an Engineer
  • Can Turn 1 Citizen into a Scientist

---

Speech Recognition Software
Button/Icon: -
Req Tech: Online Communities and Machine Learning
Req Buildings: Computer Networks
Req Resources: Computers
Req City Size: 13
Cost: 3200
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • +5 :culture:
  • +5 :hammers:
  • +5 Espionage
  • +2 :culture: with Virtual Society
  • +2 :culture: with Universal Translator
  • +2 :gold: with Automated Services
  • +2 :gold: with Automated Urbanization

---

Thanks!
 
Well... to answer your question its because I did not have the insight I have now when I built that tag. lol... as stated, naming conventions have not been fully adhered to throughout the whole schema. But you 'got' the point and did a great job.

However there is one flaw. Remember that in a Type tag reference, which you are correct that this is, you must use the same label as you'd find in the Type tag for the game object you are referring to.

So if we open up the UnitCombatInfos.xml file (located in the Basic Infos file operating under the schema there since it was not intended originally to be such a used class of its own) and search for MELEE we'll the Melee entry expressed as such:
Code:
		<UnitCombatInfo>
			<Type>UNITCOMBAT_MELEE</Type>
			<Description>TXT_KEY_UNITCOMBAT_MELEE</Description>
			<Button>,Art/Interface/Buttons/Promotions/Shock.dds,Art/Interface/Buttons/Promotions_Atlas.dds,4,5</Button>
		</UnitCombatInfo>
So the <Type> tag label for the Melee CC is UNITCOMBAT_MELEE and that should go in your code so that it looks like this:
Code:
<UnitCombatProdModifiers>
     <UnitCombatProdModifier>
          <UnitCombatProd>UNITCOMBAT_MELEE</UnitCombatProd>
          <iUnitCombatProdModifier>10</iUnitCombatProdModifier>
     </UnitCombatProdModifier>
     <UnitCombatProdModifier>
          <UnitCombatProd>UNITCOMBAT_MELEE</UnitCombatProd>
          <iUnitCombatProdModifier>20</iUnitCombatProdModifier>
     </UnitCombatProdModifier>
</UnitCombatProdModifiers>
Then this would work out perfectly. You did learn a lot to get here though :D Well done!

Oh cool, thank you a lot! Eventhough I think I haven't COMPLETELY understand everythink yet, I feel really.... powerfull with his knowledge :crazyeye:
I had 1 year Informatics during my bachelor's degree, but I couldn't code at all. Thanks to civ, I understand much more :goodjob: They should've told me this :lol:
 
@Faustmouse

Some more Anno inspired buildings.

--Buildings--

Pasta Maker's Shop
Button/Icon: -
Req Tech: Alchemy AND Crop Rotation
Req Buildings: Trading Post
Req Resources: Flour
Req City Size: 6
Cost: 130
Req Power: No
Upgrades To: Pasta Factory
Obsolete Tech: Globalization

  • Provides 1 Pasta
  • +1 :gold:
  • +1 :food:
  • +1 :food: from Wheat
  • +1 :food: from Barley

---

Pasta Factory
Button/Icon: -
Req Tech: Refrigeration and Assembly Line
Req Buildings: Factory
Req Resources: Flour
Req City Size: 6
Cost: 640
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • Provides 1 Pasta
  • +3 :gold:
  • +3 :food:
  • +1 :food: from Wheat
  • +1 :food: from Barley
  • +1 :yuck:
  • +5 Air Pollution
  • +5 Flammability

---

Confectioner's Workshop
Button/Icon: -
Req Tech: Alchemy
Req Buildings: Bakery
Req Resources: Nuts AND (Sugar OR Honey)
Req City Size: 6
Cost: 130
Req Power: No
Upgrades To: Confections Factory
Obsolete Tech: Globalization

  • Provides 1 Marzipan
  • +1 :gold:
  • +1 :food:
  • +1 :food: from Almonds
  • +1 :food: from Honey
  • +1 :food: from Sugar
  • +1 :food: from Chocolate
  • +5% :gold: from Dyes

---

Confections Factory
Button/Icon: -
Req Tech: Alchemy
Req Buildings: Bakery AND Factory
Req Resources: Nuts AND (Sugar OR Honey)
Req City Size: 6
Cost: 640
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • Provides 1 Marzipan
  • +3 :gold:
  • +3 :food:
  • +1 :food: from Almonds
  • +1 :food: from Honey
  • +1 :food: from Sugar
  • +1 :food: from Chocolate
  • +5% :gold: from Dyes
  • +1 :yuck:
  • +5 Air Pollution
  • +5 Flammability

---

Roasting House
Button/Icon: Here
Req Tech: Spice Trade
Req Buildings: Trading Post
Req Resources: Coffee
Req City Size: 6
Cost: 90
Req Power: No
Upgrades To: Coffee Factory
Obsolete Tech: Globalization

  • Provides 1 Roasted Coffee
  • +1 :gold:
  • +1 :food:

---

Coffee Factory
Button/Icon: -
Req Tech: Refrigeration and Assembly Line
Req Buildings: Factory
Req Resources: Coffee
Req City Size: 6
Cost: 640
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • Provides 1 Roasted Coffee
  • +3 :gold:
  • +3 :food:
  • +1 :yuck:
  • +5 Air Pollution
  • +5 Flammability

---

--Resources--

Pasta
Art: Here
Reveals: Alchemy
Enables: Alchemy

---

Marzipan
Art: Here
Reveals: Alchemy
Enables: Alchemy

---

Roasted Coffee
Art: Here
Reveals: Spice Trade
Enables: Spice Trade

---

Thanks! :goodjob:
 
FYI: I finied the first 6 buildings (Modern Cartographer - Systems Biology Simulator), but have no art done yet (will do later). Also fixed the Orbital Drydock. I just have no time to commit :crazyeye: At least on Monday, probably this Thurstday, I'll load them to the SVN.
 
If you need Artwork or GameText let me know.
 
If you need Artwork or GameText let me know.

If I do not specificlly list art then its totally up to Faustmouse if he wants help or not. Just make sure buttons/icons are clear to see. I have noticed recently that when you guys have shrunk down pictures its hard to make out what was even in the image. Also contrast is always helpful. Thus white on white is not really helpful. Case in point the Online Genealogy which had a white colored family tree on a white background. It was so small you could not make out the branches and it was so similar in color it was hard to see. Which is why I recently changed it on the SVN with a new icon/button.

In addition be careful when resizing things not to stretch or squish them too much. I have seen really odd icon/buttons from people.
 
@Faustmouse

--Buildings--

Barrel Factory
Button/Icon: -
Req Tech: Assembly Line
Req Buildings: Factory
Req Resources: Wood AND (Copper Wares OR Bronze Wares OR Iron Wares)
Req City Size: 6
Cost: 490
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • Provides 1 Barrels
  • +3 :gold:
  • +1% :gold: with Prime Timber
  • +1 :yuck:
  • +5 Air Pollution
  • +5 Flammability

---

Cloth Factory
Button/Icon: -
Req Tech: Assembly Line
Req Buildings: Factory
Req Resources: Silk Fibers OR Cotton Fibers OR Hemp Fibers OR Flax Fibers OR Wool
Req City Size: 6
Cost: 490
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • Provides 1 Cloth
  • +3 :gold:
  • +1% :gold: with Wool
  • +1% :gold: with Silk Fibers
  • +1% :gold: with Hemp Fibers
  • +1% :gold: with Flax Fibers
  • +1% :gold: with Cotton Fibers
  • +1 :yuck:
  • +5 Air Pollution
  • +5 Flammability

---

Ghee Factory
Button/Icon: -
Req Tech: Refrigeration AND Assembly Line
Req Buildings: Factory
Req Resources: Milk AND (Glassware OR Pottery OR Barrels)
Req City Size: 6
Cost: 640
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • Provides 1 Ghee
  • +3 :gold:
  • +3 :food:
  • +1 :yuck:
  • +5 Air Pollution
  • +10 Flammability

---

Perfume Factory
Button/Icon: -
Req Tech: Refrigeration AND Assembly Line
Req Buildings: Factory
Req Resources: Flowers OR Spices OR Chemicals
Req City Size: 6
Cost: 640
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • Provides 1 Perfume
  • +1 :)
  • +3 :gold:
  • +1 :yuck:
  • +5 Air Pollution
  • +5 Flammability

---

Thanks! :goodjob:
 
If you need Artwork or GameText let me know.

Well, if you'd like to do artwork, be my guest. But just tell me in advance. I have no artwork done for the new buildings and I won't do so until at least thurstday. So if you want to make some icons (with the pictures hydro added to his posts), just tell me. You can upload them here as zip :)
 
Well, if you'd like to do artwork, be my guest. But just tell me in advance. I have no artwork done for the new buildings and I won't do so until at least thurstday. So if you want to make some icons (with the pictures hydro added to his posts), just tell me. You can upload them here as zip :)

I'll do the artwork and have them done by Wednesday :)
 
@Faustmouse

--Buildings--

Orbital Prison [National Wonder]
Button/Icon: -
Req Tech: Advanced Environmental Systems
Req Buildings: Military Spaceport
Req Resources: Nanotubes AND Computers
Req City Size: 25
Cost: 45500
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • Gives a Free Safety (Orbital Prison) to every city.
  • -1000 :gold:
  • +50% :espionage: to All Cities
  • +1 :) to All Cities
  • +25% Production for Protective Leaders

---

Safety (Orbital Prison)
Button/Icon: Use <Button>art/Goods/Art/goodsafety.dds</Button>
Req Tech: Advanced Environmental Systems
Req Buildings: -
Req Resources: -
Req City Size: -
Cost: -
Req Power: -
Upgrades To: -
Obsolete Tech: None

  • +10 :espionage:
  • -25% War Weariness
  • Can turn 3 Citizen into Spy
  • +50 Local Stability
  • -50 Crime

---

Also please fix the Orbital Drydock. it should not require a coastal city.

I also think it should require Military Spaceport OR Commercial Spaceport for its building requirements.

Thanks! :goodjob:
 
Oh Great!:) If you want to, feel free do make the Icons for the other buildings as well.
Just tell me which Icons are done ;)

Can you post the Alpha Channel here , (The border the goes around the building)
 
Artwork Done
Holographic Theater
Modern Cartographer
Orbital Drydock
Digital Globe
Neuroscience Center "NCenter"
Evolution Simulator
Systems Biology Simulator
Digital Offices
National Legal Database "Legal Database"

PreAlpha
Art File before .DDS

Final
Final Art .DDS
 
Artwork 2
National Academic Database "Academic Database"
Psycology Lab
Applied Psycology Lab
Digital Advertisng Firm
CellPhone Factory
Cellphone Shop
Wireless Networks

PreAlpha
Art File before .DDS

Final
Final Art .DDS
 
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