New Buildings Discussion

@MrAzure

Holographic Theater and Orbital Drydock seem to already to have been done.

Oh I wasn't aware of that. If you look under the Prealpha folder in my uploads you can see a preview of what the building art looks like, if you ever want to take a look lol


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@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:

1) Should the Orbital Prison be orbital?
If so, would it be enough to give it the stats for the "Safety" as well?

2) I'll fix it ;) I also added Aluminium as Prereq. Maybe OR Titan? Wares or Ingots?


3) Thanks for the icons!
 
IIRC, buildings with the orbital tag gives their bonuses to every city. So if you have a satallilte that has "+1" in his building infors, it would be "+1 in every city" in the game.

So if you'd give the Orbital Prison
-50 :gold:
+50% :espionage
-50 Crime
+20 stability
and 1 People into spy

this would be for every cities.
You could include the effects for your Safety in the stats for the Orbital Prison, since it is for all cities.
But I'm not 100% sure if orbital works like this.
 
@Mr Azure:


Do you work on Artwork for the buildings up to Perfume Factory? This will be the last building I want to make today, so I want to upload them all in the next 5 hours. If you don't started working on the last artworks, or if you don't want to, no problem. I just want to avoid that we both do it ;)

Also, could you name your files only in non-capital letters? I just write them in one word, IE Pasta Maker's shop would be "pastamakersshop.dds".
I had to rename all of you files (no big deal, but avoidable work ;) )
Thanks! :goodjob:


There is artwork needed for the following buildings:

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
(I did the saveties)

And Goods:
Cellphones (goodcellphones.dds)
Pasta (goodpasta.dds)
Marzipan (goodmarzipan.dds)
Roasted Coffee (goodroastedcoffee.dds)

Could you tell me which of those you will have done till ~midnight UTC?
 
@Faustmouse

Ok i found the old topic ...

Orbital Buildings
http://forums.civfanatics.com/showthread.php?t=479813

Orbital mechanics, similar to how they were done in SMAC, are now on the SVN. Here is an overview for how they work and how to add them.

New Tags:

The bOrbital and bOrbitalInfrastructure tags have been added to the SVN. bOrbital marks a building as Orbital, meaning that its commerces will be handled differently. This may be added to later. NOTE, that all other effects on an building, such as Yields, Health, Happiness, and so forth, remain unchanged for now. This will change in the future.

bOrbitalInfrastructure means that a building counts as Orbital Infrastructure for the purpose of calculating the commerces from Orbital Buildings (see below). These buildings should cost some good money to maintain.

How Orbital Commerces Work:

A building with bOrbital enabled will not gain the normal amount of commerce from the CommerceChanges tag. It will instead get commerce equal to the result of the following formula. An Orbital Building will get commerce equal to the XML value times the number of cities you have with Orbital Infrastructure. This means that these buildings can be really valuable if you invest heavily in going into space. Now, it can't go indefinitely like this, so the number is capped at the population of the city, thus encouraging bigger cities in the Transhuman Era. Also, if the city that building is in does not have Orbital Infrastructure, the benefits from all orbital buildings are halved.

Example:

A building with bOrbital in a pop 50 city with Orbital Infrastructure and a civ having 15 cities with Orbital Infrastructure, and having the following XML:

Code:
			<CommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>4</iCommerce>
			</CommerceChanges>

It could give a max of (15*4)= 60 espionage, but since the city is size 50 it will only get +50 Espionage, which is reasonable for the TH era. If that city did not have Orbital Infrastructure, it would get (60/2)=30 espionage, since 30 is less than 50.

NOTEs: I think the AI will handle this fine, because it sees the results of the Orbital calculations, but if not I'll have to write a quick-and-dirty AI routine for this. Other than that it's fully functional.

So I woulds say no. It just doesn't fit for what those tags do. In short don't use the orbital tags on the Orbital Prison (or Orbital Drydock).
 
@Mr Azure:


Do you work on Artwork for the buildings up to Perfume Factory? This will be the last building I want to make today, so I want to upload them all in the next 5 hours. If you don't started working on the last artworks, or if you don't want to, no problem. I just want to avoid that we both do it ;)

Also, could you name your files only in non-capital letters? I just write them in one word, IE Pasta Maker's shop would be "pastamakersshop.dds".
I had to rename all of you files (no big deal, but avoidable work ;) )
Thanks! :goodjob:


There is artwork needed for the following buildings:

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
safety (nat legal database) Note: Use the one Hydro used for the other safeties)

And Goods:
Cellphones (goodcellphones.dds)
Pasta (goodpasta.dds)
Marzipan (goodmarzipan.dds)
Roasted Coffee (goodroastedcoffee.dds)

Could you tell me which of those you will have done till ~midnight UTC?

Yeah feel free to rename them, I'll make them lower case.

I haven't done the buttons yet for those buildings, and won't be able to today, so I would say do them so there is no confusion.
 
Uff ok... I did all the buildings and resources in here.

1) I still need art before I'll upload them (see posts above)
2) I couldn't find "Advertisting Agency" nor "Internal Shockwave Engine". Could you give me their tag names please?
 
To avoid confusion it would probably be better if you went through and renamed some of these techs so that their id tag matches the name. It makes things easier to fix later.
 
@Faustmouse

--Buildings--

Wikipedia [Wonder]
Button/Icon: -
Req Tech: Online Community
Req Buildings: Wikia (plus 3 Wikia)
Req Resources: Computers
Req City Size: 13
Cost: 24000
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • Gives a Wikia to every city.
  • 1 Free Technology
  • +100% :science:
  • +25 Maintenance
  • +25% Production for Organized Leaders

---

Wikia
Button/Icon: -
Req Tech: Online Community
Req Buildings: Computer Networks
Req Resources: Computers
Req City Size: 13
Cost: 3000
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • +50% :science:
  • +10 Maintenance
  • +25% Production for Organized Leaders

---

I was not sure what Enzymes stuff should be hows this fit it with the Fatty Acids Factory, Protein Lab and Nucleic Acids Lab. I wonder if we should just have combined them into a Genetics Lab instead.

Thanks! :goodjob:
 
@Faustmouse

--Buildings--

Wikipedia [Wonder]
Button/Icon: -
Req Tech: Online Community
Req Buildings: Computer Networks
Req Resources: Computers
Req City Size: 13
Cost: 24000
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • Gives a Wikia to every city.
  • 1 Free Technology
  • +200% :science:
  • +25 Maintenance
  • +25% Production for Organized Leaders

---

Wikia
Button/Icon: -
Req Tech: Online Community
Req Buildings: Computer Networks
Req Resources: Computers
Req City Size: 13
Cost: 3000
Req Power: Yes
Upgrades To: -
Obsolete Tech: None

  • +100% :science:
  • +10 Maintenance
  • +25% Production for Organized Leaders

---

I was not sure what Enzymes stuff should be hows this fit it with the Fatty Acids Factory, Protein Lab and Nucleic Acids Lab. I wonder if we should just have combined them into a Genetics Lab instead.

Thanks! :goodjob:

It's good that they are separated, they are unique enough . Fatty Acids can be renamed Lipids.

Wikia can also be called Wikimedia
 
@Faustmouse

Can you do me a favor and make a Notepad document listing all buildings you made in alphabetical order and list at the top of the document "Last Updated ___". Just stick the file in your Faustmouse module folder. It won't be really for the player but more so us modders can keep track. I have a similar one in my Hydro folder. Thanks! :goodjob:
 
I was not sure what Enzymes stuff should be hows this fit it with the Fatty Acids Factory, Protein Lab and Nucleic Acids Lab. I wonder if we should just have combined them into a Genetics Lab instead.

Thanks! :goodjob:

I think the Wikipedia should ENABLE the Wikia Stuff, not give it for free.

And you are probably right with your Genetics Lab (better: Molecular Biology Lab). While they ARE different enough to be seperated buildings, the Chemistry Lab should be seperated into Organic, Anorganic and maybe Physical Chemestry Lab. The Physics Lab can also be divides into several buildings.


Can you do me a favor and make a Notepad document listing all buildings you made in alphabetical order and list at the top of the document "Last Updated ___". Just stick the file in your Faustmouse module folder. It won't be really for the player but more so us modders can keep track. I have a similar one in my Hydro folder. Thanks!

Lol I was thinking of this as well :crazyeye: I haven't seen such a list in your folder, I was wondering if such a list exists since it would make thinks easier.

Will you do the List that gives "unusual" named tech tags and the techs they are ingame?
 
And you are probably right with your Genetics Lab (better: Molecular Biology Lab). While they ARE different enough to be seperated buildings, the Chemistry Lab should be seperated into Organic, Anorganic and maybe Physical Chemestry Lab. The Physics Lab can also be divides into several buildings.
?

Agree. We should look up the major branches of science and make them labs. They are different. For Chemistry :
Organic Chemistry Lab
Materials Chemistry Lab
Novus Chemistry Lab

Ad long as they are apart by several techs they should be fine. Obviously, they will upgrade as chain.
 
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