New Buildings Discussion

Ok, this was the last day that I can work on C2C for at least a week.

No offense to Hydro here, but take off for 2/3ish weeks OK, that way you can come back more refreshed. The Freeze starts on Monday anyways, and the next version not till around the 23rd, so NOTHING is going to happen before that, so how does the 30th or 1st of the month sound:confused:
 
How about a Lake Port, so we can build the port/harbor master/pier etc... string of buildings in cities next to large lakes, particularly if they have river access to the ocean. Just look at all the 'inland' cities on the great lakes that have international sea shipping.
 
[offtopic] Talking of Mechs, i have one here i had especially made for one of my mods i used to have, and nobody else has it.

That's really cool. I am sure we can fit it in since we don't have too many types of mechs. Infact I need to make some more mechs and robot units to fill in he various stages in the Transhuman era.
 
Hydro, I'd like to see those buildings and the changes you want to add to your buildings in the next release. Could you please have a look on the attached files, fix the bugs and then upload them? Just copy the Mech-Folder in Modules/Resources/Faustmouse and override my Modules/Faustmouse/Buildings files with the attached files (they include all my previous buildings and the art fix Mr Azure did).

ok i found around 7 errors. All of which were just the wrong tag names. I fixed them and put them on the SVN. For future reference ...

1. Its BONUS_DIESEL not BONUS_OIL_PRODUCTS
2. Sky Tower Control Center is SKYTOWER_STATION
3. And Artifical Tree Farm is ARTIFICIAL_TREEFARM

Note these errors were simple and easily fixed.
 
@Faustmouse

The following requested errors I am fixing for you in tour files so you don't have to any more.

Hydraulic Factory
Req Buildings: Factory AND Mechatronics Lab

Rejuvenation Tanks
- From -10 :gold: to -30 :gold:

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

Note from now until the end of the freeze I may tweak or fix any bugs I find in your mod.

Ah Diesel, yes. I had this one before. What about the Biofuels? IIRC they were wrong, too. Did this also fix the pedia?

And thanks for doing that!:goodjob:

1. BONUS_BIOFUEL not BONUS_BIOFUELS

2. Yes I fixed the pedia too.

3. No problem. ;)
 
These 2 buildings are too powerfull :s
Maybe a Gastronomy Lab for 2 Culinary School

And so many buildings req University and look like more an "University add-on"... I dont know if it' possible to limit the number of these add-on.
Maybe an auto-building (University Lab n°X), with University and some population req, and one of them needed to build these special lab and replaced by it (not sure that can work)
As an example University Lab n°1 req University and Pop 3, University Lab n°2 and pop 7.... But I dont know if AI can really understand this

An easier idea would be all of them having "Req X University", so not all your universitues will have all possible Lab (like in the reality...)
 
An easier idea would be all of them having "Req X University", so not all your universitues will have all possible Lab (like in the reality...)

But they COULD have if you spend enough money / effort to build and supply them. And I'd say it should be plain +:food: for the culi lab instead of %.
 
@Faustmouse

---Buildings---

Dye Factory
Button/Icon: -
Req Tech: Assembly Line
Req Buildings: Factory AND (See Below)
Req Resources: -
Req City Size: 6
Cost: 490
Req Power: No
Replaced By: None
Obsolete Tech: -

  • Produces 1 Dye (BONUS_DYE2)
  • +3 :gold:
  • -1 :yuck:
  • +5 Flammability
  • +5 Air Pollution

---

Here is the code for all the buildings except for the factory.

Spoiler :
Code:
			<PrereqOrBuildingClasses>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_INDIGO_GATHERER</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_HENNA_GATHERER</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_INDIGO_FARM</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_MUREX_DIVER</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_HENNA_PLANTATION</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_MADDER_PLANTATION</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_COCHINEAL_FARM</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_FUSTIC_GROVE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_SAFFRON_PLANTATION</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_SULPHUR_MINE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_BRAZILWOOD_GROVE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
			</PrereqOrBuildingClasses>

Thanks! :goodjob:
 
@Faustmouse

Art for buildings and Mechs resource. (.jpg)

94GkyrS.png

Mechs resource is goodsmech
 
Whats the code for a Bonus to Improve Worker Improvement rate? Is that possible with a Bonus??

I am talking about:
<iWorkerSpeedModifier></iWorkerSpeedModifier>
 
It'd take a new tag... one which I'd be reluctant to prioritize as there's already a lot of ways to modify worker speed. However, you COULD make a promotion require access to a particular resource (bonus) and a promotion can affect the work speed for workers.
 
So we can work on space stuff soon?

I would like to at least try to do some Lunar and Martian stuff. Since at least with that map script I added we can test out how multimaps could be without multimaps added yet.

However the down side is the map script is very primitive and doesn't utilize all the terrain types for each sub-map. Likewise since everything is turned 90 degrees it messes up animal spawning and some latitude based buildings.

Thus the maps script should be removed once multi-maps are implemented so all those things can work correctly.
 
Well, are at least all the terrains working and not producing CTDs?
If so, I can make a scenario with a 90° turned map with all terrains for testing games.

Awesome to see that this is finally happening! :goodjob:
 
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