• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

New Resources

For me, Pocket Monster was like Megafauna : an alt-timeline about animals. And since I m here, I already some more than one complaints about alt-timeline. I am not sure if a manga-based (Pocket Monster) idea is stupider than a "awesome" internet meme (bear riding)

Steampunk is a disableable separate module which is exactly what Volkarya is suggesting will happen here.
 
Steampunk is not a modmod, today...
Make Pocket Monster disaled easily by such changing a XML value, OK.
But it was about making a "modmod" to download and add (and often not compatible with latest SVN)

The Pocket Monsters stuff is totally flexible. It consists of four buildings and a manufactured resource. I don't think there is that much we can do that will make it incompatible with any version.
 
New Update - ready for V 27. ;)

Replaced Dye with Henna and Indigo.
Updated UnitSchema to most recent one.
 
One thing about plant resources that has bugged me is that we have no mechanism for breading new useful plants. For example the citrus line, originally there was just Citrine but then plant breeders bread oranges, lemons and limes from this fruit I have an orange resource somewhere and ripe limes look like lemons any way.

So what if
1) replace all lemon with citrine which produces a couple of food less.

2)the first person with two (or more citrine orchards to research a tech eg Feudalism, were to get 4 orange bushes to plant and have to option of converting existing citrine into lemons. The next player who has two lemons gets 3 lime bushes to plant and has the option of converting their citrine into limes. The third gets 2 lemon bushes etc.

3) If you only have one citrine orchard it gets converted whatever to the last was.

4) after limes have been planted and leftover citrine plants in the world get converted to lemons, oranges or limes.

BTW I have about one third of the code for doing this.
 
@Dancing Hoskuld

We already have Orange Orchards, Lemon Orchard, Grapefruit Orchards, Lime Orchards, etc. It just takes a combo of Lemon + some other resource in the city vicinity. If we did it to Citrus we would probably have to do it for all crops. Ex. "Stone Fruit" = Plum, Peach, Nectarine, Cherry, etc.

Note I could always just have the city vicinity crop buildings produce a new resouce but at the moment they produce either ...

- Grain
- Vegetables
- Fruit
- Berries
- Nuts
- Flowers
- Drugs
- Seasoning

Note that I would like to eventually remove Seasoning and replace it with Spices and then have specific Spice resources like Cinnamon, Nutmeg, etc. Like we did for dyes.
 
@Dancing Hoskuld

We already have Orange Orchards, Lemon Orchard, Grapefruit Orchards, Lime Orchards, etc. It just takes a combo of Lemon + some other resource in the city vicinity. If we did it to Citrus we would probably have to do it for all crops. Ex. "Stone Fruit" = Plum, Peach, Nectarine, Cherry, etc.

Note I could always just have the city vicinity crop buildings produce a new resouce but at the moment they produce either ...

- Grain
- Vegetables
- Fruit
- Berries
- Nuts
- Flowers
- Drugs
- Seasoning

Note that I would like to eventually remove Seasoning and replace it with Spices and then have specific Spice resources like Cinnamon, Nutmeg, etc. Like we did for dyes.

1) I like the idea of having the resources change on the map due to breeding because it is a bit more realistic and it would improve the trade system. Currently you can almost ignore trading of resources.

2) I want to completely redo some of these as well. There are some resources that we did not do correctly. I a writing something now using figs and almonds as an example when I am happy with it I will post it here.
 
Hey, Dancing, I thought this website might help out a bit. It is very informative (awesome) about metals and how they are used.

http://library.thinkquest.org/08aug/01930/history/ironage.html
This page deals specifically with the Iron Age, which I found informative, wasn't the timeline I thought for the Iron Age.

Anyways, it's a pretty small website packed with a lot of info, give it a look if you get the time. It might give you a few ideas on how to use the resources you already have.
 
I had a look but my eyes went straight to the mistake! "smelting chain armor" - you don't "smelt chain mail" you make links and join them together, I have done it, the links are sometimes wielded and sometimes riveted in high end chain mail. Wonder what it was they actually meant to put in there. ;)
 
Yeah, they are just students (in what, who knows?), so I have no doubt that it is not the most accurate resource in the world. But it gives a pretty good general account. A more in depth study would take a lot longer, and of course give better results.

Little things like; "Interestingly, an iron pillar dating to 400 A.D., remains standing today in Delhi, India. Corrosion to the pillar has been minimal a skill lost to current ironworkers. Iron is rarely found in its native state the only known sources being Greenland where the iron occurs as nodules in basalt that erupted through beds of coal and two very rare nickel-iron alloys." (http://neon.mems.cmu.edu/cramb/Processing/history.html) Are, to me, quite interesting.

But yeah, if you want more information then the generalizations they give, they do give references and these references are the place to look if you want better info then an overview.

That is, of course, if you are interested in such things.

P.S. Stuff like "Malachite, a green friable stone, was the source of copper in the early smelters. " might add to the game, but it might also make it to 'bulky'. So, yeah.

P.P.S Yeah, it definitely seems that NONE of these websites were written by English Majors... There are so many grammatical errors in them that it isn't funny. -..-
 
Just something with these new ressources (Kangooroo, Henna, Indigo...) Something I love about C2C are "combo" with 2 diffrent ressource in city vicinity, but it look like these new ressource lacks this. That make them less "good" than others
 
Just something with these new ressources (Kangooroo, Henna, Indigo...) Something I love about C2C are "combo" with 2 diffrent ressource in city vicinity, but it look like these new ressource lacks this. That make them less "good" than others

Indigo has a lot actually, kangaroo a few and henna none yet. I plan to add more combos. Especially for the kangaroo one. But its low priority at the moment.
 
Candlemaker shop (at candle making tach)
- produces Candles

Oil Lamp maker (new building) (at olive lamps tech) (req olive oil, oil, etc)
- produces Oil lamps

candles and oil lamps should give aditional :culture: to temples and altars
In reality this source of light was always used in religion god worship.

Candle making should be more earliy than olive lamps (now this techs are neightobours)
 
Back
Top Bottom