New Resources

@Dancing Hoskuld

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Can you add the one on the far right 3 down that looks like a dead tree. Can you make it into a new resource called "Resin"?
 
@Dancing Hoskuld

Can you add the one on the far right 3 down that looks like a dead tree. Can you make it into a new resource called "Resin"?

I can, I did and you told me to remove it and I did.:mischief: I will. Amber and most incense are resin. Most modern resins are oil/plastic based.

Edit I have put the graphics in. Do you want to do the rest, ie define the bonus and improvement information?

On that should Figs be special like apples or just a plantation resource? Similarly should llamas be treated like cows or horses?

Edit2 Do we need the pack horse unit?
 
I can, I did and you told me to remove it and I did.:mischief: I will. Amber and most incense are resin. Most modern resins are oil/plastic based.

Well they are all tree "sap" if that's what you mean ...

Amber = Petrified Tree Sap used for Jewelry
Resin = Tree Sap used for varnishes and binding.
Incense = Tree Sap used for burning with spiritual or homeopathic intentions.

Note there is some overlap such as burning amber as an incense.

For instance that Frankincense or Myrrh are not used as a varnish or binding agent or varnish. But are burned as incense.

Edit I have put the graphics in. Do you want to do the rest, ie define the bonus and improvement information?

Um lets see ...

Resin
Revealed: Gathering
Enabled: Wood Working
Improvements: I will leave that up to you. I am guessing a corss between Prime Timber and Incense.

Note sure where they should spawn since resin can be found just about anywhere there are trees.

On that should Figs be special like apples or just a plantation resource? Similarly should llamas be treated like cows or horses?

Plantation resource. But enabled at "Orchards" tech. Similar to Dates (which should be made into a resource).

Similarly should llamas be treated like cows or horses?

Like Camels, since they are most closely related to them.

Llamas
Revealed: Scavenging
Enabled: Camel Riding
Improvements: Scavenger Camp, Nomadic Herd, Pasture

Edit2 Do we need the pack horse unit?

Do you have one? We already have a pack mule. I don;t see why you could not have a pack horse if you wanted.

Do you think there should be a mule or donkey resource? I saw that in the The History of Three Kingdoms mod they had 2 horse resources. A normal and a "Purebread Horse".
 
Updating the Fig and Llama resources now.

Pack horse by kathy here.

Edit
Can you add the new Parrot resource?

I think can even provide you a parrot unit too to help spawn it. I will post it in the other topic if I can get it made.

EDIT:

Also how about a mushroom resource?

Mushrooms
Revealed: Herbalism
Enabled: Naturpathy
Improvements: No idea.

I think we may have too many map resources as it is. If I could play on gigantic maps I probably would agree that more would be good.

I was thinking of the feathers resource as one that could be given by a building that could be built by the various birds.
 
1. The horse looks nice. Yeah use it for a pack horse.

2. We have nothing representing fungi in the resources yet, but have like a bunch of gems and fruit. Please at least add the mushrooms. Especially since they can double as a drug and a food.

3. I suppose we don't need the parrots if we have the poultry resource. Which reminds me, the eggs looks weird on peaks. I think they should not spawn on them, only because it looks weird.

On a side note I play on just normal sized maps and I agree that things can get crowded on the map. However a few versions ago I tried on the next map size up and I lasted a lot longer before the game could not load anymore to to memory allocation errors.
 
@Dancing Hoskuld

A few bugs ...

1. Llama should be enabled at "Camel Riding" tech.
2. Resin label and description text is missing.
3. Resin model mesh seems to be either missing or really small or hidden.

2/3. I have the resin and fig art and text mixed. I was leaving the pedia for you to do.
 
With all the new resources (read non-bts) i fiddled a bit with xml and python files and voilà, the great farmer now can place Rabbits, Bisons, Camels and even Prime Timber.
Basically you can plant any resource you want but i think the great farmer should stick to crop only.
Maybe there's room for an animal whisperer. :)
 
With all the new resources (read non-bts) i fiddled a bit with xml and python files and voilà, the great farmer now can place Rabbits, Bisons, Camels and even Prime Timber.
Basically you can plant any resource you want but i think the great farmer should stick to crop only.
Maybe there's room for an animal whisperer. :)

Unfortunately, the way it is coded you can only have one. :( If you define one for grains and another for fruit then both will be able to do both.
 
With all the new resources (read non-bts) i fiddled a bit with xml and python files and voilà, the great farmer now can place Rabbits, Bisons, Camels and even Prime Timber.
Basically you can plant any resource you want but i think the great farmer should stick to crop only.
Maybe there's room for an animal whisperer. :)

Well I would think that all the new crops like pumpkins and melons should be added.
 
Unfortunately, the way it is coded you can only have one. :( If you define one for grains and another for fruit then both will be able to do both.

One of these days I'm really going to have to sort out an in depth understanding of why we have allowed ourselves to be limited in this manner and adjust the method to allow for other 'types'. We need great fishermen as well as yes, one for grains (Great Farmer), one for fruits(Great Planter), one for forests(Great Forester), one for animals (Great Rancher) and one for minerals (Great Surveyor or Miner) (though that one should probably force a random find instead.)

Sadly, the connection between python and dll is completely baffling to me at this time.
 
One of these days I'm really going to have to sort out an in depth understanding of why we have allowed ourselves to be limited in this manner and adjust the method to allow for other 'types'. We need great fishermen as well as yes, one for grains (Great Farmer), one for fruits(Great Planter), one for forests(Great Forester), one for animals (Great Rancher) and one for minerals (Great Surveyor or Miner) (though that one should probably force a random find instead.)

Sadly, the connection between python and dll is completely baffling to me at this time.

We use a callback to see if a crop can be planted on the plot. There is no way in the callback of figuring out the unit doing the action. We probably needed to go with python mission buttons one for each resource and assign the missions to plot terrain and unit. There are tutorials on how to do it.
 
Can you add the one on the far right 3 down that looks like a dead tree. Can you make it into a new resource called "Resin"?

In one of my older mods i had "burnt forest" but it was an improvement.
 
Well, below you see the result of a bit more work on the Great Farmer files.
If you want to test the enhanced great farmer, just drop the assets-folder in your mod-directory.

Enjoy! :)
 
Well, below you see the result of a bit more work on the Great Farmer files.
If you want to test the enhanced great farmer, just drop the assets-folder in your mod-directory.

Enjoy! :)

Dang, i forgot all about the Great Farmer, if it works good, many many thx.:)
 
Noticed that the mines improvement line has a chance to spawn gems but not sapphires or jade or any of the other new gem resources. Thought Gems were supposed to be faced out and replaced by the various types? Some buildings still get bonuses from having Resource Gems but nothing from the new gem types.

Cheers
 
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