[BNW] Oceanliner mod

Would you be interested in playing this mod?

  • No I would not!

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Bangra 7

The Port Of Call
Joined
Aug 28, 2008
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Raleigh, North Carolina
So I finally got around to creating a personal favorite of mines.

The oceanliner mod is designed to help aid in the cultural aspect of mid to late game play, making it more fun and enjoyable. At least for me.

While I don't really see a strategic aspect to using ocean liners, mail steamers and cruise ships, I did feel a sudden desire to create this mod.

And it works!
So I'm gonna upload some pics to prove that to you all, but I really feel that I need to know if I do upload it to steam and here , if anyone would enjoy playing it!
20161018150351_1.jpg 20161018150354_1.jpg 20161018150358_1.jpg
 
The ships ARE look cool but could you please specify a littke but what EXACTLY does this mod do? Also whatsup with the icons?
 
Last edited:
The middle ARE look cool but could you please specify a littke but what EXACTLY doea this mod do? Also whatsup with the icons?
So basically, each ship can travel through rival territory free from enemy suspicion. Making them great scouts.

They can start a golden age as well as sell their exotic goods and conduct trade missions with city states.

The golden age that the mail carrier can start, is roughly five turns.
The golden age that the ocean liner can start, lasts fifteen turns.
And the golden age that the cruise ship starts, can last twenty-five turns.

Additionally, each ship can sell their exotic goods at distant ports.
Those bonuses, as well as the trade mission bonuses, change and increase depending on the type of ship. Mail Carriers for instance, produce 160 exotic goods, while the cruise liner triples that.
Same thing with the gold produced during trade missions. That changes by five times.

Also, I've not gotten around to designing the icons yet. But I plan on it this weekend.
 
Not too much for one ship?
 
So basically, each ship can travel through rival territory free from enemy suspicion. Making them great scouts.

They can start a golden age as well as sell their exotic goods and conduct trade missions with city states.

The golden age that the mail carrier can start, is roughly five turns.
The golden age that the ocean liner can start, lasts fifteen turns.
And the golden age that the cruise ship starts, can last twenty-five turns.

Additionally, each ship can sell their exotic goods at distant ports.
Those bonuses, as well as the trade mission bonuses, change and increase depending on the type of ship. Mail Carriers for instance, produce 160 exotic goods, while the cruise liner triples that.
Same thing with the gold produced during trade missions. That changes by five times.

Also, I've not gotten around to designing the icons yet. But I plan on it this weekend.
How do you get/gain access to those ships? Are they obtained by points like Great Writers and such?
 
How do you get/gain access to those ships? Are they obtained by points like Great Writers and such?
The idea IS to do this, in some later build, but for now; you can build them like any ordinary unit.
 
Here are my thoughts:

The ocean cruise liner must not only being advantage to the player that built it, but also to a player that it visits. Moreover I think that the cultural bunus, like the one the greate musocian or writer does is more approiate to it. Maybe a little cobination of both cultural and gold bonuines (not so powerfull separately) would be just it.

My suggestions:
1. The liner should conduct a "visiting" event near a coastal city.
2. The event should give a liner owner a gold equal to the visiting city's gold generation per turn (your reading to then).
3. The visited city should gain gold equal to the liner's home city gold generation per turn (your people spended money there)
4. The event gives a liner's owner civ a tourism from the visited city's civ in amount equal to the liner's home city culture generation per turn.
5.The visited city gains tourism from the liner's owner civ equal to the amount of this city culture generation per turn.
6. Somehow a liner's should temporary increase local happiness in a visited city, nothing heavier. A golden age for one visiting? Wby is that?
7. I believe a liner should not be able to conduct two visiting events in cities of the same civ in a row. And the visited cities must be no closer then 5 (or 7?) tiles from each other.

Something like this.
 
Here are my thoughts:

The ocean cruise liner must not only being advantage to the player that built it, but also to a player that it visits. Moreover I think that the cultural bunus, like the one the greate musocian or writer does is more approiate to it. Maybe a little cobination of both cultural and gold bonuines (not so powerfull separately) would be just it.

My suggestions:
1. The liner should conduct a "visiting" event near a coastal city.
2. The event should give a liner owner a gold equal to the visiting city's gold generation per turn (your reading to then).
3. The visited city should gain gold equal to the liner's home city gold generation per turn (your people spended money there)
4. The event gives a liner's owner civ a tourism from the visited city's civ in amount equal to the liner's home city culture generation per turn.
5.The visited city gains tourism from the liner's owner civ equal to the amount of this city culture generation per turn.
6. Somehow a liner's should temporary increase local happiness in a visited city, nothing heavier. A golden age for one visiting? Wby is that?
7. I believe a liner should not be able to conduct two visiting events in cities of the same civ in a row. And the visited cities must be no closer then 5 (or 7?) tiles from each other.

Something like this.

Awesome suggestions! I will look into how I can implement these ideas before I release the mod.
 
So does anyone have any ideas how I can modify the scripts to make this work?
1. The liner should conduct a "visiting" event near a coastal city.
2. The event should give a liner owner a gold equal to the visiting city's gold generation per turn (your reading to then).
3. The visited city should gain gold equal to the liner's home city gold generation per turn (your people spended money there)
4. The event gives a liner's owner civ a tourism from the visited city's civ in amount equal to the liner's home city culture generation per turn.
5.The visited city gains tourism from the liner's owner civ equal to the amount of this city culture generation per turn.
6. Somehow a liner's should temporary increase local happiness in a visited city, nothing heavier. A golden age for one visiting? Wby is that?
7. I believe a liner should not be able to conduct two visiting events in cities of the same civ in a row. And the visited cities must be no closer then 5 (or 7?) tiles from each other.

Short answer, Lua!
Long answer:
  1. VMC DLL has custom mission-events. The real trickery however comes to making the AI use this ability as well! (E.g. when to use, where to use, how to use, etc.)
  2. Use the lua functions for reading the amount of gold in a city and granting a player X gold (can't get the exact names out of the top of my head. Look for them on the modwiki/on the cheatsheets!)
  3. same as #2
  4. Place Dummy buildings that generate +1/+2/+4/+8/+2^n tourism per turn in the city. Remove them after X turns (store the turns left/active in a lua-table). Use a function that reads the culture per turn from a specific city
  5. same as #5
  6. Again, dummy buildings!
  7. Save the last visited city in a lua-table. Use TableSaverLoader in order to transfer this table across save-files!:
 
Short answer, Lua!
Long answer:
  1. VMC DLL has custom mission-events. The real trickery however comes to making the AI use this ability as well! (E.g. when to use, where to use, how to use, etc.)
  2. Use the lua functions for reading the amount of gold in a city and granting a player X gold (can't get the exact names out of the top of my head. Look for them on the modwiki/on the cheatsheets!)
  3. same as #2
  4. Place Dummy buildings that generate +1/+2/+4/+8/+2^n tourism per turn in the city. Remove them after X turns (store the turns left/active in a lua-table). Use a function that reads the culture per turn from a specific city
  5. same as #5
  6. Again, dummy buildings!
  7. Save the last visited city in a lua-table. Use TableSaverLoader in order to transfer this table across save-files!:

Wow, looks like I'll have to learn some lua programming to get started. What is VMC DLL?
 
Wow, looks like I'll have to learn some lua programming to get started. What is VMC DLL?
VMC, or Various Mod Components, is a series of mods made by whoward69 (who is also known as William). One of the mods of VMC is a custom DLL, which fixes some minor bugs in the game, and allows modders to change more of the game. It comes for example with the custom mission events I was talking about in the other post, but it has other functionalities as well.
Another DLL which could be used is the CP DLL (which is different from the CBP, since the CP only fixes things while the CBP also balances things).
The drawback of a custom DLL is that only 1 can be used at a time, making your mod incompatible with other mods that use a different DLL. There is no way around that.
See this thread for more information on those 2 main DLLs, and what their features are and what makes them different from each other.
 
VMC, or Various Mod Components, is a series of mods made by whoward69 (who is also known as William). One of the mods of VMC is a custom DLL, which fixes some minor bugs in the game, and allows modders to change more of the game. It comes for example with the custom mission events I was talking about in the other post, but it has other functionalities as well.
Another DLL which could be used is the CP DLL (which is different from the CBP, since the CP only fixes things while the CBP also balances things).
The drawback of a custom DLL is that only 1 can be used at a time, making your mod incompatible with other mods that use a different DLL. There is no way around that.
See this thread for more information on those 2 main DLLs, and what their features are and what makes them different from each other.

Got it, thanks. Now I'll just have to figure out which one will work best for my needs. :D
 
So I'm planning on uploading the oceanliner mod so that someone can help me with the lua scripting. I'm trying to avoid using the DLL, but that might not be possible, as I want people to be able to play the mod even when they're using another dll.

The only catch, is that it'll have to be after the new year, as I'm quite busy right now. So here's to a new year, happy holidays; and a Merry Christmas for those who celebrate during this month!
 
Are you planning on making unique icons for the ships? The 3D models look awesome by the way.

Also, so are these like a mix between a Great Merchant and a Cargo Ship?
After the new year, I want to make the unique icons for the ships, and then I'll see what I can do about making them truly functional. Since I know nothing about Lua and DLL coding, I'll need help with all of that, to make them a cross between t he cargo ship and merchant ship. (Which is the intended goal.)
 
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