Orion's Aviation Mod for C2C v18

Ok so I made a new Good (Titanium) and nits produced by the Titanium mine. I also made a bunch of other goods I had been meaning to do.

I think I found a solution for the resource problem. Geothermal power could be changed into a terrain feature. You could still put an improvement on it and have the geothermal power plant require it in the city vicinity. Its also weird that you can trade geothermal power since what are you trading electricity? steam? heat? Makes more sense as a terrain feature anyways.

Then put in titanium in its place as a new resource. This means its still under the limit if you swap one out for another.
 
Ok so I made a new Good (Titanium) and nits produced by the Titanium mine. I also made a bunch of other goods I had been meaning to do.

I think I found a solution for the resource problem. Geothermal power could be changed into a terrain feature. You could still put an improvement on it and have the geothermal power plant require it in the city vicinity. Its also weird that you can trade geothermal power since what are you trading electricity? steam? heat? Makes more sense as a terrain feature anyways.

Then put in titanium in its place as a new resource. This means its still under the limit if you swap one out for another.

Except of course it is done. I believe Iceland still exports hot water. ;)
 
Hey, guys!

I have four questions:

First, Orion's "Airfield" uses almost the same graphics like C2C's Airport and has almost the same charakteristics. So, should we say, that the new Aviation units requires just C2C's Airport or in connection with airfield too? (I would delete Orion's airfield then.)

Second: Can we add "Titanium" as a bonus or shall I add Good (Titanium) as the requirement?

Third: Hydro, you're right (of course), C2C already has "Jet Propulsion", but not "Advanced Metallurgy"... shall I add it?

Fourth: Topic "Parts plant" - here are the charakteristics of it:

- +15%:hammers:
- +25% Trade Route Yield (maybe just 5-10%?)
- can turn 3 Citizens into Engineer (too much isn't it? maybe just one?)
- +10% production speed for Organized Leaders (delete, or less than 10%?)
- builds 15% Faster with Titanium

So, shall I change "Parts plant" or remove it?

Need your advice... :)
 
@mcookie83

First I would like to apologize if I was scaring you away. I like this and we need more modders like you to help lighten the load. I just was very blunt in pointing out things that might conflict with C2C. I am sorry if I came off in a negative way.

Now down to business ...

First, Orion's "Airfield" uses almost the same graphics like C2C's Airport and has almost the same charakteristics. So, should we say, that the new Aviation units requires just C2C's Airport or in connection with airfield too? (I would delete Orion's airfield then.)

I think that the units we don't already have should require the "Military Airbase". Unless they are an experimental aircraft like the SR-71 which already requires the Top Secret Army Base.

Second: Can we add "Titanium" as a bonus or shall I add Good (Titanium) as the requirement?

Since you cannot give 2 building requirements to a unit I think that the building themselves should require "Good (Titanium)". Note that we could always do something where we have a new building that all the new units require. It in turn requires the "Military Airbase" plus some goods like "Good (Titanium)", Good (Ties), etc. Not sure if it should be an "Aircraft Factory" or a "Repair Hanger" or what.

Third: Hydro, you're right (of course), C2C already has "Jet Propulsion", but not "Advanced Metallurgy"... shall I add it?

I am not sure yet we will have to look at the tech tree. What tech requirements and where do you think it should go on the tree (X and Y locations). I am thinking maybe around X64 Y7

Fourth: Topic "Parts plant" - here are the charakteristics of it:

- +15%
- +25% Trade Route Yield (maybe just 5-10%?)
- can turn 3 Citizens into Engineer (too much isn't it? maybe just one?)
- +10% production speed for Organized Leaders (delete, or less than 10%?)
- builds 15% Faster with Titanium

I kind of like this. I think its worth trying to keep. Especially if it say produced Good (Parts). Also if geothermal gets swapped out for titanium then the builds faster should still work. If anything I would not mind grabbing this building into my own mods.
 
Hey, guys!

I have four questions:

First, Orion's "Airfield" uses almost the same graphics like C2C's Airport and has almost the same charakteristics. So, should we say, that the new Aviation units requires just C2C's Airport or in connection with airfield too? (I would delete Orion's airfield then.)

Second: Can we add "Titanium" as a bonus or shall I add Good (Titanium) as the requirement?

Third: Hydro, you're right (of course), C2C already has "Jet Propulsion", but not "Advanced Metallurgy"... shall I add it?

Fourth: Topic "Parts plant" - here are the charakteristics of it:

- +15%:hammers:
- +25% Trade Route Yield (maybe just 5-10%?)
- can turn 3 Citizens into Engineer (too much isn't it? maybe just one?)
- +10% production speed for Organized Leaders (delete, or less than 10%?)
- builds 15% Faster with Titanium

So, shall I change "Parts plant" or remove it?

Need your advice... :)

Excellent - remove the building "Airfield" and Tech "jet Propulsion" from your copy of OV's mod

My preference would to be to connect the units to the "Military Airbase".

I would suggest that "Parts Plant" should require the building "Good (Titanium)" rather than "builds 15% faster with titanium" and it should speed up the production of jets in the city. See shipyard definition for how you can do that.

Hydro is in the best position to describe what to do with the tech "Advanced Metallurgy". Like where to place it, prereq techs and leads to techs. Do you know if OV uses that tech in another of his mods? Eg the Mine warfare mod. If he does then there is more reason for us to include it.

the next thing you will need to do is compare the units and change the combat strengths to match C2C. Since we added in a lot of early units all the late units had to have their strengths adjusted to fit.
 
Ok so lets see what units you can take out ...

- F104 Star Fighter
- F4 Phantom
- F14 Tomcat
- SR 71 (Already have this)
- F22 Raptor
- F35 Lighting (I think we may already have this as the Modern Fighter F35)
- A10 Thunderbolt (Already have this.)
- F15 Eagle (I think this may already be in game as the Strike Fight F15)
- F18 Hornet
- F4 Phantom
- F117 Nighhawk (I think this is already in game as the "Stealth Fighter")
- F111 Aardvark
- FOKKERDR1 [Early Fighter] (Already have this.)
- P51 Mustang
- B52 Bomber (I think we already have this as the "Stealth Bomber")
- B1 Lancer
- FLAK88 Anti-Air Gun (Already have this.)

The other issue is Unit Type. Their unit types and techs will need to reflect C2C ones such as ...

- Early Bomber
- Early Fighters
- Bombers
- Jet Fighters
- Super Sonic
- Stealth Units

Hydro is in the best position to describe what to do with the tech "Advanced Metallurgy". Like where to place it, prereq techs and leads to techs. Do you know if OV uses that tech in another of his mods? Eg the Mine warfare mod. If he does then there is more reason for us to include it.

I will have to check that out. Thanks for reminding me about the Mine Warfare mod.
 
As you can see Hydro and I have differing ideas on stuff. I reckon you should be able to build jets without titanium but that it should cost you more (take longer) to build them. whereas he feels that you should not be able to build them at all without titanium.

Edit When Hydro says remove the unit what he means is first use them to figure out what you will have to change in all the units by comparing them with what is already in C2C.

A useful tool for working on individual units is the woc_converter.jar. It splits the file, unitinfos.xml in this case into one unit per file. that along with a compare program makes comparing stuff easier.
 
@
Excellent - remove the building "Airfield" and Tech "jet Propulsion" from your copy of OV's mod

My preference would to be to connect the units to the "Military Airbase".

I would suggest that "Parts Plant" should require the building "Good (Titanium)" rather than "builds 15% faster with titanium" and it should speed up the production of jets in the city. See shipyard definition for how you can do that.

Hydro is in the best position to describe what to do with the tech "Advanced Metallurgy". Like where to place it, prereq techs and leads to techs. Do you know if OV uses that tech in another of his mods? Eg the Mine warfare mod. If he does then there is more reason for us to include it.

the next thing you will need to do is compare the units and change the combat strengths to match C2C. Since we added in a lot of early units all the late units had to have their strengths adjusted to fit.

@ Hydro: You don't need to apologize, because you weren't mean! Thank you for helping me to include this mod in the right way. :)

What if the new Aviation units require "Parts plant" that itself requires Good (Titanium)? Is that a solution we all could live with? I'll do it, like you proposed, DH, in the way the shipyard works. And maybe we could say, that the units need an amount of 5-6 "Military Airbases" (building classes) plus Parts plant? Is that possible? Otherwise we have to decide which building they require.

@ Hydro: I've modded OV's Mines Warfare by myself and it requires the selftitled tech "Mine Warfare", which needs just Gunpowder to be researched.
 
What if the new Aviation units require "Parts plant" that itself requires Good (Titanium)? Is that a solution we all could live with? I'll do it, like you proposed, DH, in the way the shipyard works. And maybe we could say, that the units need an amount of 5-6 "Military Airbases" (building classes) plus Parts plant? Is that possible? Otherwise we have to decide which building they require.

Unfortunately units can only require one building.
 
As you can see Hydro and I have differing ideas on stuff. I reckon you should be able to build jets without titanium but that it should cost you more (take longer) to build them. whereas he feels that you should not be able to build them at all without titanium.

What I mean is have the buildings that the aircraft require, require goods such as titanium. Note that we can have it such as aluminum or titanium, etc. Note that I still need to convert more resources into goods such as aluminum, oil, coal, biofuel, etc.

Edit When Hydro says remove the unit what he means is first use them to figure out what you will have to change in all the units by comparing them with what is already in C2C.

A useful tool for working on individual units is the woc_converter.jar. It splits the file, unitinfos.xml in this case into one unit per file. that along with a compare program makes comparing stuff easier.

What I mean is if the units are the same as the ones we have in C2C then we do not need to change them. Note that if we are having aircraft require buildings then maybe we should do it across the board just like how all wooden ships require a shipwright.

The other factor is applying say titanium resource to existing aircraft to help speed up their production.

@

@ Hydro: You don't need to apologize, because you weren't mean! Thank you for helping me to include this mod in the right way. :)

See told you DH I was not scaring him away. :p

@
What if the new Aviation units require "Parts plant" that itself requires Good (Titanium)? Is that a solution we all could live with? I'll do it, like you proposed, DH, in the way the shipyard works. And maybe we could say, that the units need an amount of 5-6 "Military Airbases" (building classes) plus Parts plant? Is that possible? Otherwise we have to decide which building they require.

I was thinking that the parts plant could be a general building that could produce parts for not only aircraft but for other units like tanks and stuff. Thus Good (Parts) could be required for say the Automobile Factory etc. Thus the parts plant could require itself a variety of possible goods such as iron or steel or aluminum or titanium.

Then the Good (Parts) could be required for say an "Aircraft Factory" which would be required for the various aviation buildings like the Airport, Commercial Airport, Military Airbase, etc. And in turn the aircraft would require the military airbase. So like this ...

Part Factory -> Good (Parts) -> Aircraft Factory -> Military Airbase -> Aircraft (Units)

@
@ Hydro: I've modded OV's Mines Warfare by myself and it requires the selftitled tech "Mine Warfare", which needs just Gunpowder to be researched.

Good to know. I can put it close to Gunpowder tech then. Probably could move the landmine building to that tech too.

I thought so. So, Military Airbase, without Good (Titanium) and I would say that you, Hydro, can use "Parts plant" for your Goods system, like you wanted?

Yes, like I said above I can just adopt the "Parts Plant" and add it to my craft mod and then make a new good called "Good (Parts)".

This will mean you don't need any building files in your mod now. And thus less to worry about.
 
Yes, like I said above I can just adopt the "Parts Plant" and add it to my craft mod and then make a new good called "Good (Parts)".

This will mean you don't need any building files in your mod now. And thus less to worry about.

Brilliant! So, the aircrafts will just need "Military Airbase". I delete the units we already have and correct the upgrades. The required resources like aluminum and so on, except titanium, are okay so far, aren't they?

I need a bit time... but I think tomorrow morning (I live in Berlin :)) I can report my proceedings.

Yippieh. :D
 
Well I am pushing the "Part Plant" to the SVN now. I have not made the Good (Parts) yet though so I produces nothing at the moment. Also I swapped out titanium for aluminum for the + production until DH adds titanium as a new resource.

Brilliant! So, the aircrafts will just need "Military Airbase". I delete the units we already have and correct the upgrades. The required resources like aluminum and so on, except titanium, are okay so far, aren't they?

Yep. However the existing aircraft will need to be tagged to require the airbase too. Note that early aicraft probably do not need that since it would not make sense to require a building that comes later. But that can be done outside your mod anyways. You just worry about the new aircraft.

Also make sure I did not miss any duplicate aircraft that we already have. I am all for adding new ones, but not if we already have it.
 
So, guys! Short update:

I eliminated the units we already have, the buildings, the techs "Advanced Metallurgy" and "Advanced Flight" (because without features they're good for nothing) and the required resource "Titanium". A added "Military Airbase" as the required building.

Now I have to check the strengths compabilities, costs and upgrade classes and have to have a look at the required techs - that's all and I think then we can test it. Do I forget something?

Next on the list could be the "Merchants and Pirates Mod" from OV - I moddded it already, but I want to check how it fits with C2C and need your help, if you want to add it too... ;)

@Hydro: Do you want to add the Mines Warfare Mod? If yes, can I help you??? :mischief:

@Hydro and DH: Thanks for your great support! In that two days, I learned a bit more and I want to get better and help to make this mod the best ever!!! :woohoo:
 
Finished! I think it's ready to go into C2C!

I deleted, how I said, the buildings, the techs, the units we already have and the resource "Titanium". I looked over the upgrades and changed the strengths so that it fits with the C2C concept.

It would be good if someone could look into it and tell me, if and what I forgot or if everythings fine...

So... ready go to further! :D

Ps. ... it has to be put into the "OrionsMods"-folder. :)
 
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