Resource Limit Notice

The Goods idea is interesting.

buildings and units consume different quantities, and you need to expand production to get more
I like this.

Do we need more Resources on the map? Right now they barely fit.;)
 
Well another way to go about this is to completely revamp the way resource icons are displayed. Instead of having them in the GameFonts.tga, which you can delete the calls for, therefore eliminating any conflict with the city icons, and putting them as regular button format, 64px64p in DDS files under each resource's name. You then put in new tags for resources of what/where to call the 'icon' and with the SDK put those 'icons' where the gamefont would have displayed them, completely circumventing / shunning the Gamefonts.tga with a more stable mimic.
 
Do we need more Resources on the map? Right now they barely fit.;)

The ones I suggested were already converted so I thought it would be a waste not to use them if we are going to be opening up resource slots anyways.

Well another way to go about this is to completely revamp the way resource icons are displayed. Instead of having them in the GameFonts.tga, which you can delete the calls for, therefore eliminating any conflict with the city icons, and putting them as regular button format, 64px64p in DDS files under each resource's name. You then put in new tags for resources of what/where to call the 'icon' and with the SDK put those 'icons' where the gamefont would have displayed them, completely circumventing / shunning the Gamefonts.tga with a more stable mimic.

I like this idea if it can be done.
 
Well another way to go about this is to completely revamp the way resource icons are displayed. Instead of having them in the GameFonts.tga, which you can delete the calls for, therefore eliminating any conflict with the city icons, and putting them as regular button format, 64px64p in DDS files under each resource's name. You then put in new tags for resources of what/where to call the 'icon' and with the SDK put those 'icons' where the gamefont would have displayed them, completely circumventing / shunning the Gamefonts.tga with a more stable mimic.


The only thing is that most of the Gamefont code is in the EXE, so I doubt I can get rid of all the icons for resources. Which is why using goods would work.
 
You know what would be helpful, If we layed out exactly what Goods are and what they can and can not do; so I have a good framework to go off of.

Ok here we go ...

Alcohol (Made by Brewery)
+1 Happy
+1 Unhealthy with Meeting Hall
+1 Happy with River Port
+1 Unhealthy with River Port
+1 Unhealthy with Supermarket
+1 Happy with Liquor Store
Required for Liquor Store
Double Production Speed for Festival

Ammunition (Made By Filling Factory)
Required for lots of infantry units, artillery and aircraft.
Required for Artillery Battery and Auto-Cannon Battery
+2% Coin With Ultimate Military Trainer
Double Production Speed for Paramilitary Corps

Biofuel (Made by Biofuel Refinery)
+1 Health
+1 Happy with Recycled Goods Factory

Cement (Made by Cement Mill)
Required for Bunker, Bomb Shelter, Hydro Power, Skyscraper, Flak Tower, The Three Gorge Dam, Highway Project, Cement Barrier, World Trade Center

Chemicals (Made By Chemical Plant)
+1 Unhealthy
+1 Health with Pharmacy
+1 Unhealthy with Supermarket
+1 Unhealthy with Farm Supply
Required for Replicator Plant, Rubber Plant, Fertilizer Plant
+10% Faster Production of Recycled Goods Factory

Fertilizer (Made by Fertilizer Plant)
+3 Health
+1 Unhealthy with Farm Supply

Glassware (Made by Glasssmith)
+2 Commerce
Double Production Speed for Observatory and Salon
Required for Alchemists Lab, Copernicus's Observatory
+5% Production with Recycled Goods Factory

Hit Movies (Made by Hollywood)
+1 Happy
+1 Happy with Amusement Park
+1 Happy with Broadcast Tower
+2 Happy with Communications Tower
+3 Happy with Network Node
+1 Happy with Movie Theater
+1 Happy with Virtual Reality Theater
+1 Happy with Shopping District
Required for Movie Theater
+10% Coin with National TV Station
+5% Coin with Chain Store
+5% Coin with Red Curtains Theater

----

Ugh, I may do the rest later. This is tedious ... But you get the idea.
 
I didn't meant exactly what each good would do (that's too far off), just a general idea for what should be possible.

Anyway, I suspect most people will be in favor of the goods as a consumable resource (so you need to build more goods the larger your empire) rather than the get 1, get access to all (the current resource system).
 
I didn't meant exactly what each good would do (that's too far off), just a general idea for what should be possible.

I was just reposing what they say they currently do in civliopedia.

Cement (Made by Cement Mill)
Required for Bunker, Bomb Shelter, Hydro Power, Skyscraper, Flak Tower, The Three Gorge Dam, Highway Project, Cement Barrier, World Trade Center

Why even have a resource when all of these could just be depend upon if you built a cement mill or not. However how do you plan on trading "goods"?
 
btw the tin resource in the resource pack spawns to much you get huge (relatively) areas of tin. The rest are OK although I would drop the diamond, ruby and saphire in favor of splitting gems into two types soft gems and hard gems. On huge maps I did not have any problems with the new resources after I made tin less common than copper.
 
Rubies and sapphires are precisely the same gem after all, just in varying shades of red, pink and blue.
 
Anyway, I suspect most people will be in favor of the goods as a consumable resource (so you need to build more goods the larger your empire) rather than the get 1, get access to all (the current resource system).
I am in favour of this.
If you make a goods modmod, keep it seperate from a modmod the has resources that spawn on the map.
 
The same way players trade resources. Most of the code can just be cut-n-pasted, with a few tweaks.
COPYPASTA!!!
btw the tin resource in the resource pack spawns to much you get huge (relatively) areas of tin. The rest are OK although I would drop the diamond, ruby and saphire in favor of splitting gems into two types soft gems and hard gems. On huge maps I did not have any problems with the new resources after I made tin less common than copper.
mmk
Rubies and sapphires are precisely the same gem after all, just in varying shades of red, pink and blue.

the Padparadscha weeps for you forgetting it :(
 
I am in favour of this.
If you make a goods modmod, keep it seperate from a modmod the has resources that spawn on the map.

IDK if this will be possible with a rewrite like this. I wouldn't alter natural resources, just remove the manufactured ones and make them into goods. This will create room for more real resources, but will also make many of the mods co-Dependant on goods existing as well.

Therefore, I'm going to need to make goods as easy to understand and not deviate too much from resources so all players still understand it, since it will be a mandatory change with AND. :sad:
 
IDK if this will be possible with a rewrite like this. I wouldn't alter natural resources, just remove the manufactured ones and make them into goods. This will create room for more real resources, but will also make many of the mods co-Dependant on goods existing as well.

Therefore, I'm going to need to make goods as easy to understand and not deviate too much from resources so all players still understand it, since it will be a mandatory change with AND. :sad:

While I am all for "choice" when it comes to AND, I think the mandatory change will be for the best. Having unlimited "goods" and around 70 possible "natural resources" should be plenty and worth the mandatory change.
 
From my tests it looks like map size is the limiting factor - there's just not enough available plots to place lot of all resources and since luxury resources are placed last, they have the least available plots during map generation. This just verifies the fact that I shouldn't add anymore resources to the mod (at least not resources that appear in nature).
This is what Zappara said. This the reason I do not want more resources on the map.
 
Y'know Afforess, this whole goods idea (no pun intended) reminds me a lot of the cumulative fuel mod, a mimic of a resource that could accumulate over time which failed drastically with AI knowledge.
 
Y'know Afforess, this whole goods idea (no pun intended) reminds me a lot of the cumulative fuel mod, a mimic of a resource that could accumulate over time which failed drastically with AI knowledge.

I like this Idea
 

Sadly, it seems we will ever be able to add any more resources. :sad:


It is sad indeed, cause while I'm generally against new content (buildings in the first place), I'd like to see more resources on the map.

We may just have to invent a new way to do some of the things resources did, and remove some redundant or useless resources.. (Ancient Temple, I'm looking at you!)

Oh, yes! Ancient Temple can disappear with no harm. It gives you some money, I know, but around 7000 years later than the time you really need that :lol:
 
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