Resources

Titanium comes to my mind - it could give you a small production bonus for mechanized units, ships or planes. Or is there a special reason why Planetfall does not have ressources which make items cheaper?

Planetfall offers a great variety of health and happiness boosting ressources, but their are few with strategic impact (Iridium allows Planetbusters, but thats it). Maybe it is good that way, because making important units totally dependant on a ressource can easily unbalance the game...but I don't think a small production bonus for certain units/buildings for some ressources would hurt.
 
Where can I find that model?

Here.
It's a building model, but it makes no difference, a .nif is a .nif.
The socket might be an aesthetical problem, but you can just move it into the ground by lowering the model on the z-axis.
 
That begs the question though: does it or does it not look out of place to represent DNA resources with a DNA symbol instead of some random plants or so? I'd like to hear some opinions on that before I use that DNA symbol in the game. Also, there are four DNA resources, so then there should be four variations of the same graphic.

Titanium comes to my mind

Titanium is widely distributed. It doesn't really make sense as a bonus resource only available on a couple select places.

Planetfall offers a great variety of health and happiness boosting ressources, but their are few with strategic impact (Iridium allows Planetbusters, but thats it). Maybe it is good that way, because making important units totally dependant on a ressource can easily unbalance the game...but I don't think a small production bonus for certain units/buildings for some ressources would hurt.

I wouldn't mind giving some resource which gives a happiness/health/planet also some small bonus to unit or building production, but I don't want to add any resources whose sole purpose is to significantly alter the cost of some unit. I find it ridiculous that Civ4 gives great military importance to stuff like Copper, Iron, Horse, Oil, but then also adds lots of code to the starting position generator to ensure everyone will definitely have most of these resources nearby. Seems kinda like a pointless exercise.
 
That begs the question though: does it or does it not look out of place to represent DNA resources with a DNA symbol instead of some random plants or so? I'd like to hear some opinions on that before I use that DNA symbol in the game. Also, there are four DNA resources, so then there should be four variations of the same graphic.

Titanium is widely distributed. It doesn't really make sense as a bonus resource only available on a couple select places.

I would say that resources as symbols makes it a lot easier to notice them, and since giant lumps sticking out of the ground don't make much sense anyways I don't see realism as a big issue. Although it should still look cool.

For many mineral resources (I think including titanium) the elements are widely distributed, but usually in minute quantities, making mining them uneconomical, even at high prices. Therefore, the only truly usable sources are those where the mineral is very highly concentrated, usually still in relatively low concentrations.
 
That begs the question though: does it or does it not look out of place to represent DNA resources with a DNA symbol instead of some random plants or so? I'd like to hear some opinions on that before I use that DNA symbol in the game. Also, there are four DNA resources, so then there should be four variations of the same graphic.



Titanium is widely distributed. It doesn't really make sense as a bonus resource only available on a couple select places.



I wouldn't mind giving some resource which gives a happiness/health/planet also some small bonus to unit or building production, but I don't want to add any resources whose sole purpose is to significantly alter the cost of some unit. I find it ridiculous that Civ4 gives great military importance to stuff like Copper, Iron, Horse, Oil, but then also adds lots of code to the starting position generator to ensure everyone will definitely have most of these resources nearby. Seems kinda like a pointless exercise.

How about having strategic resources that only decrease hammer costs? As far as DNA symbols go, I like the current plan to use the DNA resource. Chiron uses good ol DNA anyway right? Has been a while since i read the background. I would keep it as a labor saving measure.
 
That begs the question though: does it or does it not look out of place to represent DNA resources with a DNA symbol instead of some random plants or so?
I'd like to hear some opinions on that before I use that DNA symbol in the game.

Not sure :dunno:.
It's just, when i look at a elephant, i'll see ivory, and not DNA.
But you're maybe right, it DNA modell will not really look natural.

Also, there are four DNA resources, so then there should be four variations of the same graphic.

Wouldn't be a problem to change the skin to light green, dark green, blue...and the fourth color.
 
That begs the question though: does it or does it not look out of place to represent DNA resources with a DNA symbol instead of some random plants or so?
It's really not stranger than little suns floating around, representing energy. Vanilla art tends to trip one up more than a symbolic representation.

Cheers, LT.
 
If we're considering appearance, remember to check what it looks like with the appropriate improvement on top of it. Otherwise it doesn't make much difference to me. I usually have the resource finder helper turned on anyways.
 
DNA resources are enabled by the field lab, which fortunately does not conceal the center of plot.

Anyway, if someone can make four DNA nifs without the pedestal and in four different colours, I'll use it. :D
 
Anyway, if someone can make four DNA nifs without the pedestal and in four different colours, I'll use it. :D
...tried my hand at it. How do you like the results? :)

The DNA in the screenshot uses fScale = 0.85 and fInterfaceScale = 1.2

Cheers, LT.
 

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  • DNA.zip
    DNA.zip
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  • raredna.jpg
    raredna.jpg
    160.5 KB · Views: 200
Btw, is it a rotating DNA-helix? If not, it would be nice to have it as an animated resource.
 
Btw, is it a rotating DNA-helix? If not, it would be nice to have it as an animated resource.
The version above is static, but I made an animated version - now it's slowly rotating. See attachment for the animated version. I tested it in-game - and it works flawlessly.

Just overwrite the old files (I had to change all of them to get it working properly) and don't forget to include "dna.kfm" in the ArtDefine file for the animation.

Cheers, LT.
 

Attachments

I'd agree with having resources give a base happiness/health/planet and also a small extra bonus (ie +5% to Infantry or Vehicle or Aircraft prod for various metals/gases, maybe effects like +5% :gp:, +2% healing rate, +5% research in specific subdomains, etc for the DNAs or Algaes) for more individualization. Also interesting would be to unlock an added + health or happy from certain resources with several late-game techs or buildings, making resource access have some input into your strategic priorities.
 
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