SDK Component Requests:

oups, i've somewhat mixed up that it's not enough a resource is in the right list in city screen, my bad. so indeed it won't be that problematic since it'll be impossible to get a high modifier.

however my other concern still holds: you'll need at least 50 food income in a city (a city size of 15 requires at least 45 food income) for a 2% bonus to take effect granting one additional food. for 3% we need 34 food income - so cities of size 10 or above could only benefit from the bonus. at the other hand a higher bonus that will allow size 5 cities to profit form this (15+ food) you already require a solid 7% so a large cities population with two resources would explode in later ages.
would this be good? we went from 2 billion to 6 billion in 60 years and we will add another 0.3 Billion within 5 years
 
would this be good? we went from 2 billion to 6 billion in 60 years and we will add another 0.3 Billion within 5 years

i personally dislike an over exponential growth. and as for the game it'll only cause player side exploits. despite that one has to consider the huge amount of food resources that spawn through random events.
 
Really, I don't think i ever had a food resource spawn. Doesn't really matter, it makes the building more dynamic so if it isn't in the mod, I will just add it in to my own. I already have other things i want to add when I get back, that is just one additional.
 
In my Earth 28 game (1.55), I actually had a potato spawn in Europe about 900 turns into the game.
 
Really, I don't think i ever had a food resource spawn. Doesn't really matter, it makes the building more dynamic so if it isn't in the mod, I will just add it in to my own. I already have other things i want to add when I get back, that is just one additional.

It used to happen all the time on my Marathon games in RoM 2.61, but then the UP scaled the resource appearance with gamespeed, so it's fairly rare again.
 
I would like an ObsoleteTech tag for units just like there is one for buildings. This is not a big deal as I only have one unit that needs it since it has a limited time frame where it is meaningful and upgrading it is meaningless.
 
I would like an ObsoleteTech tag for units just like there is one for buildings. This is not a big deal as I only have one unit that needs it since it has a limited time frame where it is meaningful and upgrading it is meaningless.

You are in luck. I looked and apparently Phungus added a "ForceObsoleteTech" tag to UnitInfos and I merged it in, and forgot all about it. It's already in beta6, so you can use it now. I assume you can figure out how to add a new tag to the schema and unitinfos. If not, I can help.

...Not sure why he didn't just call it "ObsoleteTech", but whatever...
 
You are in luck. I looked and apparently Phungus added a "ForceObsoleteTech" tag to UnitInfos and I merged it in, and forgot all about it. It's already in beta6, so you can use it now. I assume you can figure out how to add a new tag to the schema and unitinfos. If not, I can help.

Thanks.

...Not sure why he didn't just call it "ObsoleteTech", but whatever...

because programmers always choose the wrong name given the chance. Its because we don't thing like real people do.:mischief:
 
How about a tag that allows you to build money, science, espionage, or culture, but at an altered hammer rate. It would be great if you could put the hammer rate maybe in a percentage, so at currency you can build gold, but at only 25% of the hammers put in, later techs could allow a great percentage. Going with that idea, how about a tag for civics that alters the way hurry production works, this would work best with hurrying with gold, so you can have an earlier hurry with gold, it would just cost more gold to build, a higher gold to production ratio.

If you can't do it at a modifiable level how about a tag for say 50% conversion, so only half hammers would convert into the other resource?
 
How about a tag that allows you to build money, science, espionage, or culture, but at an altered hammer rate. It would be great if you could put the hammer rate maybe in a percentage, so at currency you can build gold, but at only 25% of the hammers put in, later techs could allow a great percentage. Going with that idea, how about a tag for civics that alters the way hurry production works, this would work best with hurrying with gold, so you can have an earlier hurry with gold, it would just cost more gold to build, a higher gold to production ratio.

Oh, I can do all of that.

However, right now, you can set different percentages for the hammer to Commerce ratios. So you could have 50% gold to hammers, 25% gold to hammers, etc... Whatever you want.

So really, you are asking for civics and techs to alter the rate, right?
 
You are in luck. I looked and apparently Phungus added a "ForceObsoleteTech" tag to UnitInfos and I merged it in, and forgot all about it. It's already in beta6, so you can use it now. I assume you can figure out how to add a new tag to the schema and unitinfos. If not, I can help.

...Not sure why he didn't just call it "ObsoleteTech", but whatever...

Argh! I can't get it to work! Probably dyslexia again but it says that ForceObsoleteTech is not part of UnitInfo! Would it be possible for someone to look at the schema and xml attached and see what it is I did wrong.
 
Argh! I can't get it to work! Probably dyslexia again but it says that ForceObsoleteTech is not part of UnitInfo! Would it be possible for someone to look at the schema and xml attached and see what it is I did wrong.

the file has an error on line 181. It should be
Code:
<ForceObsoleteTech/>


NOT
Code:
</ForceObsoleteTech>

Didn't actually load it up, but that was the error I say.
 
It's definitely your dyslexia. You should really get an XML parser for whatever editor you are using, mine warns me that the file has an error on line 181. It should be
Code:
<ForceObsoleteTech/>


NOT
Code:
</ForceObsoleteTech>

Didn't actually load it up, but that was the error I say.

Yea, I figured it out just after posting. Just needed to test it before coming back here. Thanks.
 
Oh, I can do all of that.

However, right now, you can set different percentages for the hammer to Commerce ratios. So you could have 50% gold to hammers, 25% gold to hammers, etc... Whatever you want.

So really, you are asking for civics and techs to alter the rate, right?

Well this is for the buildable research, gold, etc, and the hurry production of slavery and money. But yes they are fairly similar in concept.
 
For buildings and events we need an OR list of prerequsite buildings. Mostly to cover the upgraded buildings like harbour. There are a number of events that require a number of harbours or ports but if you upgrade them then they do not count.

Not urgent - I am going to use a work around for AAranda's wonder for now :)
 
For buildings and events we need an OR list of prerequsite buildings. Mostly to cover the upgraded buildings like harbour. There are a number of events that require a number of harbours or ports but if you upgrade them then they do not count.

Not urgent - I am going to use a work around for AAranda's wonder for now :)

No problem. I'll add it.
 
I would love to see this mod component incorporated into A New Dawn - Civilization Specific Tech Trees

The author has updated it for BtS 3.19, and including it in AND would require both SDK and python work. I really think that this would add a great deal to Civilization - it would get rid of the "one size fits all" tech tree. Note that I'm not asking for it to be implemented in gameplay, merely the potential functionality.
 
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