There are many different ways to obtain Dye.This may be fixed already but I think Murex has a similar problem in that you can't make dye with it if it's imported...
I think Murex was part of resource combo building.
There are many different ways to obtain Dye.This may be fixed already but I think Murex has a similar problem in that you can't make dye with it if it's imported...
Should be possible I think. The AI might not have much awareness of it but I'm not sure that's a problem really.@Thunderbrd is possible with GOM to make following building requirement:
(X OR Y OR Z ) AND A AND (B OR C)
This way I wouldn't need autobuildings.
No Murex is a map resource (as is Indigo) - I think all the other dye sources are combos. The Dye Maker requires the Murex building, not the resource, (Indigo is probably the same) so you can't make dye if you import the stuffThere are many different ways to obtain Dye.
I think Murex was part of resource combo building.
It appears I can use Horse/Camel/Elephant Trainers for Tamed Horse/Camel/Elephant in place of Elephant Myth and Horse/Camel Farm - these Trainers need National Breeder or Animal Farm or Herd.Should be possible I think. The AI might not have much awareness of it but I'm not sure that's a problem really.
Dye Maker needs one of 11 buildings.No Murex is a map resource (as is Indigo) - I think all the other dye sources are combos. The Dye Maker requires the Murex building, not the resource, (Indigo is probably the same) so you can't make dye if you import the stuff
I know I don't fully agree with all of DH's positions on these things BUT, please keep this in the realm of discussion only for now and make proposals for us to discuss before acting.It appears I can use Horse/Camel/Elephant Trainers for Tamed Horse/Camel/Elephant in place of Elephant Myth and Horse/Camel Farm - these Trainers need National Breeder or Animal Farm or Herd.
This way National Breeders are useful as one of Trainer prereq, and by itself is needed for tamed animals.
Now I must add ability to place resource to Tamed Animal units, if they require animal resource.
That doesn't seem quite right. There should be a solution that allows dye to be manufactured from imported goods as well, even if it's not exactly the same solution. Perhaps a national Dye making center wonder would apply here?Dye Maker needs one of 11 buildings.
They all need resource in vicinity.
This means import isn't option to make dye, instead you can import dye itself.
Thanks TB. That's what I was saying.That doesn't seem quite right. There should be a solution that allows dye to be manufactured from imported goods as well, even if it's not exactly the same solution. Perhaps a national Dye making center wonder would apply here?
Well I wanted to do large scale plan, but I decided not to.I know I don't fully agree with all of DH's positions on these things BUT, please keep this in the realm of discussion only for now and make proposals for us to discuss before acting.
I may not feel things are quite right at the moment but I completely respect the amount of thought and labor he has put into these and he may well see a flaw in any design concept that we don't. So let's please come to a consensus before we act on making changes.
To do that we're going to have to be very clear and patient in trying to understand EXACTLY what the plan and the results of that plan in play will be.
With that said, DH, I hope you fully understand the frustrations players are voicing here and will keep a very open mind to possible alternative solutions. We've had a lot of complaints about this over time and Raxo is perhaps the perfect code mule to make this happen without the burden of the solution falling completely on your shoulders. If we can make sure things are guided in the right direction, he's amazing at ensuring complete compliance in a huge XML project like this and we can all tell he's raring to go to create the solution.
I'm a little unclear on what, exactly, you are proposing Rax... can you break it down into the large scale concept of the plan in full?
I found an error in CvGameTextMgr.cpp
if (getBugOptionBOOL("CityBar__AirportIcon", true, "BUG_CITYBAR_AIRPORT_ICONS"))
1. CityBar__AirportIcon
2. CityBar__AirportIcons
1. is wrong, 2. is correct.
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<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by EXTREME (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- Assets\Modules\NotSoGood\AnimalPlacing\AnimalPlacing_CIV4UnitInfos.xml -->
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I'll see if I can remember some over the weekend, right now my head is elsewhere. ^^@Toffer90 I remember you suggested a few more DLL fixes but I forget which ones, do you still remember?
He said in other thread, that trading of natural resources is broken for all raw materials.
Also StrategyOnly said, that he couldn't build Bison Tamers or something despite importing bison - there is no National Breeder for that.
Either we need hundred of National Importers (Needs resource anywhere in empire) and another hundred of Local Suppliers (Needs National Importer OR vicinity buildings, that provide resource), and would be base instead of vicinity buildings (Or use GOM, if [A or B] AND [B or C] requirement is possible with it).
Local Supplier doesn't have to provide resource - either its traded or is somewhere within your empire borders.
That is Local Supplier could be standalone autobuilding or could be GOM type requirement if it allows for multiple sets of OR building requirements.
Or we need stop using "Needs resource in vicinity" as base for supply chains, though cultures and buildings needing two different resources in vicinity could be left as is.
Then you could build Tamed Animal anywhere - it wouldn't depend on vicinity directly or indirectly but just would need resource somewhere.
That is units and buildings would depend only on existence of resource anywhere (Unit/Building -> Building prereq for Unit/building -> A (Needs Vicinity resource) or B (Needs resource anywhere))
.........................................
I think I found way to require least amount of buildings:
Instead of National Breeder/Smelter or hundred of National Importers building/unit could require National Warehouse or any of resource giving buildings and Bonus (they all would be in one OR GOM group)
There could be several types of it like Minerals/Plants/Animals or one general.
You could build several National Warehouse national wonders - few other national wonders are like this.
Essentially National Warehouse could act as alternative requirement to building, that needs resource in vicinity or Herd in case of animals.
Current smelters and breeders would be readjusted where needed.
There is 80 if not 100 National Resources, so 100 types of National Importer NWs would be too much considering, that there is only 400 National Wonders.
A better way of coding this became available.@strategyonly I found out that only Tamed Donkey/Horse can place Donkey/Horse.
Tamed Cattle erroneously displays, that it can place Cow.
It seems like Dancing Hoskuld never used MISSION_BUILD_DOMESTICATED_HERD for other Tamed and or Subdued animals.
Cow/Sheep can be placed by some Subdued animals.
Some Tamed/Subdued animals can build Herd within city though.
This is how such override look.Code:<?xml version="1.0"?> <!-- ###################################################################################### --> <Civ4UnitInfos xmlns="x-schema:SubdueAnimals_CIV4UnitSchema.xml"> <UnitInfos> <UnitInfo> <Type>UNIT_TAMED_HORSE_PAIR</Type> <Buildings> <Building> <BuildingType>BUILDING_HORSE_STORY</BuildingType> <bBuilding>1</bBuilding> </Building> <Building> <BuildingType>BUILDING_HORSE_STORIES</BuildingType> <bBuilding>1</bBuilding> </Building> </Buildings> <Actions> <Action> <MissionType>MISSION_BUILD_DOMESTICATED_HERD</MissionType> <ActionOutcomes> <Outcome> <OutcomeType>OUTCOME_BUILD_DOMESTICATED_HERD</OutcomeType> <iChance>50</iChance> <PlotCondition> <Greater> <Python>canBuildHorseBonus</Python> <Constant>0</Constant> </Greater> </PlotCondition> <PythonCallback>doBuildHorseBonus</PythonCallback> </Outcome> <Outcome> <OutcomeType>OUTCOME_BUILD_DOMESTICATED_HERD_WITH_PASTURE</OutcomeType> <iChance>100</iChance> <PlotCondition> <Greater> <Python>canBuildHorseBonusAndPasture</Python> <Constant>0</Constant> </Greater> </PlotCondition> <PythonCallback>doBuildHorseBonusAndPasture</PythonCallback> </Outcome> </ActionOutcomes> </Action> </Actions> </UnitInfo> <UnitInfo> <Type>UNIT_TAMED_HORSE</Type> <Buildings> <Building> <BuildingType>BUILDING_HORSE_STORY</BuildingType> <bBuilding>1</bBuilding> </Building> <Building> <BuildingType>BUILDING_HORSE_STORIES</BuildingType> <bBuilding>1</bBuilding> </Building> </Buildings> <Actions> <Action> <MissionType>MISSION_BUILD_DOMESTICATED_HERD</MissionType> <ActionOutcomes> <Outcome> <OutcomeType>OUTCOME_BUILD_DOMESTICATED_HERD</OutcomeType> <iChance>50</iChance> <PlotCondition> <Greater> <Python>canBuildHorseBonus</Python> <Constant>0</Constant> </Greater> </PlotCondition> <PythonCallback>doBuildHorseBonus</PythonCallback> </Outcome> <Outcome> <OutcomeType>OUTCOME_BUILD_DOMESTICATED_HERD_WITH_PASTURE</OutcomeType> <iChance>100</iChance> <PlotCondition> <Greater> <Python>canBuildHorseBonusAndPasture</Python> <Constant>0</Constant> </Greater> </PlotCondition> <PythonCallback>doBuildHorseBonusAndPasture</PythonCallback> </Outcome> </ActionOutcomes> </Action> </Actions> </UnitInfo> </UnitInfos> </Civ4UnitInfos>
Files are here: Caveman2Cosmos\Assets\Modules\DancingHoskuld\Subdue_Animals\z_experimental\Herds
This is used if you want to place resource.
This is unnecessary as Great Farmer is much simpler as to adding bonuses.
Code:<?xml version="1.0" encoding="UTF-8"?> <!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by EXTREME (Firaxis Games) --> <!-- Sid Meier's Civilization 4 --> <!-- Copyright Firaxis Games 2005 --> <!-- Assets\Modules\NotSoGood\AnimalPlacing\AnimalPlacing_CIV4UnitInfos.xml --> <!-- Unit Infos --> <Civ4UnitInfos xmlns="x-schema:AnimalPlacing_CIV4UnitSchema.xml"> <UnitInfos> <UnitInfo> <Class>UNITCLASS_GREAT_FARMER</Class> <Type>UNIT_GREAT_FARMER</Type> <Combat>UNITCOMBAT_PRODIGY</Combat> <SubCombatTypes> <SubCombatType>UNITCOMBAT_WORKER</SubCombatType> <SubCombatType>UNITCOMBAT_CIVILIAN</SubCombatType> <SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType> <SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType> <SubCombatType>UNITCOMBAT_QUALITY_POOR</SubCombatType> <SubCombatType>UNITCOMBAT_GROUP_PARTY</SubCombatType> <SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType> <SubCombatType>UNITCOMBAT_HEALS_AS_PEOPLE</SubCombatType> </SubCombatTypes> 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It appears you would need to make additonal set of build actions if you wanted them instantinous and without any gold cost.
I guess then I'll add more
<MissionType>MISSION_BUILD_DOMESTICATED_HERD</MissionType>
and add help text entries to Cow (Cattle), Bison, Camel, Elephant, Llama, Mammoth, Pig (Wild Boar)
That is for Tamed animals.
So you shouldn't be allowed to trade certain natural resources at all at least until some tech?And thus you would destroy all of Hydro's work and one third of what C2C is about.
I would have thought someone else would have realised this but the bug here is not that trading horses/bison wont let you build stuff but that you can trade those resources at all!
The mechanism we use inside the nation is to use subdued/tamed animals. That is the same mechanism you should be using when trading for the resource.
Bottom line it is not a bug it is the way it is meant to be.
I will fix the National Smelters/Breeders by
- changing the name to "Not in any city" instead of "National"
- making sure the help and strategy text about this are correct.
- applying one bug fix so that these buildings can't be built in cities that have the resource near it.
1. already the case and no. The problem is that you should not be able to ever trade them between nations. However that bit is done in the exe and until this project happens there is nothing we can do about it.So you shouldn't be allowed to trade certain natural resources at all at least until some tech?
That is some natural resources should be invisible unless in vicinity until some tech?
So you MUST have animal in vicinity to spread it?
Resource not existing within your borders is absolutely same thing as resource being one tile too far from city.
That is technically it doesn't matter, if you traded it from AI, or if resource is in your borders but tile too far from nearest city.
So you have to buy Tamed Animal from AI or in case of resource being one tile too far from city raze that city and build it closer or just place city here just for vicinity and then raze it after getting animal.
That is AI has animal resource: Send hunters to get subdued animal or buy tamed animal from AI or conquer city if resource is in its vicinity.
Animal resource one tile too far from city: Send hunters, or build city here (can be razed after getting tamed animal).
So the AI will build and trade these units? And there are units to account for all the different types of herd animals?The mechanism we use inside the nation is to use subdued/tamed animals. That is the same mechanism you should be using when trading for the resource.