Tag requests

@AIAndy & Koshling

Could one of you make a building tag that when on a building triggers it to be automatically built in the city when all its other requirements are met?

I would like to convert my houses to do this so you don't have to build them, they just build themselves. Note this is so they don't have to use a property trigger.

Would this work? :
Code:
<bIsAutoBuild>1</bIsAutoBuild>
Would build the blinding as soon as its requirements are met (well on start of first turn in which that is the case anyway - not part way through a turn). If so I can do that pretty easily later today I expect...
 
New tag request for buildings

<cityBuildingModifier> it should work similiar to techModifier add modifiers to building depending on current existing buildings in the city.

It effet should be visible in "actual effect" hover programmed by Affores.

Thanks to that tag city buildings will have influence on each other
 
New tag request for buildings

<cityBuildingModifier> it should work similiar to techModifier add modifiers to building depending on current existing buildings in the city.

It effet should be visible in "actual effect" hover programmed by Affores.

Thanks to that tag city buildings will have influence on each other

Request noted. I understand what you're asking for and can see the point. But this'd be a bit beyond me right now. I still avoid Commerces and such (and you'd need more than one. You'd need a SET of tags to achieve this I think...)

I also have little to no understanding of the programming involved in the 'actual effect' layout, or I'd have addressed a thing or two there myself.
 
New tag request for buildings

<cityBuildingModifier> it should work similiar to techModifier add modifiers to building depending on current existing buildings in the city.

It effet should be visible in "actual effect" hover programmed by Affores.

Thanks to that tag city buildings will have influence on each other

I'm cautious about this because of the AI aspects. It makes the appropriate choice of building a much more complex problem (since you have a production modifier tree, a bit like the tech tree, which influences the optimal build order). As a result such a system would be likely to benefit the human player relative to the AI, and ultimately make the game easier (or slower if we devoted effort to AI work, which would almost certainly involve it having to run a deeper, and therefore more expensive, analysis).
 
I want to use this only for housing

I want to add some city management buildings (just several). They will add some bonuses from housing.

For AI i simply want to set AIvalue tag on 10. (because it is only several buildings 1 maybe two on each era)

I will make it as modmod so we will able to test that solution before (if we want it) it will be merged.
 
Another request (maybe now it will be possible)

tag for resources
<isOnlyLocal> - boolean - default 0 - defines is resource will be available via trade route to other cities or it will be only available in city where produced.

I wan it for two reasons

1 make a difference bettwen makers hut vs factories - makers hut will produce only local resources. For factories the same resource will be global (now the difference is too small and unrealistic)

2 some resources will be only local before discovering some techs example fruits etc
 
Another request (maybe now it will be possible)

tag for resources
<isOnlyLocal> - boolean - default 0 - defines is resource will be available via trade route to other cities or it will be only available in city where produced.

I wan it for two reasons

1 make a difference bettwen makers hut vs factories - makers hut will produce only local resources. For factories the same resource will be global (now the difference is too small and unrealistic)

2 some resources will be only local before discovering some techs example fruits etc

I have designed a way of doing this without the need for a tag which fits better with the flow of time and trade in the game, I am still working out the details but it looks like it will solve the problem that having many different types of food should provide more health in the early eras but have diminishing returns in the later eras. I want to put a polished suggestion up because my last suggestion, for the metals, never happened because it was not well enough explained by me.
 
@AiAndy

Can you give code example for that (for windmill)
 
I have an idea for a tag for buildings. Basically, the amount of a resource you have increases the bonus of a building. So the "Gas Station" gives +3:hammers:, and +3:gold: I believe. What this tag will do, is so for every extra resource you have, you get another, smaller bonus. Gas Station (1 Oil Product) = +3 :hammers: and +3 :gold:. Gas Station (2 Oil Products) = +4 :hammers: and +4 :gold:. Gas Station (3 Oil Products) = +5 :hammers: and +5 :gold:. And so on and so forth. This can play into many things, notably, Slaves (as a resource) and Oil.
 
I have an idea for a tag for buildings. Basically, the amount of a resource you have increases the bonus of a building. So the "Gas Station" gives +3:hammers:, and +3:gold: I believe. What this tag will do, is so for every extra resource you have, you get another, smaller bonus. Gas Station (1 Oil Product) = +3 :hammers: and +3 :gold:. Gas Station (2 Oil Products) = +4 :hammers: and +4 :gold:. Gas Station (3 Oil Products) = +5 :hammers: and +5 :gold:. And so on and so forth. This can play into many things, notably, Slaves (as a resource) and Oil.

That's not a very good example. Having more oil products is not going to make your cars more productive or worth more. In fact the less oil there is the more expensive it gets.
 
That's not a very good example. Having more oil products is not going to make your cars more productive or worth more. In fact the less oil there is the more expensive it gets.
The point was oil would be more widespread and cheaper, so more people have access to it, so more people are going places. Maybe a better example would be with a highway and Automobiles?
 
Not good idea because we waiting for civ inoc mod where stockpiling resources will be implemented. We waiting to copy that solution.

In gameplay it will give huge empires even more bonus and AI is not prepared to use that feauture
 
Not good idea because we waiting for civ inoc mod where stockpiling resources will be implemented. We waiting to copy that solution.

In gameplay it will give huge empires even more bonus and AI is not prepared to use that feauture

We're going with the Stockpile Mod? Awesome! Even better! Will the resources work similar to Civilization Colonization?
 
@civplayer8

Yes we plan to add it but we havent found any mod/modcogmp that do it in right way.
We wait for Civ4 iNoc mod where that system will be implemented. If it will be good we will try to implement it to c2c. Maybe first try will be mod mod ;). Look at the inoc thread (creation i costumization forum) for more details
 
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