[TEASER] Screenshot for new super secret unreleased mod component

Dom Pedro II said:
And then of course comes the question: Expected release date? :D
Well sometime within the next year give or take a year or two :p
 
In other words... Soon™


EDIT: Also... how will the situation work with the expending of materials to build things work? Will all the units of said material be required up front? Or will it be like... If you need 10 units of Iron to build a Swordsman and it takes 5 turns to complete it, 2 units are taken from the inventory each turn? Or you could make it from the get-go that you require X number of units per turn... and so cities that build something faster will be considered to be using the resources more efficiently?

Because in that case, if we say 2 units per turn, a high-production city will have expended 10 units all together if it takes 5 turns to complete... whereas a city that takes 15 turns would actually have used up a totally of 30 units of Iron when all's said and done... indicating a MUCH less efficient production process.

And actually, it could help balance out small civs with high-producing cities vs. sprawled out giants which would be producing as much but in smaller cities thus taking longer and expending more resources as waste.

Things to think about :)
 
Updated 1st post with new teaser images
 
@TheLopez

Got your PM, glad you were able to fix the resource fonts. I can't wait to try it out. :goodjob:
 
Exciting!

Are you planning on adding a variety of resources with this, too? Or will this strictly be a component?
 
dh_epic said:
Exciting!

Are you planning on adding a variety of resources with this, too? Or will this strictly be a component?

I will probably include a couple of new resources in it as part of the reference implementation.
 
Awesome Lopez :goodjob:

Although the building you're using as Powder Mill, I was actually thinking it will use the beer resource to produce extra happy citizens ;)
 
Rabbit said:
Awesome Lopez :goodjob:

Although the building you're using as Powder Mill, I was actually thinking it will use the beer resource to produce extra happy citizens ;)

Hmmm... good point, wanna make me a different building for the powder mill then?
 
I've no idea how a powder mill is supposed to look and doing a google image search produces maps to a place :eek: called "Powder Mill"... I bet they have a lot fire fighters :)
 
Rabbit said:
I've no idea how a powder mill is supposed to look and doing a google image search produces maps to a place :eek: called "Powder Mill"... I bet they have a lot fire fighters :)
There is an Albanian movie about the uprising in the early 1900s against the Turks, in which they created gunpowder from the raw materials to be used in the rebellion. Perhaps I can get a screenshot of it for a reference image so we at least have something to work with.

EDIT: The video is way too blurry to be of any use, and there aren't any pictures of just the mill itself, although it's always in the background. I think TheLopez provided some nice references though :)
 
Rabbit said:
I've no idea how a powder mill is supposed to look and doing a google image search produces maps to a place :eek: called "Powder Mill"... I bet they have a lot fire fighters :)

Here's a couple of images I found through google:

lm011812.jpg


HABSDEL2-HAG1-3300.gif


small-PowderMill4.jpg


PowderMill3.jpg


HMNJ001.JPG


black_powder.jpg


let me know if you need more.
 
Hi TheLopez,

How did you get it the source resources to be limited to...(1)....I'm assuming if you had 2 powder factories but only 1 coal it would still work as the game stands now...

cuz if not.....what comes after Part A?

PARTY!

*boy I'm a nerd*

taking your idea out a few spaces...

you could make a water wheel a requirement for the tex.mill pre-power

take your "finished product(s)" -> into a 2nd manufactoring system

coal & iron = steel + tranisitors (copper & crystal) = consumer goods = big $$$

for my own mod I'm putting in multiple builds for resources, so like on horses
normal pasture = as per normal
&
warhorse ranch(improvement) +warhorse trainer(building) =warhorse = knight
drafthorse ranch(improvement)+wagoneer(building) = +1 movement on road
Jumper ranch (improvement) + steeplechase(building) = much happiness + much income

then doing this kind of micromanagment all the way through the various foodchains....the jewelry making (in hopes of getting my wife to play again) will make your hair go grey....

the hope is to give both A. choices, esp. for more aggresive non-conquest players (yeah I know oxymoron) and B. forcing choices between things like railroad or industry...or just going and beating the snot out of your neighbors for thier extra coal they are just lettign lay around.
 
I'm really looking forward to seeing this released, TheLopez.

Three questions for you, though:

I'm assuming this will be released for Warlords. If so, will you include Rhye's tweak that increases the max number of civilizations in game to 24? Or release the source code for this mod so the two can be combined?

Due to the nature of th mod, will the resources used be fixed, or can modders use this manufactured goods method with their own tree of resources?

Keep up the good work. This is definitely a mod I'll include in all my future games.:goodjob:

EDIT: And one possible suggestion if you have not thought of this. Instead of having units use hammers or food to build, have them use their resources. For instance, a country manufactures airplane frames and is in the process of building a bomber fleet. As with hammers, the more airplane frames manufactured, the faster the bombers are built (in this case, 1 airplane frame = 1 hammer, 3 airplane frames = 3 hammers, etc.). Not sure if you can have a unit build off of multiple manufactured goods, though: Airplane frames AND Engines.
 
doronron said:
I'm really looking forward to seeing this released, TheLopez.

Three questions for you, though:

I'm assuming this will be released for Warlords. If so, will you include Rhye's tweak that increases the max number of civilizations in game to 24? Or release the source code for this mod so the two can be combined?
As with all of my other mod comps it will be released as a stand alone mod comp. Will it be released for Warlords, hmmm... I'll have to convert it but that shouldn't take too long.

doronron said:
Due to the nature of th mod, will the resources used be fixed, or can modders use this manufactured goods method with their own tree of resources?
Modders will be able to use it to augment the resources in their own mods. The mod component will not include any new resources itself, just the framework to have buildings manufacture new resources from existing resources.
 
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