Civ5 does this too: strategic resources are used as upkeep for higher-end units, so you can only have _x cavalry at a time.
I'm the oldest modder now on the Caveman2Cosmos Team. I work slowly on the Civics.
So... will you be doing any debugging for VIP? Not that any may be need as I recall.
And can you play VIP in multiplayer?
I'm sure Ghandi will be salivating over that. He's always evil in my games.Also, regarding to the pollution: By being able to manipulate features through the DLL, it opens up for giving the biological missiles some more meaning, as well as a couple of the promotions I have. Maybe even a spy mission that pollutes a tile.
Heh, wife tried assorted home made baked goods when the boys were younger. The amount of haggling of Civ vs baked goods would have made a U.N. Diplomat green with envy. I got glared at rather viciously when the oldest and I offered to teach the grandson Civ.. I really don't see how it's my faultI dont know if VIP runs multiplayer. My son (now 10) watched me play, and wanted to try it. I was reluctant. I thought about suggesting him heroin instead. Its less addictive
Well, that would be rather awesome if resources could pile up and get used in different ways:Oil
This one is bit ambitious, but could theoretically be fun (I think).
Oil (or fuel) would collect like gold, but be used for every move of modern ship/vehicles/air.
No oil? no go!
In general there are a lot of resources that should be limited. You have 1 iron, you can build 50 tanks and battleships at the same time. A storm takes down the mine, and you can build nil.
If it wasn't for the damn python, things would have gotten even faster.Huh you are very fast...
I dunno,could be tricky,
Think about a situation where ai has units in danger, but he wasted his oil on othe not in danger units.
Youll need to consider it .
Ii would make the oil, to allow 1,2,3 extra movements, unit defined , when oil is down,units still can move but , 1 move.
Or play with the perks of oil, sone more battle bonus for some units.
Stopping them completely,will give you a hell of a lot more work.
Yeah python ui...well, most of my code is in sdk, faster.
int CvPlayer::getOilPerTurn() const
{
int totalFuel = GC.getDefineINT("FUEL_PER_OIL") * (
getNumAvailableBonuses((BonusTypes)GC.getDefineINT("FUEL_BONUS")) +
getNumAvailableBonuses((BonusTypes)GC.getDefineINT("OIL_BONUS")) +
GC.getHandicapInfo(GC.getGameINLINE().getHandicapType()).getFreeUnits());
return totalFuel;
}
int CvPlayer::getOilPerTurn() const
{
return (GC.getDefineINT("FUEL_PER_OIL") +
GC.getHandicapInfo(GC.getGameINLINE().getHandicapType()).getFreeUnits()) *
(getNumAvailableBonuses((BonusTypes)GC.getDefineINT("OIL_BONUS")) +
getNumAvailableBonuses((BonusTypes)GC.getDefineINT("FUEL_BONUS")));
}
It DOESNT use fuel on Attacks. But will use fuel if attacks and moves into tile.
Should it use fuel on attacks? And am I missing someplace that needs to use fuel?
Any mechanical unit now uses 1 oil per move. Thinking planes should cost 2.
Hm... How would you like to set an accumulation limit, mainly proportional to the number of improvements on the tile (oil storage)? Their "option" is that they can be destroyed by aircraft, missiles, etc.Should Oil be storable (max amount), buyable and steal-able?