Mr_blbshrtz
Chieftain
- Joined
- Oct 27, 2014
- Messages
- 3
For Civ 5, I got started on a Tiberium mod, but eventually stopped because I couldn't get a crucial part of my code working. Here's what I managed to do:
1- Tiberium spreads in varying densities.
2- Tiles with Tiberium on can be harvested. This provides a varying amount of production to the nearest city depending on how dense the tiberium contamination was on that tile
what I couldn't get working:
3- The Tiberium based economy: The idea is that (at least initially) Tiberium is harvested in one or two key locations, and being the main source of production (city's production per turn massively nerfed), trade routes would carry this production from city to city. Hence, tiberium supply lines would need to defended, enemy supply lines would be targeted- strategic attacks could render huge proportions of the enemies cities non productive. Would need to provide an incentive for dispersal of tiberium via trade routes- for example (just an idea): cities can only use a certain amount of production per turn (this would increase by constructing buildings).
For point 3, I ended up writing about 500ish lines of lua which would turn out to not work
. The mod in it's current state is attached
I have a document which outlined the exact algorithm I'd use for tiberium dispersal via trade routes (it had to be calculated city by city in a specific order- or it wouldn't be accurate):
https://docs.google.com/document/d/1MIFeWJOTjEIcjfIuiQPehzZJXWN5PMBKJE4cioBmSt0/edit?usp=sharing
I'm not looking to hand off the mod. If time permits, I'd like to stay active in the mod- but it's clear I lack the programming skills to do this on my own.
I also had a google doc outlining my vision for what the mod might end up becoming:
https://docs.google.com/document/d/1DBWuw-zTFeaYepRj5VnYkBBeYZlmwuv8pMTDO34Bm6s/edit?usp=sharing
Hope there are some takers.
1- Tiberium spreads in varying densities.
2- Tiles with Tiberium on can be harvested. This provides a varying amount of production to the nearest city depending on how dense the tiberium contamination was on that tile
what I couldn't get working:
3- The Tiberium based economy: The idea is that (at least initially) Tiberium is harvested in one or two key locations, and being the main source of production (city's production per turn massively nerfed), trade routes would carry this production from city to city. Hence, tiberium supply lines would need to defended, enemy supply lines would be targeted- strategic attacks could render huge proportions of the enemies cities non productive. Would need to provide an incentive for dispersal of tiberium via trade routes- for example (just an idea): cities can only use a certain amount of production per turn (this would increase by constructing buildings).
For point 3, I ended up writing about 500ish lines of lua which would turn out to not work

I have a document which outlined the exact algorithm I'd use for tiberium dispersal via trade routes (it had to be calculated city by city in a specific order- or it wouldn't be accurate):
https://docs.google.com/document/d/1MIFeWJOTjEIcjfIuiQPehzZJXWN5PMBKJE4cioBmSt0/edit?usp=sharing
I'm not looking to hand off the mod. If time permits, I'd like to stay active in the mod- but it's clear I lack the programming skills to do this on my own.
I also had a google doc outlining my vision for what the mod might end up becoming:
https://docs.google.com/document/d/1DBWuw-zTFeaYepRj5VnYkBBeYZlmwuv8pMTDO34Bm6s/edit?usp=sharing
Hope there are some takers.