Hydromancerx
C2C Modder
@Vokarya
Every time you post "Skeleton Wonder" I keep thinking your doing the crypt with the skeletons.
Every time you post "Skeleton Wonder" I keep thinking your doing the crypt with the skeletons.

@Vokarya
Every time you post "Skeleton Wonder" I keep thinking your doing the crypt with the skeletons.![]()
- Create a Culture (Ellis Island) building and redefine all buildings that use Culture to use either Culture (X) or Culture (Ellis Island) -- not very elegant
- Redefine all Culture (X) buildings [provided by Native Culture (X)] as resources instead of buildings
^^
- Change Culture to be religion or corporation-like and spread more realisticly
- +1 happiness in all cities with State Religion
@Thunderbrd
Yeah I liked the Olympics too. I think that was done through a special event or something. Note that there were 2 types of Olympics, the Ancient one (which we still have) and the Modern Olympics (which we don't have) that moved around in a similar way. Here is a picture of it.
@Vokarya
Back in RoM/AND there was a National Wonder called the "World's Fair". It could not be built but was triggered once the year reached 1851 AD. It would spawn in random cities that were size 10 or larger. Every third turn it would change its location to a new city.
Here is a picture and mod files for it. Could you possibly bring back this cool Wonder?
One gift from the combat mod that has as of yet gone unmentioned.
use as:
Please refer to the schema to find the proper placement order slot:Code:<UnitCombatProductionCostModifiers> <UnitCombatProductionCost>UNITCOMBAT_MELEE</UnitCombatProductionCost> <iUnitCombatProductionCostModifier>5</iUnitCombatProductionCostModifier> </UnitCombatProductionCostModifiers>
Code:<element type="TechCommerceChanges" minOccurs="0"/> <element type="TechYieldChanges" minOccurs="0"/> <element type="TechSpecialistChanges" minOccurs="0"/> <element type="TechCommerceModifiers" minOccurs="0"/> <element type="TechYieldModifiers" minOccurs="0"/> <!-- Technology Affected Buildings: END --> <element type="bDCMNukesOkay" minOccurs="0"/> <element type="iDCMAirbombMission" minOccurs="0"/> <element type="PropertyManipulators" minOccurs="0"/> <element type="GlobalBuildingExtraCommerces" minOccurs="0"/> <!-- TB Combat Mods begin --> <element type="iAidRate" minOccurs="0"/> <element type="iTradeCommunicability" minOccurs="0"/> <element type="iFrontSupportPercentModifier" minOccurs="0"/> <element type="iShortRangeSupportPercentModifier" minOccurs="0"/> <element type="iMediumRangeSupportPercentModifier" minOccurs="0"/> <element type="iLongRangeSupportPercentModifier" minOccurs="0"/> <element type="iFlankSupportPercentModifier" minOccurs="0"/> <element type="FreePromoTypes" minOccurs="0"/> <element type="DiseaseTypes" minOccurs="0"/> <element type="UnitCombatRetrainTypes" minOccurs="0"/> <element type="UnitCombatRepelModifiers" minOccurs="0"/> <element type="UnitCombatProductionCostModifiers" minOccurs="0"/>
I don't think that the construction condition should be hardcoded by date, it should be by tech, IE the first person to reach Tech X (Industrialism?) gets this Wonder to start, and it can jump among all players that have researched Tech X. That would be IMO more balanced and a better implementation. Also, the time intervals it jumps on should be based on what gamespeed you're playing.
OK, tried it out. It works, but I have a minor issue with the wording of the ability. The Civilopedia for this reads -50% discount to Missionaries Production Cost. The way it's worded for UnitDomain types (see Venetian Arsenal) is Builds <UnitType> +<amount>% Faster. Can we be consistent with this?
Also, I think you got your signs reversed somewhere. A number greater than zero should increase production, and a number less than zero should reduce it. I can see it going either way, but I think having the positive numbers be the bonus would be more intuitive for modders.
It was the new Olympics that moved about not the ancient one.
I suggest only using the increased production for X mechanic instead of decreased cost for X. The first gives diminishing returns, which is a good stacking mechanic, the second (if it stacks additively) has increasing returns which can even result in negative costs.Hmm. At first I was going to hop all over this and take your advice/request and run with it right away. However, on some thought I noticed a few things.
First of all, the wording is different because the effect is technically different. A % discount to COST is not the same as constructing a % faster. The difference is that in the first example, you're decreasing the effective build cost itself. The second is a modifier to your production while your city is working that particular selection. The math is subtly different in that in the second case it may be interacting with other modifiers and the % modifiers total rather than increasing the overall sum total of all modifiers except this one by the % noted.
Therefore, in this case, the modifier I gave unit combats here is actually more... erm... powerful. Because its adjusting the ACTUAL build cost of the unit itself and is not subject to any potential blending in with other modifiers and actually represents something along the lines of adding the modifier at the end as in the above case.
To change the text to word differently might still be in order if we found the same effect regarding another tag and found the wording different there. But since there IS a difference, however minor, between the two effects, it really should NOT be changed so that the player can note that difference.
However, you've given me cause to want to read back through the actual programming to make sure its plugging in the way I think it is... lol. If its actually working the other way, as you've suggested, then yes, it should be changed to reflect.