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Thema: [Mod] 1492: Global Colonization

  1. #46
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    Dieser Beitrag stand ursprünglich im Thread [ModIdee] Vieh-Herden. - W.B.

    Zitat Zitat von raystuttgart Beitrag anzeigen
    Very intersting.

    When are you planning for your next Release of "1492: Global Colonization" ?

    Could you send me a list of your planned Ressources and maybe a copy of your current Gamefonts + Buttons for the goods ?
    I plan such resources in "1492:Global Colonization"


    resource_icons_64ea.dds you can find in 1492:Gold Rush mod.

    Fonts are here.
    Buttons for goods: Not all are ready yet. Tomorrow I will send all available.

    Zitat Zitat von raystuttgart Beitrag anzeigen
    When are you planning for your next Release of "1492: Global Colonization" ?
    Very difficult to answer. To much interesting ideas, to short time to realize them...
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    Geändert von Writing Bull (11. Dezember 2010 um 02:03 Uhr)

  2. #47
    Col-Modder Avatar von raystuttgart
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    Some Questions:

    1. Do you have / plan a production line with "Multiple Yields Consumed" ?

    e.g.
    Ore + Coal -> Iron -> Tools

    or even more complicated
    Salpeter + Sulfur + Coal -> Gunpowder

    or
    Vegetable Fiber / Animal Fibre -> Cloth

    2. What do you do with gunpowder and ammo ?

    3. What do you do with coins ?

    4. What do you do withe valuable wood ?

    5. What is rope made of ?

    6. Do you also create your own production buildings ?
    (How many do you plan ?)


    Some special icons (gamefonts and buttons) I am still looking for:

    1) Winegrapes (which I want to make wine of)
    2) Furniture (which is made of valuable wood)
    3) Coffee fruit (which gets dried and gets coffee)
    Geändert von raystuttgart (11. Dezember 2010 um 16:27 Uhr)
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  3. #48
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    1) Winegrapes (which I want to make wine of)
    I have got Icons for Winegrapes now.
    (Won't need any others.)
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  4. #49
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    [B]
    Some special icons (gamefonts and buttons) I am still looking for:

    1) Winegrapes (which I want to make wine of)
    2) Furniture (which is made of valuable wood)
    3) Coffee fruit (which gets dried and gets coffee)
    I start from the end. Here set_1 with icons, buttons and buttons for civpedia.

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  5. #50
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    I start from the end. Here set_1 with icons, buttons and buttons for civpedia.

    Wow !!!!!
    A million Thanks !

    Achtung Spoiler:

    I owe you a DLL-Feature.
    (I am serious about that !)
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  6. #51
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    Zitat Zitat von raystuttgart Beitrag anzeigen

    1. Do you have / plan a production line with "Multiple Yields Consumed" ?
    Yes, I will use MultipleYieldsConsumed_v0.06 mod by Aymerick.

    Zitat Zitat von raystuttgart Beitrag anzeigen
    e.g.
    Ore + Coal -> Iron -> Tools

    or even more complicated
    Salpeter + Sulfur + Coal -> Gunpowder
    For Tools and Guns


    For Gunpowder


    Technological lines for Coal (bonus) and Coal as a product of Wood processing


    Here on line 1 Wood => Coal means a "slow pyrolysis process", where each player without bonus Coal resource could get access the the iron production (line 2)

    Zitat Zitat von raystuttgart Beitrag anzeigen
    Vegetable Fiber / Animal Fibre -> Cloth
    Yes, right.


    Zitat Zitat von raystuttgart Beitrag anzeigen
    2. What do you do with gunpowder and ammo ?
    Gunpowder and Ammo should be used by MILITARY unit during the battle and must be re-supplied. Something similar already realized in "Dawn of A New Era" mod. Unfortunately, the authors didn't publish the source codes for the DAWN mod.

    Zitat Zitat von raystuttgart Beitrag anzeigen
    3. What do you do with coins ?
    Let's be correct. I mean not "Coins", but "Fake Coins".

    Gold and Silver could be used to make (of course illegally) the local currency (or "fake coins" for your King). These "fake coins" could be used as usual money, probable with some discount (zB, 1 fake coin = 0.5 King coin). However, when the player start to make his local currency the King became very angry and send his strong army to subdue his governor.

    Thus, "fake coins" could be an interesting but very dangerous way to get extra money. If you have a strong army, you can try.

    At the moment the "fake money" is just an idea.

    Zitat Zitat von raystuttgart Beitrag anzeigen
    4. What do you do withe valuable wood ?
    Only sell as valuable goods. I have no plans to use valuable wood in new production lines.


    Zitat Zitat von raystuttgart Beitrag anzeigen
    5. What is rope made of ?
    From HEMP. Both Sailcloth and Ropes are required for your shipyards (ships construction)


    Zitat Zitat von raystuttgart Beitrag anzeigen
    6. Do you also create your own production buildings ?
    (How many do you plan ?)
    Not by myself but some new buildings could be imported from Guild 2. Practically each technological line requires a separate set of buildings.

    Finally, I would like to show how I plan realize "Furs".


    Such technique permits to open LEATHER not as a product of rather expensive Furs processing, but as goods made from very cheap Hides (skins). Here Salt = Saltpeter. It's not exactly correct, but technologically possible.

  7. #52
    Col-Modder Avatar von raystuttgart
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    Thanks for the explanations.
    Definitely very interesting.
    I really like your ideas.

    However I will try to keep my goods and production lines a little more simple.
    Achtung Spoiler:
    Other modders told me that my plans were too complicated.


    With my current plans I will already have problems to find enough space in the city screen for the buildings I need.

    By the way:

    I will probably stay away from "Multiple Yields Consumed and Multiple Yields Produced".

    That is because of 2 reasons:

    1) I have programmed several Features around goods.
    ("Multiple Yields Consumed and Multiple Yields Produced" could cause problems there.)

    * A lot of different warning messages concerning production lines
    * Price linking between raw good and produced good
    (price of produced can never be lower than price of raw, if price of produced should then be lowered price of raw is lowered instead)
    ...

    2) I really think that AI can't handle this properly all the time.

    I am really looking forward to your next release.
    Geändert von raystuttgart (11. Dezember 2010 um 23:48 Uhr)
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  8. #53
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    Here the set of icons that are fully ready at the moment.



    Clay - Cotton - Food - Gems - Gold - Hide - Iron - Lumber - Pearls
    Placer Gold - Saltpeter - Stone - Sulfur - Tea - Tobacco - Vegetable Fiber - Wool (or Animal Fiber)

    Please, inform me if you need any special icons of goods.
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  9. #54
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Here the set of icons that are fully ready at the moment.
    They look fantastic !

    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Please, inform me if you need any special icons of goods.
    Thanks. I have all other icons, that I need.
    I now just have the problem, that they don't look very good compared to yours.
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  10. #55
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    By the way:

    I will probably stay away from "Multiple Yields Consumed and Multiple Yields Produced".

    That is because of 2 reasons:

    1) I have programmed several Features around goods.
    ("Multiple Yields Consumed and Multiple Yields Produced" could cause problems there.)

    * A lot of different warning messages concerning production lines
    * Price linking between raw good and produced good
    (price of produced can never be lower than price of raw, if price of produced should then be lowered price of raw is lowered instead)
    ...

    2) I really think that AI can't handle this properly all the time.
    The prices I "pseudo-stabilized" in my previous "1492: Global Colonization. Resource pack" mod. The prices oscillates in some intervals and this is not the big problem, to my opinion.

    Your critical remarks about "Multiple Yields Consumed and Multiple Yields Produced" mod are much more serious.

    As I remember Aymerick told that AI can consume only the first yield from many on the case of "Multiple Yields Consumed".

    Do you have any alternative method how we could produce one new yield from many others instead "Multiple Yields Consumed and Multiple Yields Produced" mod?

  11. #56
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    Thanks. I have all other icons, that I need.
    I now just have the problem, that they don't look very good compared to yours.
    Please, download them here in one archive and tomorrow I will see them. Probably, I could propose something else.

  12. #57
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Do you have any alternative method how we could produce one new yield from many others instead "Multiple Yields Consumed and Multiple Yields Produced" mod?
    At the moment I have planned 3 Features that could simulate "Multiple Yields Produced".
    (All work similar to the Whaling feature.)
    Achtung Spoiler:

    Hunting Party:
    A Unit that is sent to Buffalos for example.
    There it collects both food and fur.
    Weapons are needed to build the unit.

    Cow-Herd:
    A Unit that is sent to flat terrain (savanna for example).
    There it collects both food and hides.
    Cows are needed to build the unit.

    Sheep-Herd:
    A Unit that is sent to hills (savanna for example).
    There it collects both food and wool.
    Sheep are needed to build the unit.

    Otherwise I just stay away from MYC and MYP.

    I have no good concept for "Multiple Yields Consumed".

    Something like this for example I just won't do:
    Ore + Coal -> Iron

    Instead I will just keep it simple:
    Ore -> Iron
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  13. #58
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    By the way:

    I will probably stay away from "Multiple Yields Consumed and Multiple Yields Produced".

    That is because of 2 reasons:

    1) I have programmed several Features around goods.
    ("Multiple Yields Consumed and Multiple Yields Produced" could cause problems there.)

    * A lot of different warning messages concerning production lines
    * Price linking between raw good and produced good
    (price of produced can never be lower than price of raw, if price of produced should then be lowered price of raw is lowered instead)
    ...

    2) I really think that AI can't handle this properly all the time.
    Hi ray!

    I return again to this part of our discussion.

    I followed the discussion in the tread [MODCOMP] Multiple Yields Consumed.

    All source files made by Aymerick in his MultipleYieldsConsumed_v0.06 mod are dated 23-25.01.2010.

    However, the last message by Kailric in this tread is dated 01.05.2010 and here Kailric wrote:

    I haven't found any bugs because of this mod. One thing though I intend to fix for my mods is that when you have multiple yields consumed and one of the yields is missing both yields show up as missing in the help text when you mouse over the Building. But this is only a minor issue.
    Thus, looks that the defect you mentioned above is fixed.

  14. #59
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Thus, looks that the defect you mentioned above is fixed.
    Hm.

    Maybe I will take a try with "Multiple Yields Produced".

    e.g.:
    Cows -> Leather + Food

    would be interesting for me.

    Edit:

    I have decided to use Multiple Yields Produced on City-Plot-Fields.
    Geändert von raystuttgart (17. Dezember 2010 um 19:52 Uhr)
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  15. #60
    Col-Modder Avatar von raystuttgart
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    Hi KJ_Jansson,

    do you intend to create further graphics for goods (as unit on map) like these ?

    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

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