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Thema: [MODCOMP] 1492: Gold Rush

  1. #1
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    [MODCOMP] 1492: Gold Rush

    1492: Gold Rush


    Current version 1.1

    Changes in version 1.1

    - AI is adapted to the new city warehose capacity,
    - the goods that impossible to sell in Europe will be lost the first when the warehouse is full,
    - fixed bug with water coloration of standart mapscripts.
    Story
    On an icy cold morning early in 1848, James Wilson Marshall, a carpenter from New Jersey, picked up a few nuggets of gold from the American River at the site of a sawmill he was building for John Sutter near Coloma. By August, the hills above the river were strewn with wood huts and tents as the first of 4,000 miners lured by the gold discovery scrambled to strike it rich. Prospectors, from the East sailed around Cape Horn. Some hiked across the Isthmus of Panama, and by 1849, about 40,000 came to San Franciso by sea alone. Nearly $2,000,000,000 in gold was taken from the earth before mining became dormant.
    About:

    I extracted from my "1492: Global Colonization" mod some elements and would like to present them as a separate [MODCOMP].

    Why? There are two reasons:

    - "1492: Global Colonization" mod is under development and is not ready yet for the publication.

    - NeseryozniyVET published his "Amount Resources and New City Capacity" mod this summer. Unfortunately, he only downloadedhis very interesting mod on civfanatics.com and gave no comments or explanations how it works and how correctly to use it. TC01 in the treat "Quantity-based resource system?" tried to ask some details about "Amount Resources and New City Capacity" mod, however without success. Unfortunately, last months I was in a very long trip and have no possibility to read forum's messages. Some days ago I returned home and I decided to fullfil the lack of information.

    As result I extracted from "1492: Global Colonization" all elements related to "Amount Resources and New City Capacity" mod, added some required details that are necessary for the explanations. All these elements I combined in a "1492: Gold Rush" minimod that I present as a separate [MODCOMP].

    I hope this [MODCOMP] "1492: Gold Rush" will be interesting to both modders and players. This mini-mod is made as simple as possible, thus facilitating its integration into other modes.

    All credits to NeseryoznijVET and Aymerick, whose mods I used for the compilation of my [MODCOMP].


    The basic idea of a mini-mod:

    The resources distribution in the original Civilization IV:Colonization is very strange and too far from the reality. Free available Iron on each hill, serious output from the tiles without real bonuses, etc. etc. Plus absolutely unlimited mineral resources (Iron, Silver) make the game too simple even for children. The players have no motivation to fight for the strategically important resources because such resources are available practically everywhere.

    All these disadvantages of the original CivIV:Colonization are fixed in the "1492: Gold Rush" minimod. I especially added to this post some extra comments and screens that simplify understanding of general idea and explain how it was realized.


    "1492: Gold Rush" contains the following new elements:

    1. New distribution of all resourses (both mineral and vegetatives),
    2. Two types of Gold deposits: hard rock gold mining and placer gold fields,
    3. Limited and exhausted mineral resources (ore, silver, gold),
    4. New logic in the Warehouse capacity calculation.


    Details:

    1. New distribution of all resourses (both mineral and vegetatives).

    To understand what was changed I recommend to start a new game with Earth33.py mapscript and Huge size mapsize, then open the map in WorldBuilder. I give here no screen because everybody can do it very easily.

    As you see, each Land tile has not more than three main resources; namely: x Food; y Wood, z Fur. No additional resources on bonus-free tiles. Some tiles in desert have no Food, Wood or Furs at all (x=y=z=0).

    All mineral and vegetative bonus resources are concentrated only on the bonus tiles. Find such tiles, establish your cities near such bonus tiles, and you will have a constant and rich flow of these resources in your empire.

    All non-mineral (vegetatives) resources are unlimited.

    All mineral resources are limited (please, see p.3)

    Information for modders:

    The xml files located in ..... XML/Terrain/ directory are responsible for such distribution. Everybody can compare in Notepad++ the current and the original distributions.


    2. Gold deposits: hard rock gold mining and placer gold field.

    I introduced two type of Gold in "1492: Gold Rush" minimod. One of them is a traditional hard-rock gold deposits. The second one is a PLACER GOLD on goldfields located on the rivers (in this minimod Placer Gold appears only near the river).

    Historically each discovery of new placer goldfield gives a start to new GOLD RUSH. I recommend to read a very interesting article in Wikipedia. Today one of such stories gives the name to this minimod.

    Both types of Gold deposits are introduced as two different bonuses. Thus, here I tested here such combination: one YIELD_GOLD and two bonuses BONUS_GOLD and BONUS_PLACER_GOLD.

    Achtung Spoiler:

    I already used such schemes in "1492: Global Colonization. Resource Pack" for the Ivory


    In next version of the "1492: Global Colonization" mod the similar schemes could be used for vegetable


    and animal fibers.

    Such combinations of different resources under one YIELD permit geographically correctly present distribution of similar-type resources. From one side Elephants, Camels or Cotton could not appear near the Arctic circle (it's very easy to correct through <iMinLatitude>0</iMinLatitude> and <iMaxLatitude>40</iMaxLatitude> tags in CIV4BonusInfos.xml), from another side the cities located in colder regions all the time will have access to more typical for these regions fiber materials (Flax or Sheep) or Ivory (Walrus).

    Hard-rock gold appears on hills and the Gold mine increase the output from the Gold_bonus tile.
    Placer gold appears only near the river.

    Historically the panning techniques was used for the placer gold extraction.
    Gold panning is mostly a manual technique of sorting gold. Wide, shallow pans are filled with sand and gravel that may contain gold. The pan is submerged in water and shaken, sorting the gold from the gravel and other material. As gold is much denser than rock, it quickly settles to the bottom of the pan. The panning material is usually removed from stream beds, often at the inside turn in the stream, or resting on the bedrock bed of the stream, where the density of gold allows it to concentrate. This type of gold found in streams or dry streams are called placer deposits.

    Gold panning is the easiest technique for searching for gold, but is not commercially viable for extracting gold from large deposits, except where labor costs are very low and/or gold traces are very substantial. It is often marketed as a tourist attraction on former goldfields. Before production methods can be used, a new source must be identified. Panning is a good way to identify placer gold deposits so that they may be evaluated for commercial viability.
    This technique is shown on "Panning Gold, California, 1849" by William McIlvaine (1813-1867) used as a title screen of this post.

    I closed the possibility to construct Gold mine on Placer gold bonus tile. Each unit of any profession has equal output (or an equal chance to find gold). The professional Gold miner as more experiented unit has a little bit higher chance (higher output if Gold miner is working on Placer Gold bonus tile).

    Information for modders:

    Achtung Spoiler:
    Gold as a new YIELD

    Changed files are:
    CvCityAI.cpp
    CvEnums.h
    CvPlayerAI.cpp
    CyEnumsInterface.cpp
    All places in the soure files are marked as

    //MORE_YIELD_TYPES 05/05/09 Aymerick
    All additions are similar to the "PlantationEconomy 0.09" mod by Aymerick.

    RiverSide as a place where Placer Gold deposites could be found

    Changed files are:
    CvInfos.cpp
    CvInfos.h
    CvPlot.cpp
    CyInfoInterface2.cpp
    All places in the source files are marked as
    // KJ: Placer Gold start
    and
    // KJ: Placer Gold end
    I added a new tag in the CIV4BonusInfos.xml file
    Code:
    			<bRiverSide>1</bRiverSide>
    This tag has 1 only for PLACER_GOLD bonus.


    3. Limited and exhausted mineral resources (ore, silver, gold).

    This is the most important part of the "1492: Gold Rush" minimod, therefore the main part of screens in this post is related to extracted mineral resources. Please, open the screens and follow my comments.

    "1492: Gold Rush" minimod has two type of Gold deposits. A hard-rock gold deposit is shown of this screen.



    Please, note. Turn 1. Underlined in red on the left "Gold (69)" means that Gold deposit on this tile has 69 units of Gold.

    Second type of Gold is a Placer Gold deposit



    Here we have only 41 units of Gold. Both deposits are marked as "Exhaustible bonus resource" (Underlined in red on the left)

    Let's go on the City screen.



    Send our Colonist to extract Gold from "Placer Gold deposit". His output is 1 Gold/turn.

    Stop all our units and press 20 times the next turn button. Next stop: Turn 20.



    Let's go to the map and check the situation with our Placer Gold deposit. According to the screen "Remaining placer gold = 22". We had 41 Gold on turn 1, thus 41 - 22 = 19. Our colonist should extract 19 gold during 20 - 1 = 19 turns. Let's check the city screen.



    Ok, nothing lost! We can continue.....

    Next stop on Turn 41.



    Our colonist collected practically all gold from the placer gold field that now has only 1 Gold.

    Next turn 42.



    Red alarm message "Bonus return is exhausted. Placer Gold". The "Placer Gold" icon disappears from the map. Previously bonus tile has only wood and furs.

    Let's open city screen.



    Turn 42. We have 41 Gold in our city. As you remember the Placer Gold deposit had 41 gold on turn 1. All gold is collected. Now the colonist can work on this tile only as Lumberjack or Fur Trapper.

    As you remember, we have a second gold deposit near our city. To speed up the process let's construct Gold mine on Gold-bonus tile and make a number of turns. We stop on turn 78 because now our Gold deposit has only 1 Gold (Underlined in red on the left)



    Next turn, and the second Gold deposit is exhausted



    Similar red alarm message, Gold icon also disappears from the map.

    Now all available gold near our city is collected. Let's check the city.



    We had 69 Gold in hard rock deposit and 41 Gold on Placer goldfield on Turn 1. 69 + 41 = 110. We have exactly 110 Gold! Nothing was lost or stolen! Great!

    Interesting observations during testing:

    Natives extract the limited resources (Gold, Silver, etc.) if the such bonus resources are located within the native city border. Native unit must work on this bonus tile to extract a resource. Very possible situation when such resource will be fully exhausted, If it is located too long inside the native city and the natives collect it. During testing I observed how placer gold bonus was fully exhausted by natives. Additionally I found the natives sell only a part of such resource. Where the rest? It's a good question. I don't know. You can ask a local leader by himself/herself.
    Information for modders:

    Achtung Spoiler:
    Exhaustible bonus resources
    Changed files are:
    CvGameTextMgr.cpp
    CvInfos.cpp
    CvInfos.h
    CvPlot.cpp
    CvPlot.h
    CyInfoInterface2.cpp
    CyPlot.cpp
    CyPlot.h
    CyPlotInterface1.cpp
    All places in the source files are marked as
    // VET AmountResourses
    Couple of new tags are added in the CIV4BonusInfos.xml file
    Code:
    			<iMinAmount>10</iMinAmount>
    			<iMaxAmount>15</iMaxAmount>
    Such tags are added for all mineral resources in the mod (Iron, Silver, Gold). I used such combinations of Min/Max:
    Code:
    		Iron		100/200
    		Silver 		50/80
    		Gold 		20/30
    		Placer Gold	10/15
    Everybody can adjust in Notepad++ these values as he/she want. Mineral resources could be made unlimited in quantity if these two tags will be removed from the corresponding section of CIV4BonusInfos.xml file.

    Now all mineral resources in "1492: Global Colonization" mod - Clay, Ore (not Iron!!!), Coal, Saltpeter, Sulfur, Silver, Gold, Gems - now are limited and can be exhausted. Stone is only one exception.

    4. New logic in the Warehouse capacity calculation.

    "Amount Resources and New City Capacity" mod made by NeseryozniyVET has also one additional very interesting feature, namely a new logic in the Warehouse capacity calculation.

    Original CivIV:Colonization we had a limit on the amount of EACH type of material, stored in a city warehouse. This created an absurd situation when a warehouse full of just one good (Tobacco, Cotton, etc). Now this moment is corrected.

    Please, reopen the last image and read a green-color text.



    City warehouse has 72 Wood + 110 Gold + 31 Furs = 213 units (in summary). Exactly such quantity we can see on the top of the city screen.

    213 - is a current warehouse status
    900 - is a maximal warehouse capacity

    Food (78) as usually is exluded from the callulations.

    Thus, now we can store in warehouse much more goods of the SAME type.

    Information for modders:
    Achtung Spoiler:

    NB: Many changes in source codes in version 1.1, please check SDK in last version

    All places in the source file are marked as
    //VET NewCapacity
    Check file GlobalDefinesAlt.xml (here you can ON/OFF this feature):

    Code:
    	<Define><!-- VET NewCapacity. Default: 0 -->
    		<DefineName>NEW_CAPACITY</DefineName><!-- CvCity.cpp -->
    		<iDefineIntVal>1</iDefineIntVal>
    	</Define>
    and GlobalDefines.xml (here you can adjust the warehouse capacity)

    Code:
    	<Define>
    		<DefineName>CITY_YIELD_CAPACITY</DefineName>
    		<iDefineIntVal>300</iDefineIntVal>
    	</Define>


    Download: here

    Size: 3.3 Mb

    Installation:

    1. Unpack in \Mods directory.

    Sample:
    Achtung Spoiler:
    C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods.
    If Mods directory is absent, please, create it.
    Correct location is here: C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods\1492 Gold Rush.

    2. The loading through "Advanced" and "Load a Mod".

    This is fully English version. Last official 1.01 patch must be installed to play "1492: Gold Rush".

    I strictly recommend to use Earth33.py mapscript and Huge size mapsize when you play the "1492: Gold Rush" mod. Only few resourses could appear on maps of smaller size. Please, restart the game if some resources will absent.

    Known bug: I have a very strange bug with water color on some mapscripts. Such bug is absent on Earth33.py mapscript. It's the reason why I recommend to use exactly Earth33.py mapscript.


    Final information for modders:

    Source codes are included in the archive.

    The modified source codes are collected in SDK directory.

    All changes in the source codes are marked with markers. I used original markers of Aymerick, NeseryoznijVET and KJ Jansson.

    All credits to NeseryoznijVET and Aymerick, whose mods I used for the compilation of my [MODCOMP].
    Geändert von KJ_Jansson (16. Dezember 2010 um 09:51 Uhr)

  2. #2
    Col-Modder Avatar von raystuttgart
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    Hmm...

    Interesting.
    I will definitely take a look at your modcomp at the weekend.

    Although I do not really like the idea of "exhausted ressources" itself, there seem to be some aspects I would eventually like to reuse in my upcoming modmod.

    Do you also generate new resources of gold when other ones get exhausted / disappear ?
    (That is what I once planned to implement.)

    I really like the idea of having ressources like silver, cotton, ... only on tiles with the specific bonus.
    All of my new ressources will probably be implemented that way too.
    (I had some discussions about that. A lot of other people did not like that idea.)

    I LOVE your new Warehouse-Limit-Concept !!!!!
    I will definitely adapt it for my modmod.

    I will also probably adapt the two different kinds of Gold-Bonus, if you do not mind.

    Edit:
    I rethought the part with the two Bonus-Gold-Ressources.
    I will just use one.
    Geändert von raystuttgart (10. Dezember 2010 um 20:20 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. #3
    Registrierter Benutzer
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    Do you also generate new resources of gold when other ones get exhausted / disappear ?
    At the moment there is no possibility to discover new resources instead exhausted ones.

    However, I very hope this modcomp will be a good motivation for modders to find the way how to discover NEW resources instead exhausted.

    Zitat Zitat von raystuttgart Beitrag anzeigen
    I LOVE your new Warehouse-Limit-Concept !!!!!
    I will definitely adapt it for my modmod.
    To be also very interesting to implement this idea for thansport ships.
    Example: A ship capacity equal to 100 units will mean that you could transport many DIFFERENT type goods or units, but their summary quantity could not be more 100.

    Zitat Zitat von raystuttgart Beitrag anzeigen
    I will also probably adapt the two different kinds of Gold-Bonus, if you do not mind.
    I have a general rule. All my work is absolutely free. You and everybody can take any part of it, add in his mods "as is" or modify as he or she want.

  4. #4
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    To be also very interesting to implement this idea for thansport ships.
    Example: A ship capacity equal to 100 units will mean that you could transport many DIFFERENT type goods or units, but their summary quantity could not be more 100.
    Concept:

    1) Each ship gets 8 (or 10) Slots !

    2) However the amount of Units + the amount of goods (in total) is limited for each ship.

    Each ship gets a number of cargo-points. (Karavel:2, Galleon:6, ...)

    A Unit uses one full cargo-point.
    100 Goods are also one cargo-point. 60 Goods are 0,6 cargo-points.

    So you can put stuff in your ship until the cargo points are used up.
    Because of the 8 (or 10) Slots one could have 8 (or 10) different kinds of cargo goods on a ship.
    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)

  5. #5
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    Concept:

    1) Each ship gets 8 (or 10) Slots !

    2) However the amount of Units + the amount of goods (in total) is limited for each ship.

    Each ship gets a number of cargo-points. (Karavel:2, Galleon:6, ...)

    A Unit uses one full cargo-point.
    100 Goods are also one cargo-point. 60 Goods are 0,6 cargo-points.

    So you can put stuff in your ship until the cargo points are used up.
    Because of the 8 (or 10) Slots one could have 8 (or 10) different kinds of cargo goods on a ship.
    If I understand correctly your idea, "cargo-points" is not the same as "cargo slots" on the ship now.

    You mean practically such variant:

    1 unit = 1 full cargo point.

    100 goods = 1 cargo point.

    Thus, the Caravel (2 cargo points) could transport

    or 2 units (as now),
    or 1 unit AND (zB) 10 units food + 20 unit Wood + 30 unit Silver + 40 unit Iron.

    Right?

  6. #6
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    If I understand correctly your idea, "cargo-points" is not the same as "cargo slots" on the ship now.

    You mean practically such variant:

    1 unit = 1 full cargo point.

    100 goods = 1 cargo point.

    Thus, the Caravel (2 cargo points) could transport

    or 2 units (as now),
    or 1 unit AND (zB) 10 units food + 20 unit Wood + 30 unit Silver + 40 unit Iron.

    Right?
    Exactly !

    In my concept the cargo-slots are more or less a "visual" thing. (But still needed technically.)
    (That is why every ship would get 8 for example.)
    The amount of units and goods is defined by the cargo-points.

    So with 8 cargo slots and 2 cargo points a Caravel could transport:

    2 Units
    or
    25 ammount of 8 different goods (for example)
    or
    1 Unit
    and 25 ammount of 4 different goods (for example)

    For each unit:
    -> Cargo-slots define how many different things can be transported (existing xml-attribute reused)
    -> Cargo-points define how much in total can be transported (new xml-attribute at the units and logic in DLL)

    Edit:
    Acutally this conept would be extremely easy to programm.
    (Just rewriting the method canLoad() and editing 1 xml and 1 xml-scheme.)

    If you want to have it, just send me your sources and I will build it for you.
    Geändert von raystuttgart (10. Dezember 2010 um 15:47 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)

  7. #7
    Col-Modder Avatar von raystuttgart
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    Hi KJ,

    I have two more questions about
    "New logic in the Warehouse capacity calculation":

    1) Is there any chance that this could cause problems for AI ?
    (How deeply did you test that aspect ?)

    2) Could this cause problems with the Cutom House ?
    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. #8
    Registrierter Benutzer
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    I have two more questions about
    "New logic in the Warehouse capacity calculation":

    1) Is there any chance that this could cause problems for AI ?
    (How deeply did you test that aspect ?)
    I tested this feature only on home city because to difficult to check it in AI-controlled city.

    I could control how much gold extract natives (AI) from the gold deposit by sending my UNIT_WAGON_TRAIN in the native city. However, I can see only available to buy Gold quantity. Plus I can see the real lost of gold from the deposit. The numbers was different. As you see, my observations are not full even in such simple case.

    Your question about more deep tests is too complicated for me. I even don't know how to do it.

    Zitat Zitat von raystuttgart Beitrag anzeigen
    2) Could this cause problems with the Custom House ?
    I have no Custom House yet in "1492: Global Colonization", but (if I remember correctly) Custom House should sell at some discount some extra quantity of products. Here we have only different (higher) level, from which the Custom House start to sell. Thus, I suppose new warehouse calculation couldn't cause any problems with Custom House.

  9. #9
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    I tested this feature only on home city because to difficult to check it in AI-controlled city.

    I could control how much gold extract natives (AI) from the gold deposit by sending my UNIT_WAGON_TRAIN in the native city. However, I can see only available to buy Gold quantity. Plus I can see the real lost of gold from the deposit. The numbers was different. As you see, my observations are not full even in such simple case.

    Your question about more deep tests is too complicated for me. I even don't know how to do it.
    In TAC we use integrated cheats and debugging mechanisms.
    These allow to take over other nations or let you look in their cities.
    Thus controlling what the AI is doing is very easy.

    Acutally by thinking about it, I think, that this is not TAC specific.
    It might be the normal cheat-console of Colonization.

    Take a look at this.
    It should work for you too.
    (It is written in German. Writing Bull wrote it. If you need translation just let me know.)

    console guide / cheating

    It will allow you to test a lot of things concerning AI.

    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    I have no Custom House yet in "1492: Global Colonization", but (if I remember correctly) Custom House should sell at some discount some extra quantity of products. Here we have only different (higher) level, from which the Custom House start to sell. Thus, I suppose new warehouse calculation couldn't cause any problems with Custom House.
    Ah ok, I thought you had it too.
    You should really get it. It is probably the most used mod-comp ever.

    Ok then, I will just have to run my own test after (test-)integration in my modmod.
    Geändert von raystuttgart (10. Dezember 2010 um 22:38 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)

  10. #10
    Registrierter Benutzer
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    In TAC we use integrated cheats and debugging mechanisms.
    These allow to take over other nations or let you look in their cities.
    Thus controlling what the AI is doing is very easy.

    Acutally by thinking about it, I think, that this is not TAC specific.
    It might be the normal cheat-console of Colonization.

    Take a look at this.
    It should work for you too.
    (It is written in German. Writing Bull wrote it. If you need translation just let me know.)

    console guide / cheating

    It will allow you to test a lot of things concerning AI.
    O! Thank you very much. I'm downloading...
    I will try to use cheat codes during modding tests.

  11. #11
    hat den Blues Avatar von Elwood
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    Hey, I just had a quick glance on the whole discussion. As ray wrote before, that kind of solution for the warehouse is way more realistic and logic! If the AI would be able to handle it, I think it is going to be a great feature!

    All in all it changes a lot of the basic way to play col2 ... I guess for experts and fans it is worth a try, for beginers the old system is maybe more easy to handle.
    Geändert von Elwood (10. Dezember 2010 um 23:01 Uhr)
    Geschichten zum Lesen ...

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    Visiting Vvardenfell | TES III Morrowind | pausiert
    Es war einmal (noch) kein Portugal | Civ IV --- PAE-Mod | beendet
    Pack die Thermohose ein ... | Icewind Dale --- Trials of the Luremaster | läuft
    NEU: [RL] ... wie Gott nach Frankreich - Elwoods ??? | Modellbaubericht | läuft

  12. #12
    Talking Bull Avatar von Writing Bull
    Registriert seit
    01.10.08
    Beiträge
    21.376
    Hi KJ,

    you can download the newest version of the cheating manual here.

    Please notice that some of the tips are available only by TAC ...

  13. #13
    Col-Modder Avatar von raystuttgart
    Registriert seit
    19.03.10
    Ort
    Stuttgart
    Beiträge
    4.585
    Zitat Zitat von Elwood Beitrag anzeigen
    Hey, I just had a quick glance on the whole discussion. As ray wrote before, that kind of solution for the warehouse is way more realistic and logic! If the AI would be able to handle it, I think it is going to be a great feature!

    All in all it changes a lot of the basic way to play col2 ... I guess for experts and fans it is worth a try, for beginers the old system is maybe more easy to handle.
    I really like the idea, so I will give this new concept for the warehouse-storage a try when TAC 2.03 is released

    At the moment I can think of only two aspects that could be critical:
    (These have to be tested very properly.)

    * AI
    * Custom House

    Probably I will also try the concept of cargo-slots / cargo-points for transporting units that has been discussed here too.
    (Here also: AI has to be tested.)
    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)

  14. #14
    Registrierter Benutzer
    Registriert seit
    02.12.09
    Beiträge
    262
    Taking into account the interest of CivIVColonization modders to his work NeseryozniyVET, the author of "Amount Resources and New City Capacity" mod, adapted AI for a new warehouse capacity.

    The updated version of "[MODCOMP] 1492: Gold Rush" will be available during couple days.

  15. #15
    Registrierter Benutzer
    Registriert seit
    02.12.09
    Beiträge
    262
    1492: Gold Rush 1.1

    Changes in version 1.1

    - AI is adapted to the new city warehose capacity,
    - the goods that impossible to sell in Europe will be lost the first when the warehouse is full,
    - fixed bug with water coloration on standart mapscripts.
    All credits to NeseryoznijVET and Aymerick, whose mods I used for the compilation of my [MODCOMP].

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