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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:15
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GoodMod the mod of goods is now in its public beta stage and now available on my page or here.
GoodMod contains 32 new trade goods in addition to the 22 allready existing ones up to a total number of 54 goods. It also provides to each good tile food, production and comerce. Edit: Actual in the latest version there are 55 goods.
It requires Apolyton Pack or CityMod2.
Now here is the full list of goods that are in GoodMod:
Polar Mountain
1. Rubies (origianl)
2. Diamonds (origianl)
3. Bauxite (additional)
4. Emeralds (additional) (new graphics)
Desert
5. Glass (origianl)
6. Oil (origianl)
7. Dates (additional)
8. Camels (additional)
Forest
9. Hardwood (origianl)
10. Bears (origianl)
11. Apples (additional)
12. Beavers (additional)
Grassland
13. Cotton (origianl)
14. Tobacco (origianl)
15. Potatoes (additional)
16. Poppies (additional)
Hill
17. Coffee (origianl)
18. Grapes (origianl)
19. Uranium (additional)
20. Olives (additional)
Jungle
21. Medicinal Herbs (origianl)
22. Jade (origianl)
23. Bananas (additional)
24. Sugar (additional)
Mountain
25. Tea (origianl)
26. Emerald (origianl)
27. Coal (additional)
28. Gold (additional)
Plains
29. Spices (origianl)
30. Elephant (origianl)
31. Wheat (additional)
32. Buffalo (additional)
Swamp
33. Alligator (origianl)
34. Rice (additional)
35. Chilli (additional)
36. Peat (additional)
Tundra
37. Caribou (origianl)
Deep Water
38. Whales (origianl)
39. Giant Squid (origianl)
40. Tuna (additional)
Shallow Water
41. Crabs (origianl)
42. Pearls (origianl)
43. Salmon (additional)
44. Lobster (additional)
Sand Dunes
45. Copper (additional)
46. Silver (additional)
5. Glass (origianl)
8. Camels (additional)
Beach
47. Crabs (origianl)
48. Fish (additional)
Desert Mountain
49. Iron Ore (additional)
50. Silver (additional)
Polar Hill
51. Saphires (additional)
52. Emeralds (additional) (new graphics)
Glacier
53. Seals (additional)
54. Walrus (additional)
Submarine Volcano
1. Rubies (origianl)
2. Diamonds (origianl)
51. Saphires (additional)
4. Emeralds (additional) (new graphics)
Continatal Shelf
41. Crabs (origianl)
42. Pearls (origianl)
43. Salmon (additional)
44. Lobster (additional)
Submarine Canyons
38. Whales (origianl)
39. Giant Squid (origianl)
40. Tuna (additional)
Submarine Ridge
38. Whales (origianl)
39. Giant Squid (origianl)
40. Tuna (additional)
Kelp Bed
41. Crabs (origianl)
42. Pearls (origianl)
43. Salmon (additional)
44. Lobster (additional)
Coral Reef
41. Crabs (origianl)
42. Pearls (origianl)
43. Salmon (additional)
44. Lobster (additional)
Known problems: There are two problems: The first one has to do with the good tile improving process. I did not found any way to improve the good tiles directly via the goods.txt. Thereare also entries in this file that promise that is possible but it just doesn't work. This file is full of stuff that doesn't work, therefore you will find in the Great Library some double entries of goods, because the GLHidden flag doesn't work in the goods.txt although it is there. To improve the good tiles I used a work around: I found a way to create an unvisible tile improvement and I was able to create on every good tile a neutral tile improvement, it has no owner and here come the two problems:
The good improving process is verry slow, my computer (Athlon 1333, 256MB Ram) needs something about two minutes for the good improving process on a default gigantic map with maximum good setting. So you will get a massive slow down before the first Barbarian turn starts. But fortunatly the goods must only improved once in a game therefore the code only once at the beginning of the game even you reload slic after the second turn.
There is also a problem if someone founds a city in the first two turns during the good improvement process the sollution is to prohibitate city founding in the first two turn via slic.
As improved goods are goods with tile improvements, they can be pillaged. And here comes a second problem: If you try pillaging neutral goods/tileimprovements the game will crach. Therefore this thread if a game crash occurs report it here, and I will write a pillage preventing code of the good improvements. (And I like the idea that goods can be pillaged.)
The third reason for this threat is to get to know something about the good balancing, like probability, food, production and commerce values.
Edit: Note that all the links in this posts points now to the current version of GoodMod.
-Martin
Last edited by Martin Gühmann on 12-09-2002 at 21:18
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:15
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Some you should consider...
Slaves: JUNGLE (you can say that what happened in africa was pretty much a race being used as a trade good).
Dye: BEACH - The Phoencian economy got its jumpstart on this.
Tourism: GRASSLANDS - From Mecca to Disney Worlds, tourism is a major trade good. Its more an import than an export, but it would still work.
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Apollon
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Stockholm, Sweden
Nov 2000 time: 05:15
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Will it work with the Medieval Mod?
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:15
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The Phoenican dye was made from mullusk-like creatures. They would place these creatures, thousands of them, into tins of water, exposed to the sun. Over several weeks, the creatures would secrete a chemical that could be used to make the fabulous Tyrian dyes. Needless to say, the dyeworks were kept downwind of the city and would drop you in your tracks if you got too close.
Would I snale work? The shell looks like a traditional curled seashell. Or maybe there are other manufacturing methods of dyes that would make more sense. In this case, it would be a rare and expenisve good - work (in our money) $30,000 per pound.
For "Tourism" places, I dunno. Maybe ? I'm reading a book right now concerning travel in ancient times, and they actually note that the pyrimids were a big draw for egypt. But in this case, it would be some place that you would want to see for some sort of reason - like I said, its mecca or disneyland. On second thought, maybe these should be wonders (Bluevoss wonders why ANYONE would go to Disneyworld).
I think that slaves (such as the Africans) were more a factor of location and local tribal affairs, but still, the wholesale selling of slaves took place really only there. In the ancient world, slaves were also gained by combat and by sacking citys. Still, there should be some sort of icon that would show the trade that took place.
I'm very interested in how your mod comes out. For me, its gotta work with Medmod.
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:15
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I look forward to playing your mod. I just gotta find the time. Besides Tuesdays events, we just had a hurricane blow through here. And after I replaced my dead graphics card, my monitor exploaded (black smoke out the back - what a mess).
Tuf week.
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:15
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quote: Originally posted by hexagonian
The reason why I'm asking is that you have a number of 1 for the Gold setting - this is throwing me off, as that number seems to be unusual (I don't rember that a terrain with a good was worth 6 Gold - 5 for the Terrain +1 for the Good)
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That is the theory but unfortunatly the code for that file in the ctp2.exe is unfinished. So far as I know only SpriteID, Gold, Probability and Icon work.
So far as I know Gold must be set to 1 to make the Good appear on the map or rather to prevent it from using the zero sprite. The total probability of all goods that can be found on one terrain must be one. For example if you have four goods for one terrain each with a Probability of 0.5 you will only see the first two of them on the map.
The Production and Food field don't work also the GLHidden entry doesn't work. I Experimented with these values and I didn't removed them finally, because it doen't matter. For the gold entry believe that it has to do something with the worth of the good as trade good.
That is the reason why I had to use tile improvements to add food, production and commerce to the good tiles. Below you see a part of the GM1_tileimp.txt. The sea good one tile improvement has different terrain effects for the different terrains on that the according goods can be found. To change the terrain effects of the goods just change the values here. If you want to have different effect for the same good on a beach and on shallow water tile just create a new terrain effect. I merged these effects, because it speeded up the original good improvement process. As I found the problem it is no problem to devide them again.
You notice that the class of that sea good improvement is (land) ATM. I removed from every sea tile improvement the line Excludes:ATM, to avoid that a sea improvement replace the good improvement. And of course the land goods improvements are of the OceanATM class. Level 4 to take it out of the human reach and EnablingAdvance ADVANCE_SUBNEURAL_ADS to take it out of the reach of the AI. Because the AI will build them if it has the needed advaces, therefore the slic file give this advance to the Barbarians and removes it afterwards.
code:
## 45 ################################################
TILEIMP_SEA_GOOD_ONE{
Icon ICON_GOOD_ARCTIC_MOUNTAIN_ONE
Tooltip TOOLTIP_TILEIMP_SELECT_FARM1_BUTTON
Statusbar STATUSBAR_TILEIMP_SELECT_TUNNEL_BUTTON
Level 4
Class:ATM
GLHidden
ConstructionTiles 2
ConstructionTiles 2
ConstructionTiles 2
CantBuildOn TERRAIN_BROWN_HILL
CantBuildOn TERRAIN_BROWN_MOUNTAIN
CantBuildOn TERRAIN_DESERT
CantBuildOn TERRAIN_FOREST
CantBuildOn TERRAIN_GLACIER
CantBuildOn TERRAIN_GRASSLAND
CantBuildOn TERRAIN_HILL
CantBuildOn TERRAIN_JUNGLE
CantBuildOn TERRAIN_MOUNTAIN
CantBuildOn TERRAIN_PLAINS
CantBuildOn TERRAIN_SWAMP
CantBuildOn TERRAIN_TUNDRA
CantBuildOn TERRAIN_WHITE_HILL
CantBuildOn TERRAIN_WHITE_MOUNTAIN
CantBuildOn TERRAIN_DEAD
TerrainEffect {
Terrain TERRAIN_WATER_DEEP #"Whales"
Terrain TERRAIN_WATER_RIFT #"Whales"
Terrain TERRAIN_WATER_TRENCH #"Whales"
BonusFood 15
BonusProduction 5
EnableAdvance ADVANCE_SUBNEURAL_ADS
ProductionCost 0
ProductionTime 10
TilesetIndex 2
}
TerrainEffect {
Terrain TERRAIN_WATER_BEACH #"Crabs"
Terrain TERRAIN_WATER_SHALLOW #"Crabs"
Terrain TERRAIN_WATER_SHELF #"Crabs"
Terrain TERRAIN_WATER_REEF
Terrain TERRAIN_WATER_KELP
BonusFood 10
EnableAdvance ADVANCE_SUBNEURAL_ADS
ProductionCost 0
ProductionTime 10
TilesetIndex 2
}
TerrainEffect {
Terrain TERRAIN_WATER_VOLCANO #"Rubies"
BonusGold 15
EnableAdvance ADVANCE_SUBNEURAL_ADS
ProductionCost 0
ProductionTime 10
TilesetIndex 2
}
}
## 46 ################################################
So far I try to improve the AI and all the slic that I made recently will be included with a better strategies.txt, maybe also the improved diplomod version. So far my latest slic is not Cradle compartible yet. But the New city conquer otion is Cradle comprtible.
-Martin
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Elucidus
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That was one of the first things I did. Alaso this error comes up before the new game fully loads. As far as the location of the errors, maybe it isn't counting commented lines.
So I'm the only turd getting this error? Eww, how dreadful!
yours in gaming,
~Elucidus
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