Announcement

Collapse
No announcement yet.

[MOD] New Resources: Pearls (+ Coffee, Salt, Tobacco Version 2.0)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    I think salt should be obsoleted in the industrial age as salt became an easily mined cheap and ubiquitous comodity at that point.

    The point about Desalinization plants is true but that makes me wonder if such a Building could be in the game to provide the FreshWater bonus to a city on the coast. That would effectivly add a bit of health to the city much like a hospital or aquaduct.
    Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

    Comment


    • #17
      Originally posted by Xerxes712


      I am running a clean version of 1.09 unmodified yet. The whales are jumping around just fine. That is odd.
      I'm a bit confused. Some of my whales jump -- others do not. Seems like the whales revelead by map trading are frozen while those I see or have seen are animated. That's just my guess right now.

      Comment


      • #18
        Originally posted by Impaler[WrG]
        I think salt should be obsoleted in the industrial age as salt became an easily mined cheap and ubiquitous comodity at that point.

        The point about Desalinization plants is true but that makes me wonder if such a Building could be in the game to provide the FreshWater bonus to a city on the coast. That would effectivly add a bit of health to the city much like a hospital or aquaduct.
        Just remember that, currently, industrial scale desalinization is so expensive, it only makes sense in the most remote and waterless areas. It's use on Earth is so limited, I don't think it makes much sense to include it in the game.

        Comment


        • #19
          After 12 more hours of finially getting the Pillage sound to work, I notice something important rejwoe.

          ALL new files must go into that CutomAssets folder and not the root folder, or many times they will not work.

          Some kind of goofy protection stops any new files added by 1.09 from being replaced; you must put them in the CustonAssets override folder or it will not work.

          Put that new and modified file in the CustomAssets/xml/art/ directory and leave the "root" one as is.

          Comment


          • #20
            does this go in the my documents...directory's or under the Firaxis...ones.

            Comment


            • #21
              Regarding... extracting salt from seawater. This is done fairly commonly, but it's by evaporation by wind/sun, not by Desalinization plant.

              It's cost effective to do so, if there is no rock salt around. For example it's how New Zealand gets table salt.

              The requirements is lowlying coastal area with very low rainfall, at least during the summer.

              Comment


              • #22
                Add my vote to those who would eliminate the salt resource, or greatly change its use. Salt may have been expensive in the middle ages, but it was never hard to find; natural salt licks pop up just about everywhere. And desalinization plants really don't make sense.

                Otherwise, this mod is pretty cool.
                Esquire

                Comment


                • #23
                  I am working on refining salt, as requested. I've dropped the desalinization plant altogether--and, accordingly, have removed salt from sea tiles--and am considering making salt obsolete (or reducing its benefits) with the advent of Chemistry.

                  One thing to consider, the - health benefits of salt reflected with Grocer building help to reduce salt's benefits in the later eras, but I am still working on balancing this resource futher because of the feedback I've received.

                  A new file will be posted within 24 hours.

                  does this go in the my documents...directory's or under the Firaxis...ones.
                  There's a readme with install instructions, but basically you put the files in the appropriate ..._Civ4CustomAssets/xml/ folders.

                  Also, if anyone thinks he or she can help with the city miniature bonus icons (which I've been struggling to implement properly) please take a peek at my other thread: http://apolyton.net/forums/showthrea...hreadid=145653

                  Thanks for the feedback; keep it coming!
                  One of these days I'll make 501 posts, and you won't have to look at my silly little diplomat anymore.
                  "Oh my God, what a fabulous room. Are all these your guitars?"

                  Comment


                  • #24
                    In an alternative world maybe the salt is not at all as common as in ours. So keep it :-).

                    Comment


                    • #25
                      In an alternative world maybe the salt is not at all as common as in ours. So keep it :-).
                      Yes, I will definitely be keeping it. It is far too important a resource in human history not to be included in the game. Plus, Firaxis intended it to be included as a resource in Civ 4. You can tell by unpacking the Art FPKs and viewing the DDS files (there are art files for Salt and Saltpeter).

                      I'm just doing a little balancing, but Salt will be staying in my mod.
                      One of these days I'll make 501 posts, and you won't have to look at my silly little diplomat anymore.
                      "Oh my God, what a fabulous room. Are all these your guitars?"

                      Comment


                      • #26
                        Re: Re: [MOD] New Resources: Pearls (+ Coffee, Salt, Tobacco Version 2.0)

                        Originally posted by 1shmae1
                        Nations don't build desalinaization plants for the salt. They build them for the water. It's just not cost-effective to harvest salt this way. It's not a scarce resource anymore. It's far cheaper to dig it out of the ground or buy it from someone who is digging it out of the ground.
                        The cheapest way is to get it from sea water.
                        (\__/) 07/07/1937 - Never forget
                        (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                        (")_(") "Starting the fire from within."

                        Comment


                        • #27
                          Are you open to expanding your resorce Mod to additional resorces, I have been thinking of a few that I would like to see added.

                          Timber - the Silk tree could be re-skined to represent it on the map, visible from game start, requires no special improment to collect, +1 hammer, +1 additional hammer with SawMill. Used as a strategic resorce for longbowman and Age of Sail navy.

                          Rubber - the bannana could be reskined to represent it, revealed early industrial era, +1 hammer, +2 gold with Plantation. Used in many mechanized units and perhaps some automobile based Mods and units.

                          Obsidian - Gem resorce could be reskined to solid black to represent it. no improvment needed to collect it, +2 production with Mine, visble from game start, used as Resorce for Warriors and Archers. Obsoleted by Ironworking.

                          Saltpeter - you mentioned this is in the art directory, lets enable it as well. Obviosly used for Riflemen, musketmen

                          Natural Gas - kind of hard to represent on the map, some hissing gas from a crack in the ground comes to mind but would be hard to do. +1 hammer, +1 gold, additiona hammer and gold with well. Provides an alternative to Coal based power and is much cleaner.

                          Medicinal Plants - jungle based resorce +1 Health, obsolete with Medicine. Probably use Spice reskined to new colors.

                          Clay - apears alongside rivers in flatland, visble with Pottery, +1 hammer, +1 hammer with mine. Uses Stone reskined to brownish "clay" color. Used to breakup the dominance of Stone/Marble for wonder building early game. Hanging Gardens and one or two other wonders and buildings could use it as well.

                          On your current resorces

                          Make Tobaco accessable without a Plantation, considering how long it takes to get to Plantation and the fact Plantations is already linked to way too many resorces already. It will be nice to have something that can be harvested imediatly.

                          Reskin Stone to whitish grey for Salt rather then reducing size. I realize I recomend basicaly everything should be done by re-skining old resorces, yet I dont know how/who/if this is realy a possibility. I know its been done with Units before. Hope you can find an artist.
                          Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

                          Comment


                          • #28
                            Great ideas Impaler. I particularly like the idea of bringing Rubber into the game (ala Civ 3), resurrecting Saltpeter, and introducing Natural Gas (which is a valuable resource historically speaking, particularly in the 20th century when it became easier to "harvest" and transport along gas lines).

                            I will look into the ease of re-skinning for resources (I believe I tried already, but will give it another go now that I can dedicate more time to that aspect alone). Defining the new DDS skins and associating them with the existing NIF structures might be the trickiest part, perhaps done in Python. Adjusting the skins themselves shouldn't be hard.

                            The art files are my biggest roadblock, as I don't want to cheese the game up with a bunch of half-assed, hokie looking art. Still trying to figure out the city screen mini icons too--I've got a few strands of hair I can still pull out of my head on that subject.

                            Version 2.1 should be here later today.
                            One of these days I'll make 501 posts, and you won't have to look at my silly little diplomat anymore.
                            "Oh my God, what a fabulous room. Are all these your guitars?"

                            Comment


                            • #29
                              Version 2.1 is NOW AVAILABLE!

                              SALT is now obsoleted by CHEMISTRY
                              New terrain art skins for PEARL, SALT, TOBACCO
                              TOBACCO now requires FARM improvement instead of PLANTATION
                              DESALINIZATION PLANT improvement removed; SALT no longer appears in sea tiles.
                              Improved bonus icons for SALT and PEARL.

                              FOR DOWNLOAD: http://www.rjwoerheide.com/temporary/Resources_V2.1.zip
                              Last edited by rjwoer; December 20, 2005, 03:12.
                              One of these days I'll make 501 posts, and you won't have to look at my silly little diplomat anymore.
                              "Oh my God, what a fabulous room. Are all these your guitars?"

                              Comment


                              • #30
                                NOTE: Tested with 1.52 patch installed. All resources work perfectly with the new version of Civ IV.
                                One of these days I'll make 501 posts, and you won't have to look at my silly little diplomat anymore.
                                "Oh my God, what a fabulous room. Are all these your guitars?"

                                Comment

                                Working...
                                X