CURRENT NEWS:
Download Current Version: 'Caravan Mod' Alpha
An alpha version of the mod is up for testing. Please let me know what you think and what needs tweaking or is just plain broken.
The last post contains all information about the release, I just edited here to put the download at the top of the page.
ORIGINAL POST:
I am currently making a mod to include a food caravan system to the game. The basic rules are pretty simple...
Build 'Caravan' Unit (req: The Wheel and Animal Husbandry) in any city.
Move the caravan to whichever city will be supplying the food (origin) and click the 'Begin caravan route' button.
Clicking this button adds the PROMOTION_HASFOOD promotion to the unit and sets the units level to the ID of the origin city (something I need to find a better way to do.) The unit is also renamed from Caravan to 'Food from CITY_NAME (Caravan)' at this point.
The player now moves the caravan unit to the city that needs the food (destination) and clicks the 'Complete caravan route' button in the action toolbar.
This deletes the unit, creates a super specialist 'Outgoing Caravan' in the origin city (-3 food, -1 commerce), and creates another super specialist 'Incoming Caravan' in the destination city (+2 food)
This is the point I'm stuck on... I need to now code a way for the player to cancel these routes once they have been founded and for the game to automatically cancel it if either city is captured or is cut off from the trade network. Basically, I need a nice, clean way to store an array of variables (originID, destinationID) for each active caravan route.
Another change I haven't yet figured out are to make the 'Outgoing Caravan' specialist change to -2 food, -1 commerce with the discovery of refrigeration (I'd assume a refrigerated truck will no longer have the spoilage issues of the original mule and wagon caravan.)
Finally, does anyone know if there's a way to allow the caravan units to only move on roads/railroads?
If anyone has any solutions or tutorials that could help me out I'd appreciate it. Also, any suggestions for changes or balances would be nice also. I'm currently deciding if it would be worth it to make a variable commerce modifier based on distance between the cities (which I'd probably do with 3-4 'same name' specialists with different variables unless someone knows how to change their output on an individual basis.)
Thanks in advance,
-Jamison
Download Current Version: 'Caravan Mod' Alpha
An alpha version of the mod is up for testing. Please let me know what you think and what needs tweaking or is just plain broken.
The last post contains all information about the release, I just edited here to put the download at the top of the page.
ORIGINAL POST:
I am currently making a mod to include a food caravan system to the game. The basic rules are pretty simple...
Build 'Caravan' Unit (req: The Wheel and Animal Husbandry) in any city.
Move the caravan to whichever city will be supplying the food (origin) and click the 'Begin caravan route' button.
Clicking this button adds the PROMOTION_HASFOOD promotion to the unit and sets the units level to the ID of the origin city (something I need to find a better way to do.) The unit is also renamed from Caravan to 'Food from CITY_NAME (Caravan)' at this point.
The player now moves the caravan unit to the city that needs the food (destination) and clicks the 'Complete caravan route' button in the action toolbar.
This deletes the unit, creates a super specialist 'Outgoing Caravan' in the origin city (-3 food, -1 commerce), and creates another super specialist 'Incoming Caravan' in the destination city (+2 food)
This is the point I'm stuck on... I need to now code a way for the player to cancel these routes once they have been founded and for the game to automatically cancel it if either city is captured or is cut off from the trade network. Basically, I need a nice, clean way to store an array of variables (originID, destinationID) for each active caravan route.
Another change I haven't yet figured out are to make the 'Outgoing Caravan' specialist change to -2 food, -1 commerce with the discovery of refrigeration (I'd assume a refrigerated truck will no longer have the spoilage issues of the original mule and wagon caravan.)
Finally, does anyone know if there's a way to allow the caravan units to only move on roads/railroads?
If anyone has any solutions or tutorials that could help me out I'd appreciate it. Also, any suggestions for changes or balances would be nice also. I'm currently deciding if it would be worth it to make a variable commerce modifier based on distance between the cities (which I'd probably do with 3-4 'same name' specialists with different variables unless someone knows how to change their output on an individual basis.)
Thanks in advance,
-Jamison
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