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  • #16
    Yet another Update on changing Bonus Resources so they can move

    Please disregard my previous "It basically doesn't work." post. Hasty conclusions involving a scenario not set for Debug. I have since corrected that:

    By changing bonus resources to strategic resources, you can set them up so they move. When they go, they reappear as strat. resources do, of course. Since they have no real strategic value, no AI wants to trade for them though they end up in your F2, trading and city windows as resources.

    Luxury resources can already be given disappearance factors.
    Unfortunately, they do not REappear! You could end up having no luxuries left on the planet. OTH, with the number of civs slowly decreasing due to warfare over the ages, this could maintain the competition for them. I think the Editor needs a "Reappearance Factor" just for luxuries.

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    • #17
      Re: Yet another Update on changing Bonus Resources so they can move

      Originally posted by Jaybe
      I think the Editor needs a "Reappearance Factor" just for luxuries.
      IMHO we need Worker jobs to plant and/or ranch Silk, Horses, etc. The New World should be able to start horseless, and a worker from a Civ with horseback riding and access to horses should be able to breed them in the brave new world.

      Just my 2 centimes.

      -Oz
      ... And on the pedestal these words appear: "My name is Ozymandias, king of kings: Look on my works, ye Mighty, and despair!" Nothing beside remains. Round the decay of that colossal wreck, boundless and bare, the lone and level sands stretch far away ...

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      • #18
        Jaybe...

        Thanks for all your work on this. Now the big question, will this enhance the game at all?

        BigD
        Holy Cow!!! BigDork's Back!

        BigDork's Poll of the Day over at MZO. What Spam Will It Be Today?

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        • #19
          BigD,
          I suppose it will enhance the game if you appreciate surprises!

          If you have only one furs and it goes 'poof!' on you, I suppose it could represent some bad financial policy/event because you have to divert $$ to lux to compensate.

          You had cattle or gold at a city and midway through the game it moves on you . Or, better yet you didn't and "surprise!", you DO!

          The trick, I believe, is to have appropriate numbers keyed into the editor so things happen at the proper tempo. I had luxuries set to 200 & 400 (half each), but I made them 300/500 once I found they weren't coming back. Bonus resources I also have at 200 & 400; Appearance ratios in the 200-400 range.

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