The Nanite Defuser wonder apparently not only destroys all the nukes in the world, but also all the nuclear plants, and forbids you from building any in the future. This also has the knock-on effect that you can't build any fusion plants after the nanite defuser is built either, because they require nuclear plants first.
I'm wondering is this really a good idea? A wonder destroying a bunch of buildings, and also banning another building for the rest of the game. It means nuclear plants are almost worthless, since the nanite defuser will always get built anyway.
And the gameplay section of the great library for the nanite defuser says:
"Using nanotechnological means, the nanite defuser eliminates the threat of nuclear war by defusing every nuclear weapon in the world."
The code is clear, to destroy any buildings with the "nuclearplant" flag, but this seems like a bad idea.
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OK...
I suppose I (or someone else) may get around to figuring it out in the code one day.
There are other issues with the religion scenario/code included with the AE too, particularly the religion icons. They seems to only show under fog of war, and they also cause crashes sometimes. I suggest we remove that scenario from the AE for now, since no one is working on it. Just upload it to the religion thread to keep it there in case someone wants to fix the code.
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this one think gives you the number of gold in the integer you specify for every building in any civ - like religions kind of did for civ4 so if you haveOriginally posted by Maquiladora View PostHow does GoldPerBuildingAnywhere work? It says here:
"Wonder gives gold per specified building multiplied by population."
I tried:
GoldPerBuildingAnywhere IMPROVE_SHRINE_EGYPT
for testing the religion stuff, but it said it required an integer. If I put an integer, what building is it multiplying the population by?
GoldPerBuildingAnywhere 2
it wil give you two gold but i think it needs the preRequisiteBuilding flag to specify the building or someother flag. i cant remember.
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Better.Originally posted by EPW View PostHow about a wonder that rains hellfire upon your enemies?
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How about a wonder that rains hellfire upon your enemies?Sounds cheesy, maybe useful.
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Good one.Originally posted by EPW View Postmore ideas
1. increase or decrease the slider expectations
I guess it could have some uses, like planting forests in a Mars scenario or clearing dead tiles something.2. creates goods or changes terrain type (grasslands->plains for example)
Perhaps. IIRC there are no slic functions that can control fuel, those would be useful too.3. reduce fuel usage or increase fuel
As in when the collection radius grows? I think I read something similar to this that E tried to or did implement, perhaps with buildings.4. change city expansion threshold
Not sure how this would work.5. make workers more efficient(1 worker can work 2 tiles for example)
Sounds cheesy, maybe useful.6. increased barbarian activity around other civs
Nice.7. improve success chance of convert unit abilities
Nice.8. increase chance of units becoming veteran.
Same as 6.9. Wonder that lets you destroy an enemy wonder (i think someone said this on the other site as an idea for civ5)
Don't like it.10. keep (or perhaps let you use) gov specific units even when not in that government
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more ideas
1. increase or decrease the slider expectations
2. creates goods or changes terrain type (grasslands->plains for example)
3. reduce fuel usage or increase fuel
4. change city expansion threshold
5. make workers more efficient(1 worker can work 2 tiles for example)
6. increased barbarian activity around other civs
7. improve success chance of convert unit abilities
8. increase chance of units becoming veteran.
9. Wonder that lets you destroy an enemy wonder (i think someone said this on the other site as an idea for civ5)
10. keep (or perhaps let you use) gov specific units even when not in that government
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Yeah one like the Colossus from civ2 would be useful, to add food/production/commerce on every tile a city is working.
Some simple slic functions for just increasing resources in a city would be useful too.
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rrr
Um, how about one that increases terrain values or improvement values? One that makes better farms for instance, or (even) better good bounuses?
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Originally posted by EPW View PostI don't remember.
How about this hypothetical wonder gives a unique unit, like the elephant warrior?
I don't like it, but it might be useful for some mod.
Can you think of any wonder effects that can't be done with slic? Those would be most useful.
Something like reduced unit upgrade costs would be nice. Free upgrades can be done in slic, although it's pretty long.
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I don't remember.
How about this hypothetical wonder gives a unique unit, like the elephant warrior?
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What wonder was that?Originally posted by EPW View PostHow about a wonder that gives you a free unit every x turn, like in civ3?
And what unit would it give?
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How about a wonder that gives you a free unit every x turn, like in civ3?
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How does GoldPerBuildingAnywhere work? It says here:
"Wonder gives gold per specified building multiplied by population."
I tried:
GoldPerBuildingAnywhere IMPROVE_SHRINE_EGYPT
for testing the religion stuff, but it said it required an integer. If I put an integer, what building is it multiplying the population by?
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This could be a great idea E, adds a very unique element to the game.Originally posted by E
EDIT:
I think there may be a way to add a wonder that decreases the citylimit threshold and its coefficient. would that be worthwhile? something for an early empire builder?
What if the wonder required say 5 courthouses to be built first, then allowed the "High Court" national wonder (every civ can have one) to be built, that increases the city limit by 10.
Of course getting the AI to do everything right in the vanilla setup first is more important, but I like these ideas.
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