One of things I study now is exactly "Whaling" logic in TAC and in "Whalingboat_v0.04d". I see the difference and up to now I don't know which variant is better.
One of things I study now is exactly "Whaling" logic in TAC and in "Whalingboat_v0.04d". I see the difference and up to now I don't know which variant is better.
Whaling from TAC is a lot better, seriously !
You should really choose the one from TAC.
- Massive Improvements concerning AI and Automation.
- And most important also Bugfixes !
- TAC Whaling has a complete Production-Line.
TAC Whaling is the 1.0 of "Whalingboat_v0.04d".
(I used "Whalingboat_v0.04d" as a base for my feature and we did lots of improvements on it in TAC.)
Achtung Spoiler:
Geändert von raystuttgart (13. März 2011 um 21:42 Uhr)
Teammitgleid dieses Projekt für Colonization:
[Mod] We The People
(Nachfolgerprojekt von Religion and Revolution)
Davor Teammitgleid dieses Projekt für Colonization:
[Mod] Religion and Revolution
Vor-Vorheriges Projekt für Colonization:
[ModMod] ray's Wunschliste
Und wiederum davor Teammitglied von:
[Mod] The Authentic Colonization (TAC)
Thank you very much for your recommendation.
This is a really very important for me.[*]Massive Improvements concerning AI and Automation.
[*]And most important also Bugfixes !
However, BONUS_WHALE in my mod is only a source of food. Nothing more. I have no plans to implement Whale=>Whale_Oil technological line.
Then you will have to rework parts of the Automation.
Automation in TAC is very focussed on the Production-Line.
(Ships bring "Whale Blubber" to the best place to produce "Whale Oil".)
Please be careful when merging into your mod.
"TAC Whaling" is the largest feature I have ever made.
Enormous amount of Code-Changes and XML-Entries.
Very easy to get something integrated wrong.
Geändert von raystuttgart (13. März 2011 um 21:55 Uhr)
Teammitgleid dieses Projekt für Colonization:
[Mod] We The People
(Nachfolgerprojekt von Religion and Revolution)
Davor Teammitgleid dieses Projekt für Colonization:
[Mod] Religion and Revolution
Vor-Vorheriges Projekt für Colonization:
[ModMod] ray's Wunschliste
Und wiederum davor Teammitglied von:
[Mod] The Authentic Colonization (TAC)
OK, I will take this moment into account.
ATM my unpublished modcomp "1492: Marine resources" is fully based on "Whalingboat_v0.04d". I changed and corrected many details and everything is working perfectly. At least I found no bugs or CTD during my testing.
However, "Whalingboat_v0.04d" is rather old mod, but you added "Whaling" in TAC mod recently. As result I started the comparison of both versions...
We had CTDs very early but they were related to our own graphics.
(New graphics for Whaling-Boat-Animations.)
As far as I know, I did never see real major bugs like CTDs with "Whalingboat_v0.04d".
But there were definitely some small things in AI-Logic / Automation that had to be improved.
I can really not tell you all details anymore.
Also koma did some further improvements after I left TAC.
It will probably be a lot of work to really compare the two implemantations but I am curious to hear your results.
Teammitgleid dieses Projekt für Colonization:
[Mod] We The People
(Nachfolgerprojekt von Religion and Revolution)
Davor Teammitgleid dieses Projekt für Colonization:
[Mod] Religion and Revolution
Vor-Vorheriges Projekt für Colonization:
[ModMod] ray's Wunschliste
Und wiederum davor Teammitglied von:
[Mod] The Authentic Colonization (TAC)
Extremely good graphics.
Ok, I will think about it again.
How could I not if both of you are creating graphics for me.
It is really horrible with you guys ... whenever I make plans, you bring up new cool graphics and I have to rethink everything.
--------------------
I would have to rebuild the following production line
Hides (from Bonus Cattle) -> Leather (Building for Coats/Leather)
To the following:
Cows (from Bonus Cattle) -> Food + Hides (Slaughterer's House)
Hides -> Leather (Building for Coats/Leather)
Advantages:
A lot more realistic.
Disadvantages:
1. Why is Trapper only producing Fur then, without Food ? (For example on Buffalo.) -> However I am thinking of a new concept here anyway.
2. One more Building-Space needed. -> Will have to shift buildings.
--------------------
Ok guys, I am convinced !!! You got me hooked.
I will implement the following if you guys create the graphics.
1. Trapper -> only Furs (as it is now)
2. Hunter (working inside City, only on Bonus Bison or Bonus Deer, got graphics already)-> Hunted Animals (need new graphics for the Goods)
3. Cowboy (got graphics already) -> Cattle (got graphics already)
4. Two professions in "Butcher's House"
(Just for technical reasons.)
Butcher (Profession "Wild Animal Butcher") -> Food and Fur
Butcher (Profession "Cattle Butcher") -> Food and Hide
Achtung Spoiler:
I would need these graphics:
(Got the rest)
1) Specialist "Butcher" -> melcher ?
2) Buttons and Icons for goods "Hunted Animals" -> KJ ?
3) Building "Butcher's House " -> KJ ?
Achtung Spoiler:
4) Adjustments in Gamefonts and resource_icons_64ea -> KJ ?
(Icons for "Wild Animals" and also Specialbuilding-Line)
Would you guys prefer that solution ?
--------------------
I would stop my DLL-Coding for other features, till I have implemented that variant.
(Including integration of MultipleYieldsProduced/Consumed.)
Geändert von raystuttgart (15. März 2011 um 21:12 Uhr)
Teammitgleid dieses Projekt für Colonization:
[Mod] We The People
(Nachfolgerprojekt von Religion and Revolution)
Davor Teammitgleid dieses Projekt für Colonization:
[Mod] Religion and Revolution
Vor-Vorheriges Projekt für Colonization:
[ModMod] ray's Wunschliste
Und wiederum davor Teammitglied von:
[Mod] The Authentic Colonization (TAC)
Hi Ray!
Yesterday I told you that I started some interesting work, here first results.
Now only a preview of Trapper_house.
Addition:
It's depend how you estimate Hides and Furs.Why is Trapper only producing Fur then, without Food ?
In "1492: GC" Furs are rare and therefore expensive goods. In my case Furs are FINAL product.
Hides are cheap and one of mass-production goods. Source of Hides: Cows (Food+Hides), Buffalo (Food+Hides), Sheep, etc.
Maybe "Hunter"?Profession "Wild Animal Butcher"
I have some ideas how it could looks but I need some time.....Hunted Animals (need new graphics for the Goods)
Probably, you are right, butButcher (Profession "Wild Animal Butcher") -> Food and Fur
Butcher (Profession "Cattle Butcher") -> Food and Hide
is similar to Profession_Hunter.Butcher (Profession "Wild Animal Butcher") -> Food and Fur
really, Profession_ButcherButcher (Profession "Cattle Butcher") -> Food and Hide
Probably possible, however I have to search the possibilities. I just found how convert graphics from various games.What about a two Levels of that Building "Butchery" ?
The graphics you have right now for the 2nd Level / the bigger one. -> Butchery
And a small variant of that building for the 1st Level / the small one. -> Butcher's House / Meat House
Geändert von KJ_Jansson (15. März 2011 um 21:59 Uhr)
I somehow like the idea
Bonus Cattle -- Cowboy --> Cows -- Butcher --> Food and Hide
Ok, I really have to make a deciscion now !!!!!
This is going to be what I implement:
Bonus Cattle -- Cowboy --> Cows -- Butcher --> Food and Hide
Bonus Sheep -- Shepherd --> Sheep -- Butcher --> Food and Wool
Bonus Furs -- Trapper --> Fur
Bonus Bison / Deer -- Hunter --> Food and Fur
Advantages:
- It is more or less clear to understand and realistic.
- Bonusses Cattle and Sheep work a little different and thus are interesting.
- Bonusses Cattle and Sheep are not overpowered although you get 2 Yields out of it because you have more people involved in the production line (because of Butchers needed)
- Bonus Bison not overpowered because quite rare.
- Bonus Deer will not be overpowered because I will simply balance it not to be.
So ok, I will need:
- Specialist "Butcher" -> melcher said he will make one
- Building "Butcher's House" -> KJ already presented his version
That is it.
(Will not need any new buttons for Yield.)
@KJ:
However I will need Adjustments in Gamefonts. (Have attached my Gamefonts below.)
Could you help me out again ?
The following Icons will need to be added:
A) Icon Cattle and Sheep right of Icon Horses
B) Specialbuilding Icon for "Train Station" -> Maybe simply an iron Trainwheel ? -> simply add at the end
C) Specialbuilding Icon for "Butchery" -> Maybe a Knife ? -> simply add at the end
Could you also send me the graphics for your "Butchery" if they are ready to be built in as a Building ?
Geändert von raystuttgart (15. März 2011 um 22:42 Uhr)
Teammitgleid dieses Projekt für Colonization:
[Mod] We The People
(Nachfolgerprojekt von Religion and Revolution)
Davor Teammitgleid dieses Projekt für Colonization:
[Mod] Religion and Revolution
Vor-Vorheriges Projekt für Colonization:
[ModMod] ray's Wunschliste
Und wiederum davor Teammitglied von:
[Mod] The Authentic Colonization (TAC)
You have to decide as you prefer. This is your mod and I only give my variants as I use Furs/Hides. You are absolutely free to refuse or accept (partially or fully) such variants.I really do not know now.
I also have a Cowboy in "1492:GC", but I use my Cowboy only for Horse production. Moreover, outside the city on free tiles. I don't agree with Firaxis who produces Horses inside the city. But, this is again only my personal opinion and nothing more.
Of course, but I have some questions/proposals.Could you help me out again ?
Added as YIELD_CATTLE and YIELD_SHEEP in yields line of icons?The following Icons will need to be added:
A) Icon Cattle and Sheep right of Icon Horses
But here you will have two additional yields. Are you really need them?
Why you could not use, zB,
BONUS_COW ==> produces 2 YIELD_FOOD + 2 YIELD_HIDE?
Building for production: BUTCHER_HOUSE on COW_Bonus tile outside the city?
OK, as a variant.B) Specialbuilding Icon for "Train Station" -> Maybe simply an iron Trainwheel ? -> simply add at the end
OK, as a variant.C) Specialbuilding Icon for "Butchery" -> Maybe a Knife ? -> simply add at the end
What you mean?Could you also send me the graphics for your "Butchery" if they are ready to be built in as a Building ?
All required graphics (Buther_House.nif and Butcher_house.dds) are inside the archive. Butcher_House_Button.dds also in the archive.
Geändert von KJ_Jansson (15. März 2011 um 22:45 Uhr)
I share that opinion but I did not find a good concept for Natives:
Natives should not be able to produce Horses before they get them the first time from Europeans.
My first solution:
(which I somehow did not like)
Natives would still produce horses in city. (like they do now)
Europeans outside city on plot tiles.
Second Aspect (which is even more important):
European AIs should still be able to produce horses in larger amounts which could be problematic if horses are only available on a few bonusses.
Geändert von raystuttgart (15. März 2011 um 22:48 Uhr)
Teammitgleid dieses Projekt für Colonization:
[Mod] We The People
(Nachfolgerprojekt von Religion and Revolution)
Davor Teammitgleid dieses Projekt für Colonization:
[Mod] Religion and Revolution
Vor-Vorheriges Projekt für Colonization:
[ModMod] ray's Wunschliste
Und wiederum davor Teammitglied von:
[Mod] The Authentic Colonization (TAC)
I really do not like having buildings like that as Improvements.
I feel that they belong inside the city like all other buildings.
As far as I saw, these graphics were made as an Improvement (outside the city).
I do not know how to use such graphics as a Building (inside the city).
By the way:
I already have graphics for Butcher's House (Level 1 and Level 2).
Your graphic was simply looking a lot better.
@KJ:
I totally confused myself right now.
Let me sleep one night about the whole thing.
The only thing I will definitely need in the Gamefonts right now is Specialbuilding-Icon for my Trainstation.
If you could create such an Icon and add to my Specialbuildings-Line, that would be great.
Please do not make yourself any other work.
(Do not add Cattle- or Sheep-Icons or Specialbuilding-Icon Butchery.)
I first have to be sure, what I really want.
Geändert von raystuttgart (15. März 2011 um 23:20 Uhr)
Teammitgleid dieses Projekt für Colonization:
[Mod] We The People
(Nachfolgerprojekt von Religion and Revolution)
Davor Teammitgleid dieses Projekt für Colonization:
[Mod] Religion and Revolution
Vor-Vorheriges Projekt für Colonization:
[ModMod] ray's Wunschliste
Und wiederum davor Teammitglied von:
[Mod] The Authentic Colonization (TAC)