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Mod Design and Discussion
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Topic Subject: Resource List
posted 07-29-06 05:45 PM CT (US)   
0. Food Storage
  1. Wood Storage
  2. Stone Storage
  3. Gold Storage
  4. Population Headroom

  5. Current Age
  6. Captured Relics

  7. Goods (Used by Trade Workshops and Docks)

  8. Population (Both Current Population and Population Headroom)
  9. Corpse Decay Time

  10. Ruin (Unused)


  11. WHAL1, WHAL2 storage = WHALE?

  12. Military Room (Used for counting Losses)
  13. Kill
  14. Researched Technologies

  15. Technology ID 1? (Default Value: 102)
  16. Technology ID 2? (Default Value: 103)
  17. Technology ID 3? (Default Value: 101)

  18. Atonement (Boolean)
  19. Redemption (Boolean)

  20. (Default Value: 500)

  21. Bonus Population


  22. Faith Recharging Rate (Default Value: 1.6)
  23. Farm Food Amount (Default Value: 175)
  24. Civilian Population

  25. Technology ID 4? (Default Value: 178)
  26. Military Population
  27. Conversion Made

  28. Razing
  29. Kill Ratio
  30. (Boolean)
  31. Tribute Fee (Default Value: 0.3)
  32. Gold Mining Productivity (Default Value: 1)


  33. Reveal Ally (Boolean)





  34. POREX, OREMN storage = ORE?

  35. Technology ID 5? (Default Value: 104)
  36. (Boolean, Default Value: 1)
  37. (Boolean)

  38. (Default Value: 20)
  39. (Default Value: 32000)

  40. (Default Value: 5)
  41. Dark Age? (Boolean)
  42. Conversion (Boolean)









  43. Conversion Resistance 1
  44. Trade Fee (Default Value: 0.3)
  45. Stone Mining Productivity (Default Value: 1)



  46. (Default Value: 2)
  47. Starting Villager (Default Value: 3)
  48. Technology Research Cost

  49. Boarding (Boolean)
  50. Fish Trap Food Amount (Default Value: 700)
  51. Bonus Healing Rate
  52. Healing Range
  53. Bonus Starting Food
  54. Bonus Starting Wood
  55. Bonus Starting Stone
  56. Bonus Starting Gold
  57. (Default Value: 3)
  58. Berserker Self-Healing Second(s)
  59. Sheep/Turkey Dominant LOS (Boolean)
  60. (Default Value: 505)

































































  61. (Default Value: 230)
  62. (Default Value: 275)












  63. Conversion Resistance 2
  64. Conversion Resistance 3
  65. (Default Value: 15)
  66. (Default Value: 25)
  67. (Default Value: 25)
  68. Reveal Enemy (Boolean)





  69. Cropping Productivity (Default Value: 1)
  70. Food-gathering Productivity (Default Value: 1)
  71. Relic Gold Production (Default Value: 30)
  72. Heresy (Boolean)
  73. Theocracy (Boolean)
  74. Crenellations (Boolean)
  75. Building Rate (Except Wonder)
  76. Wonder Victory Time?
  77. Atheism (Boolean)

Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”
Replies:
posted 07-30-06 01:11 AM CT (US)     1 / 10  
Amazing!!!


"Goods (Used by Trade Workshops and Docks)"

can it be used to make other buildings able to trade not only markets? would it be ever possible to trade with your own civilization?


"Relic Gold Production (Default Value: 30)" is it possible to make relics generate stone or food?


"Berserker Self-Healing Second(s)"

that alters only bersekers regenaration or it also alouws oder units to regenaret?


"Technology Research Cost "

Is it also necessary to tech edit to change this?


"Kill"

Is it possible to make a unit or research cost a nunber of kills?

posted 07-30-06 04:42 AM CT (US)     2 / 10  

Quote:

can it be used to make other buildings able to trade not only markets? would it be ever possible to trade with your own civilization?

I have currently found one slot controlling where the "resource dropsite" of the unit is, so it could probably be the answer of your first question.

Trading with yourself isn't likely to be achieved, though.

Quote:

is it possible to make relics generate stone or food?

I don't think it's possible.

Quote:

that alters only bersekers regenaration or it also alouws oder units to regenaret?

That would affect berserkers only, but I strongly believe that some of those many unknown resources is the healing rate of heros. On the other hand, you can use the heroisation option in GE2 or the herosiation trigger to make unit regenarate.

Quote:

Is it also necessary to tech edit to change this?

That resource slot functions like the Chinese civilization bonus, a multiplicator that would be implemented into the calculation. For example, setting it to 0.5 means that the cost of the all technologies would become half of the original. However, you would have to add a new technology or alter the civilization header with GeniEd(1) to use this resource.

Quote:

Is it possible to make a unit or research cost a nunber of kills?

Yes, it has been done before.


Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”

[This message has been edited by scenario_t_c (edited 07-30-2006 @ 04:45 AM).]

posted 08-01-06 10:49 AM CT (US)     3 / 10  
Is there a "Unit NOT Created" kind of cost?
I mean: is there anyway I can prevent an unit to be created twice (or more times)?
posted 08-01-06 12:04 PM CT (US)     4 / 10  
Valeriano,

Do you mean something along the lines of reviving heros, or allowing heroes in random maps? (to avoid the "army of heroes" situations or a ridiculously high cost?) I've wanted to do that for awhile...

-WTP-

[This message has been edited by WhiteTreePaladin (edited 08-01-2006 @ 12:04 PM).]

posted 08-01-06 12:06 PM CT (US)     5 / 10  
Bingo, WhiteTreePaladin.

And I believe it's possible...

posted 08-01-06 01:25 PM CT (US)     6 / 10  
this is the list for civ_*_unknown04, right?

JOAB ()
posted 08-01-06 10:20 PM CT (US)     7 / 10  
"Is there a "Unit NOT Created" kind of cost?
I mean: is there anyway I can prevent an unit to be created twice (or more times)?"

A prohibitive cost can have the effect you desire. For example, in geniedit2.1 enhanced, you can change the population cost (the ammount of population one unit takes up.)

There's a negative population value and a positive population value. They are usually set to

-1.000

and

1.000

That means a unit takes up 1 population slot. Now, if you made it take up

-9.000

and

9.000

That unit would take up 9 population slots. Thus giving it a great cost.

Or you can change the cost resource type to "kills." Make a hero unit cost 150 kills. That would mean it would not be easy to pay for the unit.


Units that come back to life are easy to make:
For whatever unit you want to come back to life, in geniedit2.1 enhanced, change its "dead unit id" to its living unit id. (The unit id it usually has.) Now when the unit dies, it will come back to life. You can also use this trick to make a unit turn into another unit when it dies. Just using the living unit id of whatever unit you want it to turn into.

[This message has been edited by qaz123tfg (edited 08-01-2006 @ 10:23 PM).]

posted 08-02-06 11:21 AM CT (US)     8 / 10  

Quoted from qaz123tfg :

Or you can change the cost resource type to "kills." Make a hero unit cost 150 kills. That would mean it would not be easy to pay for the unit.

AWESOME! Thanks!

posted 08-02-06 02:23 PM CT (US)     9 / 10  
But technically, expensive or not, you can still have more than one hero at a time with those methods. It's probably just too difficult right now to truly limit the number of heroes. Those methods aren't bad though.
posted 08-02-06 03:40 PM CT (US)     10 / 10  
I have just tested with Genghis Khan: it works beautifuly when his cost is set to 100 Gold + 150 Kills and if you can only create him in Castle Age.

You can train him with your first 150 kills, but it will take ANOTHER 150 to train him again... it rocks!

edit: the number of kills HAS to be set to be used (like below)

civ_12_unit_731_cost2_type: 20
civ_12_unit_731_cost2_amount: 150
civ_12_unit_731_cost2_unknown: 1

and i still don't know if the number of kills is deducted from your total (which would mean that your points would decrease as well)...

if you didnt understand a word from the stuff i said above, please forgive this weird english of mine...

[This message has been edited by Valeriano (edited 08-02-2006 @ 03:44 PM).]

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