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Thread: Kalis Expanded building mod-WIP

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  1. #1
    KALI's Avatar Senator
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    Default Kalis Expanded building mod-WIP

    This is more than just an idea,
    as some of the work is already done. Its a small and simple mod that adds up to nine new buildings to RTW, RTR and any mod that has enough spare building slots per settlement. It will include new UI for all culture types.
    Presently the proposed buildings are:-
    River Ports
    Gymnasia (training fields)
    Law Courts
    Apothecaries (Herbalists)
    Vintners (Breweries)
    Granaries
    Townwatch
    Hospitals (Schools of Medicine)

    Not sure if anyones interested in this idea but I 'd like some feed back on the list and a few new ones if possible. Maybe some culture specific buildings would be nice. I'll be posting some screenies of the UI WIP soon.

    p.s This mod will not include new .cas files, sorry. Its more in the spirit of the Metropolis mod
    Last edited by KALI; August 09, 2006 at 12:35 PM.
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  2. #2

    Default Re: Kalis Expanded building mod-WIP

    Interesting idea, but I wonder whether i'll be able to free any hidden resources for this


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  3. #3
    Arbaces's Avatar Miles
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    Default Re: Kalis Expanded building mod-WIP

    The idea is good, for idea of river ports, granaries and hospitals I am also thinking on for my project, but the rest of buildings sound pretty neat and I'm sure they'd make a good addition too, for any mod but esspecially RTR/TE.

    Arbaces.

  4. #4

    Default Re: Kalis Expanded building mod-WIP

    Really good idea. I could also make good use of some of these buildings.

  5. #5
    KALI's Avatar Senator
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    Default Re: Kalis Expanded building mod-WIP

    Here's a little sweetener,



    Egyptian Granaries.


    Quote Originally Posted by limes
    Interesting idea, but I wonder whether i'll be able to free any hidden resources for this
    Hopefully they won't need to use any hidden rescources...I'm trying to make them non region specific.....although the river ports could be problematic in some cases.
    Last edited by KALI; August 07, 2006 at 06:16 AM.
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  6. #6
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Kalis Expanded building mod-WIP

    I'm certainly going to need these type of extra buildings especially the government types buildings (replacing RTR's auxilias) in my next mod.


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  7. #7

    Default Re: Kalis Expanded building mod-WIP

    Quote Originally Posted by KALI
    Hopefully they won't need to use any hidden rescources...I'm trying to make them non region specific.....although the river ports could be problematic in some cases.
    I like to complicate a things .

    River ports are good for me. I'd like to make "Navigable Rivers Mod" soon. I thought about making river ports available on the battle map, sth like forts. I have to check some things yet.


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  8. #8
    Flogger's Avatar Senator
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    Default Re: Kalis Expanded building mod-WIP

    Is it me, or is that icon for the Granaries from AOE?

  9. #9
    MCM's Avatar Saint of lost causes
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    Default Re: Kalis Expanded building mod-WIP

    Great stuff Kali- nice to see some new building possibilities in there- even more realism!

  10. #10
    Musopticon?'s Avatar Tiro
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    Default Re: Kalis Expanded building mod-WIP

    Yeah, that's from Age of Empires, I think it's the Egyptian/Hittite granary.

    And the bigger picture looks like it came from Pharaoh.
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  11. #11
    KALI's Avatar Senator
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    Default Re: Kalis Expanded building mod-WIP

    Quote Originally Posted by Musopticon?
    Yeah, that's from Age of Empires, I think it's the Egyptian/Hittite granary.

    And the bigger picture looks like it came from Pharaoh.

    Thought it wouldn't take long b4 someone noticed. :wink:
    yep, I'm using all sorts of sources including other games....some of them you'll recognise some you've probably never come accross.

    Quote Originally Posted by limes
    I like to complicate a things .

    River ports are good for me. I'd like to make "Navigable Rivers Mod" soon. I thought about making river ports available on the battle map, sth like forts. I have to check some things yet.
    Sounds like a cool idea
    Last edited by KALI; August 07, 2006 at 11:28 AM.
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  12. #12

    Default Re: Kalis Expanded building mod-WIP

    @kali
    I like the idea of the new buildings:, especially of river ports and hospitals

    @limes
    the idea of navigable rivers: it's easy to realize but the only problem is that boats can't cross bridges or is there a trick ?

    repman

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  13. #13

    Default Re: Kalis Expanded building mod-WIP

    Quote Originally Posted by repman
    @kali
    I like the idea of the new buildings:, especially of river ports and hospitals

    @limes
    the idea of navigable rivers: it's easy to realize but the only problem is that boats can't cross bridges or is there a trick ?

    repman

    :hmmm: What about so called landbridges (like bewteen italy and sicily) both units and ships can pas that...

  14. #14

    Default Re: Kalis Expanded building mod-WIP

    The AI can't handle new buildings. It will only build them if you replace old ones.

  15. #15
    KALI's Avatar Senator
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    Default Re: Kalis Expanded building mod-WIP

    Quote Originally Posted by Crymson
    The AI can't handle new buildings. It will only build them if you replace old ones.
    Hmmm,
    now you've got me worried :hmmm: . It seems to manage with the Metropolis and Naval mod...and I've done a little playtesting and it did build a townwatch.
    Last edited by KALI; August 08, 2006 at 03:02 AM.
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  16. #16

    Default Re: Kalis Expanded building mod-WIP

    @ repman

    Making rivers navigable is not problem. Making them as trade factory (also visible on battle map is harder).

    @ Fuji

    Of course sth like "landbridges" could be used for crossing rivers.


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  17. #17

    Default Re: Kalis Expanded building mod-WIP

    Quote Originally Posted by Crymson
    The AI can't handle new buildings. It will only build them if you replace old ones.
    The AI certainly can handle new buildings, however you need to make sure they actually add some direct benefit and aren't purely used for special construction/recruitment requirements (they can still be used for this, of course, they just need some additional direct benefit too).

    The AI doesn't have a list of buildings and what they do. All they see is if they build something, it will give them a benefit; they don't know that it's a blacksmith that gives a bonus to armour, all they know is there's a building that gives them a bonus.

  18. #18

    Default Re: Kalis Expanded building mod-WIP

    Quote Originally Posted by Cheexsta
    The AI certainly can handle new buildings, however you need to make sure they actually add some direct benefit and aren't purely used for special construction/recruitment requirements (they can still be used for this, of course, they just need some additional direct benefit too).

    The AI doesn't have a list of buildings and what they do. All they see is if they build something, it will give them a benefit; they don't know that it's a blacksmith that gives a bonus to armour, all they know is there's a building that gives them a bonus.
    :hmmm: And what about walls and academies, they dont give a direct bonus ? Or even government buildings ?!

  19. #19

    Default Re: Kalis Expanded building mod-WIP

    Quote Originally Posted by Fuji
    :hmmm: And what about walls and academies, they dont give a direct bonus ? Or even government buildings ?!
    Both walls and academies have direct bonuses. Walls increase the wall and tower levels of the settlement, while academies provide a law bonus. Any capability listed for a building in export_descr_buildings.txt is what I mean by building bonuses.

    Quote Originally Posted by KALI
    The idea with the bonus' was to reduce or remove them, from buildings where they either seemed inappropriate or over-estimated and re-distribute these points to the new stuff.
    There a few bonus' that aren't even used and I 've been thinking of making use of some them...just got to find the file where I stashed the bonus info.
    The bonuses don't have to be big, they just have to exist. River trading ports, for example, just need a 0.5% increase in tradable goods or something, while a Gymnasium could provide a slight increase in troop morale or even troop experience (gymnasium = fitter, better troops). Just small bonuses, really.

  20. #20
    KALI's Avatar Senator
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    Default Re: Kalis Expanded building mod-WIP

    Quote Originally Posted by Cheexsta

    River trading ports, for example, just need a 0.5% increase in tradable goods or something, while a Gymnasium could provide a slight increase in troop morale or even troop experience (gymnasium = fitter, better troops). Just small bonuses, really.
    Those are the exact bonus' i gave those buildings (moral for the Gym's)

    I'm working on building description at the moment. Getting the correct historical info for the use and development of these structures is taking a while...but there should be some intresting info....and I'm learning a few things myself.
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