[WIP/REL] Realistic Resource Revamp v0.2.1

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

Moderators: Icemania, elliotg

User avatar
uberknight72
Posts: 68
Joined: Mon Jul 25, 2011 10:35 am

RE: [WIP] [UNRELEASED] Realistic Resource Revamp

Post by uberknight72 »

They're fixed :)
or at least I hope so
User avatar
uberknight72
Posts: 68
Joined: Mon Jul 25, 2011 10:35 am

RE: [WIP] [UNRELEASED] Realistic Resource Revamp

Post by uberknight72 »

Also btw, explain the wiconium fuel oddity. I was being rushed so i didnt have time to ask but when i went to correct the fuel index for the reactors the only one I seen was the loros fruit. The other reactors had hydrogen's ID like they're supposed to. I couldnt find any index's referencing wiconium, at least for the reactors which was all i haf time to look at ^^

EDIT: Well, I figured it out. It's not fixed, only the loros fruit problem is. I know where the problem is, I just need to fix it. I took the download down until I can get it cleared up
User avatar
Osito
Posts: 878
Joined: Thu May 09, 2013 8:55 am

RE: [WIP] [UNRELEASED] Realistic Resource Revamp

Post by Osito »

I applaud what you're trying to do here, but I still feel there needs to be more strategic resources. I don't see how there can be any scarcity, if you're only working with 10 resources. Perhaps I'm missing something: if you can provide any further clarification on that point I'd appreciate it.

In any event, good luck with the mod.
Osito
User avatar
uberknight72
Posts: 68
Joined: Mon Jul 25, 2011 10:35 am

RE: [WIP] [UNRELEASED] Realistic Resource Revamp

Post by uberknight72 »

I guess it's just a matter of personal taste. But what I have now isn't all that there will be. There will be a lot more strategic resources in the future, but will be required by the most advanced techs and be a lot more rare. Im just trying to get the main system going smoothly before I start making it more complex with the addition of higher tiered resources.
User avatar
Franky007
Posts: 179
Joined: Thu Mar 10, 2005 3:57 am

RE: [WIP] [UNRELEASED] Realistic Resource Revamp

Post by Franky007 »

I think you need to change the COMPONENT IMPROVEMENTS line in the Research files.
(And there is a lot of them !).

Looking through the Components file i see items that need Organic Materials,
like the Gerax HyperDrive, that i find strange.

But it's a great starting point.
[&o]
User avatar
uberknight72
Posts: 68
Joined: Mon Jul 25, 2011 10:35 am

RE: [WIP] [UNRELEASED] Realistic Resource Revamp

Post by uberknight72 »

Yea, and thanks! :) But the Reactor improvements was what were causing the strange fuel requirements for the Later tiered reactors. It's fixed now though in this version. But im scanning through to find out what other values may need some attention.

But concerning the Organic Materials.. Organic materials consist of everything that had organic origins, like coal (Carbon Fiber), natural polymers (Polymers), and things that everyone thinks when they think of organics like wood and other plant materials. A lot of synthetic plastics are created from natural polymers so thats why organics in something like a hyperdrive makes sense, considering there are a lot of things I would assume would have Organic origins like wire coating, heat resistant films, and other sensible applications.

All that and also the original resource requirement demanded Carbon Fibers so since Organic Materials is a merging of Carbon fibers and polymers, including Organic materials was natural. What the original resource requirements and amount needed of them were was what I based my values and resource choices on.

Hope that cleared it up ^^
..
I also think that the Common resource requirements for some components need to be much higher, though im going to hold off from anything too radical until I get more feedback on how the late game plays [:'(]
FireLion1983
Posts: 149
Joined: Thu Apr 17, 2014 9:56 pm

RE: [WIP] [UNRELEASED] Realistic Resource Revamp

Post by FireLion1983 »

So I'm at 2176 in a fully automated game - the wiconium issue is kind of messing with the economy, but other than that things are running pretty smoothly. There is a definite shortage of Dilithium Crystal and Rare Minerals in my empire. And not sure if the resources are messing anything up, but my empire on auto has yet to build a single research station 76 years in...
User avatar
uberknight72
Posts: 68
Joined: Mon Jul 25, 2011 10:35 am

RE: [WIP] [UNRELEASED] Realistic Resource Revamp

Post by uberknight72 »

I would suggest making a new game with the new 0.1.2 version. I fixed the Wiconium, loros fruit, and tyderios fuel issue.

Also Research stations seem to be being built normally in this new game i made with the new version. I did some tweaking with research, so I may have inadvertently fixed something i broke [8D]

But yes, rare resources are nice and rare :) I may increase their abundance a little bit more though, they may be just a bit too rare, what do you think? And how about any over abundances? Im worried that Common resources are too abundant along with radioactives, and I haven't gotten far enough to really tell with any of my test games.
User avatar
tjhkkr
Posts: 2431
Joined: Wed Jun 02, 2010 11:15 pm
Contact:

RE: [WIP] Realistic Resource Revamp v0.1.0

Post by tjhkkr »

ORIGINAL: uberknight72
Well thanks to DW:U this is about change radically! I plan on Completely rebuilding the current resource system from the ground up! Simplifying it without taking away any strategic and economic depth, but most importantly turning up the realism factor and just making more sense in general. Plus of course some new additions later on ;). (How do you get all those resources in pre-warp if your homeplanet is only supplying 5? And how are you getting this mystery gas caslon? AND WHAT ABOUT SMARTPHONE AND TWINKIES!?!?)

Twinkies... that is the stuff wars are made of...
And one of the 'Wonder' Facilities you can build is a Hostess factory...

You may have to be an American to appreciate this warped bit of humor...[:D]
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
User avatar
tjhkkr
Posts: 2431
Joined: Wed Jun 02, 2010 11:15 pm
Contact:

RE: [WIP] Realistic Resource Revamp v0.1.0

Post by tjhkkr »

If you can get this together well, this would make the blockading a planet a HUGE deal.
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
User avatar
uberknight72
Posts: 68
Joined: Mon Jul 25, 2011 10:35 am

RE: [WIP] Realistic Resource Revamp v0.1.0

Post by uberknight72 »

ORIGINAL: tjhkkr

Twinkies... that is the stuff wars are made of...
And one of the 'Wonder' Facilities you can build is a Hostess factory...

You may have to be an American to appreciate this warped bit of humor...[:D]

So gonna be a super luxury resource, just wait.. XD
FireLion1983
Posts: 149
Joined: Thu Apr 17, 2014 9:56 pm

RE: [WIP] Realistic Resource Revamp v0.1.0

Post by FireLion1983 »

I think the lack of research stations is just poor AI :(

The initially built one gets destroyed by first pirate raids and then the AI never checks to make another or something...
User avatar
uberknight72
Posts: 68
Joined: Mon Jul 25, 2011 10:35 am

RE: [WIP] Realistic Resource Revamp v0.1.0

Post by uberknight72 »

Most likely, since I couldnt really have done anything that would screw with research lab placements.

But atm I am experimenting with the new manufactured resources. So far I've had quite a bit of success with getting it to work right and it's a lot easier than I thought it would be :). Hopefully I can get the first two manufactured resources im making to only give a 5% development bonus. But im probably going to have to turn those two into super luxury resources to do that, since it appears that I can't modify the normal luxury development bonuses, but I can the super luxuries, hmmm.....

Ill try it out and see if it breaks anything.

But besides that I also have done some tweaking with the normal luxuries and changed their names to something less specific. [:'(]
FireLion1983
Posts: 149
Joined: Thu Apr 17, 2014 9:56 pm

RE: [WIP] Realistic Resource Revamp v0.1.0

Post by FireLion1983 »

Just auto lost to Shakturi in the year '66 - game went well and had no major hiccups as far as I could see in regards to resources. 0.1.2 version tested.
User avatar
uberknight72
Posts: 68
Joined: Mon Jul 25, 2011 10:35 am

RE: [WIP] Realistic Resource Revamp v0.1.0

Post by uberknight72 »

Awesome sauce! So did any resources seem too abundant? Im not having any trouble with my games either so far, though I am curious as to how other races, mostly concerning the Volcanic and Ice planet races are faring since I imagine they could be having a bit of trouble with organic resources early game. But from what i've gotten from your games and mine it seems the AI is handling the new resources very well without anything seeming too unbalanced. After a few more play-throughs with some other races and games without anything that can end the game prematurely like what the Shakturi can do then if nothing seems to short or too abundant then I can comfortably declare the Strategic resource portion of this mod done besides perhaps some tweaks here and there and of course updated Galactopedia articles. Which im in the process of doing right at this moment.
Thanks a lot for the good feedback Firelion [&o]
FireLion1983
Posts: 149
Joined: Thu Apr 17, 2014 9:56 pm

RE: [WIP] Realistic Resource Revamp v0.1.0

Post by FireLion1983 »

You bet! Saw in another post that you're going for a ground-up redesign? Waiting to test! ;)
User avatar
uberknight72
Posts: 68
Joined: Mon Jul 25, 2011 10:35 am

RE: [WIP] Realistic Resource Revamp v0.1.0

Post by uberknight72 »

And its going pretty good, though there will be a LOT of changes.

Like for example organics is out of the picture for i felt that the materials organic covers is a very easy to substitue substance and is in rather great abundance throughout the universe. However i intend on implementing four extra special strategic respurces that is used in multiple components. Though all of them wont be touched until a little bit later in the game. Mostly aiming at everyone using most of them by the time they have been out of pre-warp for a little bit (since all the special strategic resources will NOT be tagged as a pre-warp vital resource.). So they probably wont be neccesary for components until tier 2-3.

Also luxurys will be changed quite a bit. Though a lot of them will have close to the same chances of appearing as the old ones, they all will have different names besides the super luxury resources and they will be totally redone as far as to what planets they appear on. And space slug eggs ;)..... However the total amount of luxury resources will be a bit smaller to make room for the new manufactured resources.

But it will be a good while before i get everything wrote up. It is practically a total rewrite of the resource.txt. which also means a near total rewrite of a lot of other things too.
hewwo
Posts: 276
Joined: Thu Apr 22, 2010 7:34 pm

RE: [WIP] Realistic Resource Revamp v0.1.0

Post by hewwo »

sounds interesting :)
FireLion1983
Posts: 149
Joined: Thu Apr 17, 2014 9:56 pm

RE: [WIP] Realistic Resource Revamp v0.1.0

Post by FireLion1983 »

Are you comfortable with the design phase all on your own? It might be a good idea to do a bit of brainstorming with the community at large to design a mod of this size! [:)]
User avatar
uberknight72
Posts: 68
Joined: Mon Jul 25, 2011 10:35 am

RE: [WIP] Realistic Resource Revamp v0.1.0

Post by uberknight72 »

Well concerning directly writing and editing the mod, no. In that aspect i feel there would be a lot less chaos if i can keep tabs on my own changes and implementations. But considering ideas about features, resources, and what to add then absolutely! Any ideas about manufactured goods, component requirement changes, the resources themselves will certainly help as long as it fits with my general vision(generalization, simplification, immersion, making more sense, filling in gaps, and realism) it will help the mod move alonng a little bit faster. Considering most if my time is actually spent THINKING about how to do something and make it fun, immersive, and overall more balanced (but a little chaos is neccesary ;))

And another thing i would LOVE some help on is icons for the resources. This next big version is going to have a LOT of entirely new resources, and my photoshop skillz are limited..


These are my current plans concerning resources and i am pretty sure they are not going to change much from this.
Cont
-common minerals
-rare minerals
-radioactive
-Strong ivory
-yarras marble
-extravagant furs

Marsh
-common
-rare
-radio
-extravagant furs
-rare spices
-vibrant silk
-Loros Fruit

Ocean
-common
-rare
-radio
-rich pearls
-fragrant oils
-dilithium* (instead of a crystal im now turning it into a metal)

Desert
-common
-rare
-radioactive
-aromatic incense
-Nekros Stone*
-translucient glass
-Korabbian Spice

Ice
-common
-rare
-radio
-strong ivory
-yarras marble
-emeros crystal*

Volcanic
-common
-rare
-radio
-rare gems
-beautifully scaled skin
-Zentabia Fluid
-nekros stone*

Barren
-common
-rare
-radio
-star jades
-xithricite* Strong natural alloy used in high teir armor.

Extra note 
astroids
-common minerals
-rare minerals
-Space Slug Eggs


Manufactured resources:

Cont
-Quality Goods
-Delicious Ale
-Advanced Electronics
-Luxury Vehicles

Marsh
-Quality Goods
-Fine Wine
-Advanced Electronics
-Luxury Vehicles

Ocean
-Quality Goods
-Fine Wine
-Advanced Electronics
-Luxury Vehicles

Desert
-Quality Goods
-Strong Liquor
-Advanced Electronics
-Luxury Vehicles

Ice
-Quality Goods
-Delicious Ale
-Advanced electronics
-luxury vehicles

Volc
-Quality Goods
-Strong Liquor
-Advanced Electronics
-Luxury Vehicles

Only what planets the resources may be on could change. Im pretty happy with these resources atm.
Post Reply

Return to “Design and Modding”