I recently uploaded a new Civilization V mod onto the Steam Workshop. The new mod adds a National Park building that is unlocked with the Scientific Theory technology. The National Park can be built in cities that contain natural wonders, and the National Park will provide bonus Gold, Science, and Culture to all natural wonders within the city radius, as well as provide 3 global happiness.
National Park building adds gold, culture, and science to all natural wonders within the city, as well as providing 3 global happiness.
UPDATE (July 18, 2013 9:35 PST): National Park updated for Brave New World expansion
I have updated this mod for the new Brave New World expansion. If you have BNW installed, the National Park will now be unlocked with the Railroad technology, and the building will improve the Tourism output of your city.
If you are still playing Gods & Kings, the mod does not change the prereq or functionality of the National Park for that expansion. Updating the mod should not affect saved games for G&K players.
Thanks for playing, and enjoy!
UPDATE (July 24, 2013 10:30 PDT): National Park changed to provide +5 tourism instead of percentage modifier
Version 4 of my National Park mod has been published. The update changes the 25% conversion of culture to tourism so that the building provides a static +5 tourism. This was accomplished by using the TechEnhancedTourism and EnhancedYieldTech properties so that Railroad (the unlocking tech) adds +5 tourism to the building. This is the same method that is used for the Eiffel Tower world wonder.
This was done so that the National Park will always provide a substantial tourism output to the city (equivalent to 2 1/2 Great Works), regardless of how culturally strong the city is. Since many Natural Wonders do not generate large amounts of culture, I couldn't expect that a city containing the National Park would necessarily have enough culture for the 25% conversion to be worthwhile.
The only major downside to this change is that the Airport and Hotel don't synergize quite as well with the National Park. Aw well, can't be perfect, I guess...
UPDATE (March 5, 2014 11:15 am PST): Yields of BNW natural wonders fixed
Apparently, I had neglected to include yield modifiers for the new Brave New World natural wonders. I have just uploaded a revision that addresses this issue so that all natural wonders in the game now include the bonus culture, gold, and science from the National Park building.
This fix is available in Version 5 of the National Park mod.
I did discover one other issue: it appears that Isabella's trait ("Seven Cities of Gold") does not double the bonus yield provided by the National Park. It seems that the core game does not check the Buildings_FeatureYieldChanges table when applying Spain's trait. This will likely require an update to the game DLL, which I do not have the time to implement at the moment. I hope to be able to update the mod to address this issue at a future date. [More]
64b01d4c-2d92-4e09-94d4-274b5e01f97c|3|4.7
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Crystal Dynamics really missed the point with this game. It seems like the creative team started the project with one creative vision to make a “lost on an island adventure story”, and then early on, they all got fired and replaced with people who were instructed by corporate overlords to make “Uncharted with a girl” and the final product turned into a mindless shooter.
The only things you'll be "surviving" for most of this game is bullets and explosions.
The game is called "Tomb Raider”, but the bulk of the game is an action shooter instead of exploring tombs.
The tagline on the back of the box says “A survivor is born”, and the first objective in the game is to find a bow and kill a deer for dinner, but then you don’t ever have to hunt or treat wounds or take refuge from the elements or do any other “survival” things.
A sheer majority of the game is shooting hordes of enemies in tedious gunfight after tedious gunfight after tedious gunfight. Maybe over the course of the game, you’ll stumble across a tomb or two. But if you do, it’s just a 15-minute detour while you solve a single environmental/platforming puzzle in order to collect an arbitrary and useless reward. The rest of your time will be spent running around the levels that you just cleared of bad guys and collecting random items.
Hair probably isn't the part of Lara's anatomy that many ... um ... "fans" were hoping to see benefit from real-time physics, but then again, at least this is something innovative.
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In anticipation of the upcoming Brave New World expansion pack for Sid Meier's Civilization V, I've been working on some mod projects.
Today, I published a small resource mod called "Just a pinch of salt" that adjusts the yield of the salt luxury resource. By default, salt is a very strong resource to start near, as it provides +1 food and +1 gold base yield. Since it shows up frequently on plains, these tiles give your fledgling city a 2 food, 1 production, 1 gold tile out of the gate. With the addition of a mine, the food and production yield goes up by 1.
Extra food from salt requires building a Granary.
This mod aims to scale back the power of salt a little bit by removing the base +1 food modifier and moving that bonus to require the construction of a Granary building. In addition to it's existing bonuses, the granary now adds the +1 food to salt.
- Salt: +1 Gold base yield.
- Granary: +1 Food from salt worked by the city.
Total salt yield after building Granary and mine.
Once you have mined the salt and built a granary in the city, the total output of the salt tile is the same as in the unmodded game.
The mod can be downloaded from Civilization V's in-game mod browser by searching for "just a pinch of salt", or through Steam by visiting MegaBearsFan's Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=145306648). [More]
5e1bc327-3d30-442f-8225-1bb0e5f1bf70|2|4.0
Tags:Sid Meier's Civilization, Civilization, Civilization V, Civilization V: Gods & Kings, Civilization V: Brave New World, Civ V mod, modding, Steam, Steam Workshop, Valve, strategy, salt, granary, 2K Games, Just a pinch of salt, Civilization V
In anticipation of the upcoming Brave New World expansion pack for Sid Meier's Civilization V, I've been working on some mod projects.
Today, I published a small resource mod called "Copper Buff" that improves the effectiveness of the copper resource in the game. Currently, copper is a fairly weak luxury resource, since it doesn't get buffed by any buildings in the game. This mod adjusts the Forge and Mint buildings to provide a bonus towards nearby copper as follows:
- Forge: +1 Production from copper worked by the city.
- Mint: +1 Gold from copper worked by the city.
Both buildings can be constructed in a city if copper is present within the city's borders.
Forge and Mint improve nearby copper.
The mod can be downloaded from Civilization V's in-game mod browser by searching for "copper buff", or through Steam by visiting MegaBearsFan's Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=144822605). [More]
01707497-1794-44b8-9962-41fa7a4c7eb3|3|5.0
Tags:Sid Meier's Civilization, Civilization, Civilization V, Civilization V: Gods & Kings, Civilization V: Brave New World, Civ V mod, modding, Steam, Steam Workshop, Valve, strategy, copper, forge, mint, 2K Games, Copper Buff, Civilization V
I've heard that a lot of players are complaining about the save system of Capcom's new Resident Evil 6. I haven't played the game yet because RE5 sucked, and the demo for RE6 sucked, so I can't comment on that game. What I can do, though, is take a moment to reflect on the genius of the classic Resident Evil save system.
Most of my readers know me as a Silent Hill fan [boy], so it's uncommon for me to heap praise upon Resident Evil. But I actually am a big fan of the original game (it was one of my favorite PlayStation games). Maybe some day, I'll get around to writing about how Resident Evil 4 killed my interest in the franchise...
Would you like to save your progress? [YES] NO
Resident Evil took a unique path in terms of it's save-game system. I'm not sure if it was the first to use this particular style of system, but it was definitely one of the best implementations that I played!
During the PSX era of the late 90's, game saves generally took one of 3 forms:
Resident Evil falls firmly in that last category, but with one significant (and game-changing) caveat: in addition to only being able to save at pre-defined locations, the ability to save was also tied to a consumable inventory item! [More]
11efae01-91a1-4c73-9ff1-8965e9a48534|9|4.2
Tags:Resident Evil, Resident Evil 5, Resident Evil 6, Shinji Mikami, save, save system, autosave, checkpoint, survival horror, resource management, typewriter, ink ribbon, Silent Hill, Amnesia: the Dark Descent
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