Sid Meier's Civilization V

Sid Meier's Civilization V

Useful Oil Mod
107 kommentarer
Fry McFly 4. jan. 2022 kl. 3:21 
Now all what's missing is a Usefull Iron Mod.
PeanutButterHoosky 3. juli 2020 kl. 16:44 
This mod is slick
Fry McFly 9. mar. 2017 kl. 3:06 
I can remember a mod that adds buildings who require oil and provide a food or production boost. Maybe a gold boost also.
Was that this mod or another one?
Fry McFly 8. mar. 2017 kl. 14:53 
So if your mod is compatible with bnw just add the "bravenewworld" tag. That could help 2 find your mod easier.
Ace Zeddex 14. feb. 2017 kl. 16:57 
This really adds a feel of balance to the game- to the point you'd think they should have implemented it this way from the start. This mod is a necessity to play and enjoy the game. :steamhappy:
Venusaisha 3. nov. 2015 kl. 1:26 
LaBandaRoja :
depends on wethier u want to gain oil without need of other buildings from other mods, mods that have refinary /refinary ethier subject to new alter or crash the game..
---------------------------------------------------------------------------------------------------------------------------------
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=307456073&searchtext=resource

i think will work with Useful Oil Mod since dose not have oil connection. :steamhappy:
Cyberknight 20. juli 2015 kl. 19:04 
Exactly what i wanted!
Venusaisha 31. maj 2015 kl. 5:26 
vegable oil, olive oil, carrot oil,tomatoe oil,conola oil ect...... OIL!
JohnConnor 31. mar. 2015 kl. 13:38 
Hi, nice mod. So, firt of all, if I also use another mod that adds resource requirements to build units, this wouldstack, right?


Assuming the above assumtion is true, I'd like to use the part for the refineries of your mod. Not the addition of resources required for units, since I'm also using the mod "Realistic Unit Resource Consumption". That mod, in addition to oil requirements, also adds iron/aluminum/coal/uranium requirements when necessary. However, you end up with low amounts of oil. is there a file I can delete to remove your oil requirements for units, or can you make a mod that complements the other one

Thanks
SILENCER 7 16. juni 2014 kl. 14:36 
Thank god. NOW my games are more realistic. Let the oil wars begin!
hootie420 14. juni 2014 kl. 11:30 
does it work for vannila
salami 13. maj 2014 kl. 15:34 
does it need BNW or G&K and does it work for multiplayer?
lshipp 28. apr. 2014 kl. 17:56 
When a mod-creator puts a real whole number in for "NumBuildingNeeded" under the "Building_PrereqBuildingClasses" table the game automatically doubles the number entered, so "5" becomes "10". I suspect the problems being reported with completing the 10 Oil Refineries required by the game and the game still insisting there need to be more Oil Refineries may be due to a wierd concatenative effect between all the buildings required to build Oil Refineries, and the varying commands of "MaxPlayerInstances". I say suspect because I've never tried this exact sort of thing as is being done in this mod, so I can't give more certain advice one way or another.
Mike 28. mar. 2014 kl. 18:39 
Unless I'm reading something wrong, there's a conflict with the Deep Drilling Platform. The description states that you must have built 5 Refineries, but it shows up requiring 10? Then it seems to miscount, I'm at 10 and it still shows I need 3.
Jash 23. feb. 2014 kl. 9:13 
It only builds or shows ONLY the first three - Geological Survey
- Oil Fields - Oil Pipeline
It never shows the - Oil Refinery - Deep Drilling Platform
or the
NEW WONDER:
- OPEC world wonder
Spetsnaz 1. feb. 2014 kl. 13:48 
Great mod but why nuclear submarine need nothing, must add uranium and oil no?
誰がwombat 31. jan. 2014 kl. 11:59 
I DRINK. YOUR. MILKSHAKE!
hayes.hayward94 25. jan. 2014 kl. 20:48 
this actually made oil useless to me
BY AZURA BY AZURA BY AZURA 7. jan. 2014 kl. 13:56 
it costs 700+ to build an oil building? you do realize that is more then 80% of the wonders in this game, right? this mod sounds cool, but im not gonna wait 10-20 turns, in late game, when i have high production, just to build a building. sorry:(
knightthorne 5. jan. 2014 kl. 12:06 
Question to drilling platform.I built in 5 cities the oil field, in each city the research lab but when i wanted to built the drilling platform, i cant cause i still need 8 city oil fields?????? is it a bug, cause so i need 13 cities before i can build the platform.
Deadlyman89 4. dec. 2013 kl. 12:02 
This actually makes oil less important in some regards, as I don't even need to be oil to get oil.
Pillow Lizard 26. nov. 2013 kl. 16:32 
I feel like the point of making oil more important is undercut by making it so much easier to get. I'd love a version that didn't include the buildings.
Oatesy93 24. nov. 2013 kl. 15:45 
Does this work on vanilla?
Opps 1. nov. 2013 kl. 6:49 
this mod makes the game somehow unbalanced. I've got suggestions:
1. Oild pipelines require a nearby oil resource (within two tiles)
2. Oil refinery add 5 more oil.
Munancho 24. okt. 2013 kl. 15:38 
mobile sams need to use oil too
BLÀde 12. okt. 2013 kl. 19:38 
is it possible to make it so you need to do a geo survey in the city before you can build an oil well in it's tiles?
Scotchy98 9. okt. 2013 kl. 15:33 
Great mod, subscribed :P
snackerfork 15. sep. 2013 kl. 15:52 
Getting weird crashes after the Industrial era - not sure if they're related to this mod since I'm running quite a few. How do I send you a debug log?
swatmp5  [ophavsmand] 7. sep. 2013 kl. 14:38 
@Calculator: replace where it says "OIL_REFINERY" to "OIL_FIELDS" for required buildings in the DDP
EarthHuman1981 1. sep. 2013 kl. 5:49 
Swat, I've finally nailed it down... the issue is with the Deep Drilling Platform, its what's causing the oil problem with the refineries.

This code in particular from the DeepDrillingPlatform.xml is the issue:
<Building_ResourceQuantity>
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<ResourceType>RESOURCE_OIL</ResourceType>
<Quantity>10</Quantity>
</Row>
</Building_ResourceQuantity>

I tried to simply make it look like this:
<Building_ResourceQuantity>
<Row>
<BuildingType>BUILDING_OIL_FIELDS</BuildingType>
<ResourceType>RESOURCE_OIL</ResourceType>
<Quantity>10</Quantity>
</Row>
</Building_ResourceQuantity>

However... that isn't working. Instead, when I place the DDP with that edit in place, it just doesn't provide the oil. How can I make the DDP need 5 Oil Fields in my various cities rather than 5 Refineries?
EarthHuman1981 28. aug. 2013 kl. 6:30 
The only way I can make this Refinery not give me +9 oil, is to make the Oil cost 10.

Ideally, I want it to cost 1 to make, but produce 2 when built. As a workaround, I've just set the cost to 8, which gives me +2 when I build it, however I don't know what effect this has for the AI building them, nor is it the proper fix...

I should actually be typing this to that mods author, so I'm going to begin that since I've isolated it to his mod not yours.

Thanks for the replies tho and any thoughts are still appreciated
EarthHuman1981 28. aug. 2013 kl. 6:18 
<Building_Flavors>
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<Flavor>4</Flavor>
</Row>
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<Flavor>30</Flavor>
</Row>
</Building_Flavors>
<Building_ResourceQuantityRequirements>
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<ResourceType>RESOURCE_OIL</ResourceType>
<Cost>1</Cost>
</Row>
</Building_ResourceQuantityRequirements>
<Building_YieldChanges>
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>4</Yield>
</Row>
</Building_YieldChanges>
EarthHuman1981 28. aug. 2013 kl. 6:18 
<Row>
<Type>BUILDING_OIL_REFINERY</Type>
<BuildingClass>BUILDINGCLASS_OIL_REFINERY</BuildingClass>
<Cost>600</Cost>
<GoldMaintenance>4</GoldMaintenance>
<PrereqTech>TECH_COMBUSTION</PrereqTech>
<Help>TXT_KEY_BUILDING_OIL_REFINERY_HELP</Help>
<Description>TXT_KEY_BUILDING_OIL_REFINERY_DESC</Description>
<Civilopedia>TXT_KEY_CIV5_BUILDINGS_OIL_REFINERY_TEXT</Civilopedia>
<Strategy>TXT_KEY_BUILDING_OIL_REFINERY_STRATEGY</Strategy>
<MutuallyExclusiveGroup>2</MutuallyExclusiveGroup>
<ArtDefineTag>ART_DEF_BUILDING_FACTORY</ArtDefineTag>
<SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
<SpecialistCount>1</SpecialistCount>
<MinAreaSize>-1</MinAreaSize>
<ConquestProb>33</ConquestProb>
<HurryCostModifier>0</HurryCostModifier>
<ArtInfoRandomVariation>true</ArtInfoRandomVariation>
<IconAtlas>CIV_COLOR_ATLAS_BTF</IconAtlas>
<PortraitIndex>19</PortraitIndex>
</Row>
EarthHuman1981 28. aug. 2013 kl. 6:18 
This is the code for the Oil Refinery in the "Beyond the Future" mod, edited by me for my desired cost/benefit, and yet I STILL get +9 oil when I create one as a test with IGE when I begin a new game :(

The only difference for the code below is that its not in its own building file, but rather in a file called CIV5Buildings.xml, which has the code for all the buildings created in that mod. Nothing I can find in it references the Oil Refinery and a gain to oil resources.

cont'd again /sigh
EarthHuman1981 28. aug. 2013 kl. 6:17 
I can't figure out how to PM you.

So... I got my mod to work. the .modinfo just wasn't activating the .xml, so I also discovered I could just de-activiate your UnitResource.xml, easy peasy.

Now for the Refinery...

Without "Beyond the Future" activated, the +9 doesn't happen. For some reason, the Oil Refinery in that mod completely overwrites yours, tech placement, cost, bonuses, etc.

So... I simply edited that Mod, copied the lines of code I needed from yours into that to have the Oil Refinery as I desire it... de-activated yours from your .modinfo so its gone completely.

cont'd
EarthHuman1981 28. aug. 2013 kl. 4:48 
@Swat. No, definitely the Oil Refinery providing +9 oil.

For reasons unknown to me, editing UnitResourceUpdate.xml (with notepad) does not apply the changes into the game, either a loaded game, or a new one. When I made the range change to your ICBM mod from 110 to 50, I edited that (with notepad) successfully.

I'd already added the text for the nuclear submarine before I posted my comment the other day, it had no effect. I'm at a loss to explain why.

I need to just do some reading I think. I'd tried making a new mod yesterday, one that would just add oil to units. I started a new project in ModBuddy, copied line for line the code found in UnitResouceUpdate.xml, saved it, started a new game and loaded only the mod I'd just created, and it didn't work...
swatmp5  [ophavsmand] 27. aug. 2013 kl. 21:27 
@Calculator: the refinery actually provides +3 oil I believe. Could it be some other building you're talking about?

It's no problem, this is how to change the resource quantities: just go to UnitResourceUpdate.xml

There, you'll see a bunch of units with their resources under the Unit_ResourceQuantityRequirements like so:

<Unit_ResourceQuantityRequirements>
<Row>
<UnitType>UNIT_MISSILE_CRUISER</UnitType>
<ResourceType>RESOURCE_OIL</ResourceType>
</Row>

Just add these few lines of code in between the <Unit_ResourceQuantityRequirements> tags:
<Row>
<UnitType>UNIT_NUCLEAR_SUBMARINE</UnitType>
<ResourceType>RESOURCE_OIL</ResourceType>
</Row>
and save. that oughta do it
EarthHuman1981 27. aug. 2013 kl. 0:56 
@Swat: Also, could you perhaps private msg me a way to make those resource changes to the units? I'd like my nuclear sub to require oil and uranium, as they do have a diesel/electric backup I believe, and require oil in the many other parts not directly connected to the power generator. I'd also like to make use of Iron in late game by making tanks and whatnot need it as if it were steel.
EarthHuman1981 27. aug. 2013 kl. 0:56 
@Swat: Indeed, they do have a nuclear reactor, but they currently don't require any resource, so I just tried to add the oil as the simplest of edits to the mod.

After some investigation, I discovered that the Oil Refinery from this mod was being overwritten by the Oil Refinery from the "Beyond the Future" mod. I changed the filename of the one in your mod to make it completely inactive, but still had the issue of gaining +9 per refinery from the other mod. The mod states that this Refinery uses 1 Oil and gives +10% Production and +4 Production. Somewhere in the code there is a +10 to oil that I can't see. There are only two lines in the code where the number 10 is used, and editing either doesn't decrease the oil generated upon build. However, increasing the cost from 1 to 10, did give a net increase of 0 when built, but that shouldn't be how to fix it.



swatmp5  [ophavsmand] 26. aug. 2013 kl. 18:05 
@Calculator: these are very strange happenings, I'll look into them. For nuclear submarines, I didn't make oil a requirement as they have a nuclear reactor which provides power (rather than oil-based power)
EarthHuman1981 25. aug. 2013 kl. 23:13 
In addition to the +9 Oil from each Refinery issue I mentioned just before, I'd also like to know why I can't add Nuclear Submarine to the needing oil list, as you forgot it. I've edited other MOD's for basic details such as unit range, so I'dve thought that adding Nuclear Submarine into this mod would be as easy as:

<Row>
<UnitType>UNIT_SUBMARINE</UnitType>
<ResourceType>RESOURCE_OIL</ResourceType>
</Row>
<Row>
<UnitType>UNIT_NUCLEAR_SUBMARINE</UnitType>
<ResourceType>RESOURCE_OIL</ResourceType>
</Row>
<Row>
<UnitType>UNIT_DESTROYER</UnitType>
<ResourceType>RESOURCE_OIL</ResourceType>
</Row>


inserting that line of text into your already existing code. However, upon saving the file and restarting Civ5, the change had no effect, good or bad.

Any advice here would be great. I haven't had the time to dig into tutorials on making mods yet, so I'd like to tweak this Mod until I know how to put my own together that provides what I desire.
EarthHuman1981 25. aug. 2013 kl. 21:40 
Each Refinery I build increases my Oil by +9...
expito 15. aug. 2013 kl. 6:44 
@DCG_Anubis thanks for your advice
Kinetic Energy Productions 12. aug. 2013 kl. 1:41 
I wish I had BNW. These mods are great for editing and programming, nonetheless. You guys are awesome and inspiring. Drill, baby, drill!
DCG_Anubis 9. aug. 2013 kl. 2:54 
"the executioner" there is an other mods that solves your problem its callad "Industrial Steel"
Anakin_the_Green 6. aug. 2013 kl. 19:15 
wanted to be sure and I do not believe oil makes Lazors
swatmp5  [ophavsmand] 6. aug. 2013 kl. 19:09 
@Anakin: the XCOM squads do not require oil. I assume they use some kind of advanced energy system..
Anakin_the_Green 6. aug. 2013 kl. 17:36 
looks like you have BNW now. one ? does XCOM squads now require oil they do sorta use lasers instead.
Kinetic Energy Productions 6. aug. 2013 kl. 9:02 
Brave New World. The newest expansion pack for Civilization V.
SavageHedgehog 5. aug. 2013 kl. 17:08 
What is BNW?