Sid Meier's Civilization V

Sid Meier's Civilization V

Bison Resource
22 条留言
Carolina Calling 2019 年 3 月 8 日 下午 1:18 
Actually, cattle have grown wild, relatively recently, in the US (Texas area to be precise). Spanish settlers either had cattle escape or were deliberately released to the open range (i.e. not fenced). In fact, most cattle in that part of the world were fed off the open-range. The exceptions being private herds that were branded. Later, Texans mixed these feral cattle with cattle from the East. By the 19th century, the were millions of wild/feral cattle wandering the open range. They were eventually rounded up in "cattle drives" and driven to rail-heads or slaughterhouses.

I've always found it slightly perverse that someone could round-up wild cattle, brand them and drive them to market for the cost of the labor and, here the perverse part, call anyone taking "their" just branded cattle "rustlers" and hanging them for it.... Talk about honor among thieves...
otis 2016 年 9 月 19 日 下午 4:16 
bison would make 100% sense for america
Venusaisha 2015 年 6 月 2 日 下午 10:22 
sorry i use a differ mod whichs adds bison but dosen't replace cows.
That Damn Cat 2015 年 1 月 25 日 下午 6:00 
Cattle arn't really wild animals. They've been domesticated for so long that they predate the beging of the game. It makes no scense to see them roaming wild. It would be neet though if you could improve a pasture and then see cows roaming the field. Buffalo were never really domesticated so they would be a natural resourse you would see roaming about.
JEELEN 2014 年 11 月 11 日 下午 9:53 
Replacing cows with bison doesn't make much sense, as it puts bisons everywhere and removes cows. That's just... weird.
Xarsus 2014 年 11 月 11 日 下午 3:41 
Too bad ::( Anyway thx!
Ryoga  [作者] 2014 年 11 月 11 日 下午 3:31 
It is probably possible, but most likely it won't be something easy.
Xarsus 2014 年 11 月 11 日 下午 2:43 
Hi Ryoga, any chance to make a resource to make buildings faster to build. For example if the town is near stone resource Walls will build faster 50%. Marble does that for wonders (but not for a specific wonder)
Ryoga  [作者] 2014 年 10 月 28 日 上午 6:14 
Yeaaah... now Bison are official... I need to think what to do with this mod now, the code could be still used for other stuff, but it makes no sense to call it "bison resource" at this point.
Ryoga  [作者] 2014 年 10 月 24 日 下午 5:14 
You just need a text editor like notepad to open the file.
Make a backup so you can undo everything if you mess up..
As for XML is a very straightforward language.
This PDF: http://kael.civfanatics.net/files/ModdersGuide.pdf
is a good guide to start.
Oliver Covfefe 2014 年 10 月 24 日 下午 4:45 
Total newb here, how would one go about editing XML stuff or learning about it?
Raynor 2014 年 10 月 23 日 上午 8:01 
Thats sad! :'( Stupid humans! >.<
Carolina Calling 2014 年 10 月 16 日 下午 4:12 
FYI, there were American Bison (buffalo live in Africa and SE Asia) east of the Appilacean mountains until the white settlers killed them all. There's a pre-18th century "buffalo" trail on the Eno River between Durham and Hillsborough in North Carolina. After all the bison were dead in these parts, it became known as an "Indian trail"; in this case the Occoneechee Trail.

Given the chance, as with the elephant, bison were just as happy living in woodlands as praire. It was just harder to sneak up to them on the praire; so they lasted longer. We almost killed them all anyway, dispite the difficulty. Also, Paleolithic bison were four times the size of their present day decendants. The natives caught all the big ones before the Europeans got here....
Xarsus 2014 年 10 月 15 日 下午 2:25 
Great work Ryoga!!!!!!
Ryoga  [作者] 2014 年 10 月 15 日 上午 11:35 
Now Bison Resource is modular!!!

You can set as many resource replacements as you wish by simply editing the "options.xml" file!!!
Not suggested to those who don't have at least a basic knowledge of xml though.
Xarsus 2014 年 10 月 14 日 上午 8:25 
Yeap i know thx!
Ryoga  [作者] 2014 年 10 月 14 日 上午 7:53 
Remember that there is a few balancing that needs to be done when you add a new resource. For example granaries give a bonus to Wheat, Bananas and Deer. If you replace Wheat with Barley make sure that granaries give the bonus to that as well, it can be easily done through XML.
Xarsus 2014 年 10 月 14 日 上午 6:34 
I already Split Wheat to Wheat / Barley. Works Fine also!!! Thx!!
Ryoga  [作者] 2014 年 10 月 14 日 上午 4:45 
As a matter of facts yes, I have a personalized version of this mod that does just that. I think I will try to work on a way to make it simple to add ressources through the options menu.
Xarsus 2014 年 10 月 14 日 上午 1:44 
Wow!! Very nice way to split resource.... for example Wheat/Rice, Sliver/Tin Stone/Clay. Or even adding a unique type of Marble for Marble resource!!! Amazing!!!
Can this be done with 3 different resources ? :)
james20150 2014 年 10 月 12 日 上午 5:19 
yeah!
Graded 2014 年 10 月 11 日 下午 12:49 
Amazing!