View Full Version : MOD: Permanent Resources
fimp Dec 25, 2001, 02:58 AM I know a lot of people are tired of resources which depletes. Well, here it is: The Permanent Resources MOD :D
Its a really simple tweak, which makes all resources stay where they are. This makes the game less random, because when you have a resource, you keep it!
To install download the file, and put it into your Scenarioa folder in your Civilization 3 folder.
fimp Dec 27, 2001, 02:19 AM Well, do you like it?
RogueNine Dec 27, 2001, 03:08 AM I'd download it but I've already made my own patch just like it. I enjoy playing games where they stay in the same place (Its not like Oil in the middle east is going to dissapear anytime soon ;) )
But there are times its fun to play with dissapearing resources, so its good to make a backup of your civ3mod.bic file if you want to swap between them both.
SGX Dec 27, 2001, 03:28 AM I'm gonna get this.. stupid resources keep dissapearing in the middle of the bigges wars... I'm on top, and just start mass manufacturing knights...iron dissapears.. ok, no probs, make catpults, musketmen... 2nd biggest nation declares war on me a few turn later...boom, saltpeter dissapears...yea, how 'lucky' for them.
thx :)
fimp Dec 27, 2001, 02:11 PM Originally posted by RogueNine
But there are times its fun to play with dissapearing resources, so its good to make a backup of your civ3mod.bic file if you want to swap between them both.
You dont have to backup your file, just rename it and select "Load Scenario".
blue72 Dec 28, 2001, 02:42 AM :confused:
But how can I make it to work. I unpacked it to Civ3 folder but nothings happen.
:sad:
fimp Dec 28, 2001, 03:29 AM If you put the PermanentResources.bic into your Scenario folder, you should have it availible when you select Load Scenario.
Ripley1 Dec 31, 2001, 10:49 PM Reading this I looked in the editor and realized that in the rules menu, for natural resources you can change the probablility of them dissapearing to 0 or more likely too. Thats if you have a map that you want to fix.
fimp Jan 03, 2002, 09:15 AM WOW!:eek: Quite a lot of people have downloaded this. Thank you! But id love some more feedback.:king:
Publius Jan 04, 2002, 03:50 PM Good tweak. I found that in the rules, too. I haven't used it yet, though, because it seems too close to cheating. But if the game keeps screwing with me on this, I might try it. In my last game, I lost my only supply of oil only eight turns after I discovered Refining. :( No problem...there was an Egyptian city right on my border that had some. So, I "liberated" that city (along with a couple others) Two turns later, THAT supply of oil disappeared! :mad: Thank goodness for Autosave. I replayed the last turn, and the new oil supply lasted the rest of the game. Okay...turning back the clock is kinda cheating, too. But if the computer is going to cheat so obviuosly and blantently, then I am not ashamed to use my powers of time travel to correct it.
btw-I notice in the rules that you can also set Luxuries to periodically disappear. Now that could really be frustrating. Has anyone tried it yet?
Elden Jan 04, 2002, 08:10 PM Is there any way to create a non .bic file that will stop resource depletion, so that you can use it with other maps ???
fimp Jan 05, 2002, 12:02 AM Originally posted by Elden
Is there any way to create a non .bic file that will stop resource depletion, so that you can use it with other maps ???
Nope, dont think so....:rolleyes:
Originally posted by Publius
I haven't used it yet, though, because it seems too close to cheating.
I dont see it as cheating, cause the AI wont loose theyere resources either, so its quite even.
Thank you for the feedback! Feedback is keeping us modders going on!:)
Realm Jan 05, 2002, 10:21 AM will this work on already saved games and new games or does it have to be a scenario?
fimp Jan 06, 2002, 04:43 AM Originally posted by Realm
will this work on already saved games and new games or does it have to be a scenario?
It wont work on already saved games. And yes, you have to load is AS a scenario, but it isnt really one. Just some rule tweaks.
Syntax_Error Jan 15, 2002, 04:36 AM im new online. nice to see a dane doing what i never seem to take time to do/learn. i have famely relacions with peder wessel (not bloodline but someting like a great great great aunt was his wife) so i like the unit but then agien why not vikings?:viking: HATE WASTE
fimp Jan 16, 2002, 09:13 AM Uhmm... dont you think you wanted to reply to this thread?:
http://forums.civfanatics.com/showthread.php?s=&threadid=10520
But thx anyway!:)
Hitro Jan 17, 2002, 05:10 PM Why don't you just save the tweaks into the civ3mod.bic? Then you could use them in every new game you start.
fimp Jan 18, 2002, 05:28 AM Cause if i tweaked it into the civ3mod.bic file, then you couldnt play with the default rules if you wanted to.
In this way, you can both play with Permanent Resources AND without.
J C Woodman Jan 31, 2002, 12:23 PM Originally posted by fimp
Cause if i tweaked it into the civ3mod.bic file, then you couldnt play with the default rules if you wanted to.
In this way, you can both play with Permanent Resources AND without.
Screw the default rules!!! I am ssssoooooooo sick of the "resource chase"! Iron and horses and to a lesser degree coal, disapear w/ such rapidity, and then fail to reappear! ( I only play w/ the LWC/ERP-4 mod, and its been adjusted already and still is bad!) Which leads me to my ? How can I apply this mod to my LWC/ERP scenario.bic or can it be done? I dont give a rats behind bout the original game config. I agree that some depletion/reapperance is true to life, but this system now changes and distorts the game into a game o resource chasing.
fimp Jan 31, 2002, 11:54 PM Originally posted by J C Woodman
Screw the default rules!!! I am ssssoooooooo sick of the "resource chase"! Iron and horses and to a lesser degree coal, disapear w/ such rapidity, and then fail to reappear! ( I only play w/ the LWC/ERP-4 mod, and its been adjusted already and still is bad!) Which leads me to my ? How can I apply this mod to my LWC/ERP scenario.bic or can it be done? I dont give a rats behind bout the original game config. I agree that some depletion/reapperance is true to life, but this system now changes and distorts the game into a game o resource chasing.
If you send me the LWC/ERP-4 .bic file, i will do it for you.
Send it to: civ@fimp.cjb.net
macaskil Feb 01, 2002, 05:09 AM Horses DON'T disappear.
I think resources should deplete but it should depend on how much use you make of them.
Idea - an oil square should start off with say 10,000 "tons".
Each unit/improvement should have
- amount of oil (or whatever) needed to build
- amount of oil needed when "asleep"
- amount oil per turn when moving/fighting
when you trade you should trade so many tons per turn.
Example
Tank needs
to build
10 tons of oil (energy used in construction)
10 tons of iron
when asleep
0 tons oil
when active
1 ton of oil per turn
Coal plants would burn x tons of coal per turn, and so on. Coal plants could be shut down in wartime to conserve fuel, losing the production benefit but nor losing the plant itself.
BTW if a coal plant is a power station how come you can have one before electricity is discovered?
This would allow you to lose a war by running out of oil, more or less what happened to Germany after losing the Romanian oilfields in 1944, but in a more predictable way.
fimp Feb 01, 2002, 07:31 AM Yup, i know, but with the current editor it is impossible to make such changes, and it will probably never be possible.
fimp Feb 20, 2002, 05:47 AM Just wanna say that i am really overwhelmed by the number of downloads!!! :cool:
kittenOFchaos Feb 20, 2002, 08:53 AM In my latest version of my "civ3 on Earth" mod I have implemented permenant resources...
I think the number of downloads tell you that most people hate losing their hard won strategic resources at random regardless of how much mining/whatever has taken place.
fimp Feb 20, 2002, 02:29 PM Originally posted by kittenOFchaos
In my latest version of my "civ3 on Earth" mod I have implemented permenant resources...
I think the number of downloads tell you that most people hate losing their hard won strategic resources at random regardless of how much mining/whatever has taken place.
Okay, do i get some credits?
Charlie Martel Feb 20, 2002, 03:38 PM Okay, do i get some credits?
Why would you get the credit? It's not like you are the first one to discover how to use the Civ3 Editor :p
kittenOFchaos Feb 20, 2002, 06:32 PM That is VERY true :D
I never took inspiration from your "mod" and I'm sorry if I gave that idea :o
fimp Feb 21, 2002, 06:06 AM Maybe youre right, but i think
"Permanent Resources idea by fimp"
would be fair, but its up to you. :crazyeye:
fimp Apr 19, 2002, 09:47 AM Wee, i like that counter! :)
Oddible May 03, 2002, 07:13 PM Could someone post what the tweaks are? or provide a civ3mod.bic file which has only this change in it? I will backup my original if I ever want my Oil to disappear before I've even ever built anything that uses it.
Or can I just backup my original and rename this permanentresources.bic to civ3mod.bic and all will be peachy???
Thanks.
fimp May 04, 2002, 12:40 AM Originally posted by Oddible
Could someone post what the tweaks are? or provide a civ3mod.bic file which has only this change in it? I will backup my original if I ever want my Oil to disappear before I've even ever built anything that uses it.
Or can I just backup my original and rename this permanentresources.bic to civ3mod.bic and all will be peachy???
Thanks.
Why not just use it as it is?
But yes, you can rename it if you want to, but i dont get it...
Oddible May 04, 2002, 11:30 AM Originally posted by fimp
Why not just use it as it is?
I guess the problem is that mods aren't cumulative. If you want to have 2 mods at the same time, you have to manually merge them. (This could just be my naivete - is there a way?) And while this particular mods doesn't do a whole heck of a lot, what it does I would want to be applied to other mods as well.
OK, dug into the editor and found that I can manually change the disappearance probability of every individual resource manually. Tedious, but possible.
Thanks for the mod fimp!
Octavian X May 13, 2002, 09:42 PM I like the idea of getting rid of this random factor, but I do owe it some.
Once, I was playing a game, and even though I had the largest land area, I had NO OIL. I had to import it from one or the other two civs at and extremely high price. This situation was not helped when they both thought it necessary to declare war against me. I had no chance of capturing their sources, either. However, during the war, I finally destroyed a German city which was hindering my own production. The next turn, the plains terrain it was on was turned into desert by global warming. Then, the next turm, I discovered oil. A happy ending followed thereafter.
All I'm saying is give the random factor a chance, no matter how annoying.
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