View Full Version : How to play with sixty resources


Razorwing
Feb 27, 2002, 08:54 AM
This zip contains two pictures, "resources.pcx" and "EXTRA resources.pcx". You need a decent art program like Paintshop Pro (which is excellent, and free for eval. at www.jasc.com) to view 'Zsoft Paintshop' files.

The pictures are icon charts for resources. You can cut-and-paste them into your personal resources.pcx file. That file is found in your CivilizationIII/Art folder. You can also just replace your old resources.pcx with the one in this zip, but cattle will get a different icon if you do. The old icon for cattle is in "EXTRA resources.pcx" and I've also included the original file that comes with the game in case anyone screws up. I think the new cattle icon is better; the old one looks like a bird with its head at the ground picking a seed... or so I think.

So, extract the files into a folder and lets open resources.pcx. The icons here are diverse and used for different resources, unlike the other file which is just a cut-and-paste collection not intended to be used on its own.

Gold -- Icon 21 -- is the last standard resource. My reworked chart of all resources are included in the zip. It's a tab-deliniated table that can't be displayed without a monospace font.

Below potatoes is a 'resource' I personally use called Ruins which gives 1 commerce from tourism. I have it set to strategic so I can control its appearance ratio, but of course it doesn't have any applications the way real strategic luxuries do.
Oat replaces wheat in Plains, or so I use it.
Calamari = squid, octopus.
Beer and Whisky aren't very 'natural' resources; they represent barley (beer) and rye (whisky), which would be farfetched to use as resources because the player would just confuse them with Wheat and Oat.
Tungsten (or Wolfram) is used to, among other things, light up a light bulb. It's 50% more massive than led and is frequently mentioned in science fiction as a component for advanced robots. I'm using it for some of my futuristic units.
The seven types of fruit are there for the variety. I have them giving the same limited food bonus, except for lemon which is almost inedible but gives commerce bonus as a form of spice. Bonus resources are distributed evenly among the different types.
Seaweed is meant to be used in the late stage of the game as an unused source of food. Personally I'm planning to tie a special building to this resource which allows each water tile in that city to produce an extra food.



HOW TO ADD RESOURCES



Do you have Civ3MultiTool? If not, get it here: http://forums.civfanatics.com/showthread.php?s=&threadid=7787

In the CopyTool, select your bic (civ3mod.bic).

Choose to add as many resources as you want. Don't add too many! You can add more later, but you can't delete resources that are left over.

Doubleclick on civ3mod.bic in your CivilizationIII root directory and you're in the editor. Press CTRL+R. Select the "Natural Resources" tab. Scroll down the list until you get to gold -- now you'll see a bunch of entries named identically. These are the blank slates you'll use for your new resources. (Actually they're not blank, they're copies of the item you chose in Grampho's program).

1) Set the appropriate icon. You can do like I often do, click in the box with the numbers and use the up and down arrow to scroll through the icons, or double-click and type in the number you want.

2) Click the "Rename" button and name your resource.
2b) Optionally, enter a link to an entry in the civilopedia. There's a great guide to modding the 'pedia here: http://forums.civfanatics.com/showthread.php?s=&threadid=9337

3) If you choose a prerequisite, your resource will be hidden until that tech has been researched.

4) By default, appearance ratio is only used with Strategic R., though I like to use it with Luxury R. in some cases. Beer and Whisky (see below) will be required to build a Brewery and Distillery in my future update to my mod.

With 16 players an appearance ratio of 160 will give each player one instance of this resource, meaning it will be placed in relative vicinity of them. If they succeed in claiming it is another matter. Naturally the more strategic resources you have the more cluttered the map will be -- that's why you might want to rescale the ratios for all Strategic luxuries so the player won't get a headache.

Original Appearance Ratios:
160 Horses & Iron
120 Saltpeter, Coal, Oil, Rubber & Aluminium
100 Uranium

Horses are very important for any civilization because the best units - horsemen, knight, cavalry - dominate 2 1/2 ages. If this value is too low, you'll likely see more wars since the Horse-owners will be far superior to those lacking steeds. I'm keeping it at 160.
I'm giving Iron a setting of 120.
Category II goes from 120 to 80 in my book, and uranium goes down to 60. Civs won't be allowed to sit on their ass now, hehe. So if I did my math correct we went from 1020 to 740 total points. That gives me 280 points to distribute on my three new strategic resources. I gave:
Copper 140
Timber 100
Tungsten 40

Since bonus resources can't be requirements for anything (in the newer patches), I have set Seaweed (ap:40) and Ruins (ap:20) to be strategic resources; the first lets the city build a building increasing food from water, the second lets it build a culture-generating museum.



TERRAIN - RESOURCE LIST



I suggest you tick these options instead of the defaults
on the "Terrain" tab to get a nice spread of resources.


Desert Saltpeter, oil, incense ** oasis, bloom.
Plains Horses, ivory, cattle ** tobacco, sugar, oat, orange, lemon.
Grassland Horses, wheat ** cotton, wool, beer, potato, apple, pear, ruins.
Tundra Oil, furs, game ** walrus.
Flood plain Wheat ** whisky, melon.
Hills Coal, aluminium, wines ** jade, coffee, tea, ruins.
Mountains Iron, uranium, gems, gold ** copper, tungsten, mineral.
Forest Furs, dyes, silks, game ** timber, cherry, strawberry.
Jungle Rubber, dyes, spices, gems ** banana, tea.

Coast Fish, salt, seaweed
Sea Whales, school, calamari, pearls
Ocean Dolphin



EXTRA Resources.pcx



The icons are of:
tobacco, weird fruit, tobacco again, two weird fruits, weed (as in drugs),
Easter Island Heads from CtP2, Uranium I think, Tomato, Oasis, Fruit, Banana.

Next come resources with increased visibility, that someone else made.

Then comes horse, oil, uranium, deer, "Original civ3 cattle" and gold.

Razorwing
Feb 27, 2002, 08:59 AM
of the resource icons in the zip.

Switch625
Feb 27, 2002, 07:00 PM
I have heard, though I've never tested it myself, that no more than two additional resource graphics will show on the map. Is there a way around that limitation?

Razorwing
Feb 28, 2002, 12:54 AM
Originally posted by Switch625
I have heard, though I've never tested it myself, that no more than two additional resource graphics will show on the map. Is there a way around that limitation?

There is no way around because it is a complete and utter lie :D

Actually this guy called Willem on Apolyton couldn't get it to work - maybe we're thinking of the same guy here - but I think he screwed up because it works excellent for me. There are limitations and the editor will tell you so -- like 125 unit icons and 80-something resources.

Image here -> http://apolyton.net/forums/attachment.php?s=&postid=773041

1. Calamari (squid) are ripe for harvest in the seas.
2. Melon joins wheat on flood plain tiles.
3. Brittain would wish for this colony; plenty of fish in the seas ('school' resource) to go with their chips; tea in the southern jungle and bananas for export to the north.
4. Plains get a profile. Oranges give a food and trade bonus, Cattle (below hut) looks better, and Oat (center right) takes the place of Wheat. To the upper left is Desert Bloom.
5. Timber is needed to build rennaisance ships (if u want, that is), valuable pearls can be dived for, and to the bottom right we see half of the grassland Apple resource.

spincrus
Mar 05, 2002, 07:16 PM
It's not about screwing up the resources.pcx

The game IS limited to 24 resources.

If it works with you, then you are lucky, and you probably tweaked something without even knowing it :)

papajohns
Mar 06, 2002, 02:33 PM
the game crashes when i use non standard icons for resources and when i shuffle starting locations.. if i start it without changing civ starting locations, then its ok, but if i do, it crashes....why? :(

GIDustin
Apr 03, 2002, 09:21 PM
Has anyone looked at the Art\City Screen\luxuryicons_small.pcx file yet? This MAY beone of the reasons why resources are failing, however i rather doubt it :P

Bobby Dread
Apr 05, 2002, 04:00 PM
I created a mod with several new resources. If I select an icon uner #24 for each, they show on the map. Save the game, select the icons I want, reload, and the resources do NOT appear, although a right-click of the terrain WILL list the resource. One of the 'new' resources used icon #23, it worked ok both times.

The Civ3Edit shows all the resources ok when you generate a new map, but the game doesn't.

Has anyone ever played with resource-shadows file? Could this be part of the problem? Whenever I expand it, the game just crashes.


BTW- GIDustin- your quote is an urban legend- check snopes.com ;)

GIDustin
Apr 05, 2002, 05:41 PM
I know it is a legend, but it is funny nonetheless

Snoopy
Apr 06, 2002, 02:58 AM
So Razorwing, when you play the game the resources show up?

I'd like to know what you did to make that work. what version of the editor and what version of civ3 are you running?

Snoopy
Apr 06, 2002, 03:10 AM
I think I know why this is working, beforehand, I would just hit the 'a' key to add a resource, but what that does is make the "Civilopedia Entry' blank, and I believe that maybe it needs to have a Civilopedia Entry, so that it shows up on the map within the actual game.

trying it now

Snoopy
Apr 06, 2002, 03:42 AM
forget what I said, think i am wrong :)

kring
Apr 23, 2002, 01:09 PM
Razorwing,

Does this work with the new patch, 1.21? I have been wanting to download it for a while, but was waiting for a promising patch. I like what I see of the resources. I am semi techno challenged. I have managed to download a number of terrain graphics from snoopy.

Switch625
Apr 23, 2002, 01:38 PM
Originally posted by kring
Does this work with the new patch, 1.21? I have been wanting to download it for a while, but was waiting for a promising patch. I like what I see of the resources. I am semi techno challenged. I have managed to download a number of terrain graphics from snoopy.

It works, but you need the hacked editor to add new resources.

Ralendil
Apr 30, 2002, 10:39 AM
Maybe i will tell something stupid, or maybe something that could be a beginning of solution or a solution for adding luxury icons.

Maybe some of you know it is provocate more bugs in more of the mods that have been released since 1.21. I've thinked about one thing to test as we (all forum members of Civfanatics and Appolyton) go on to understand how it works.
It appears that luxury icon are linked to a specific place in ressource.pcx. I will try to copy this to a new sequence of ressources. I think the game have a ressource sequence that allow it to work in game. (I think also that the max of icons would be 176, i know it is incredible but it is the last number written on luxury small icon PCX of city screen and the number sequence written on it is 22, 44, 66, 88, 110, 132, 154 and... 176. NOTA: there's 22 icons in civ3.)
For the sequence I think it is: 8 strategic resources, 8 luxury resources and 6 bonus resources. But I believe it will never have errors with bonus resources cause not linked to specifics rules.
And after that you've got a specific file for luxury small icons for city screen. I believe it is why some's got errors when they enter into city...

I will try that ! And maybe it wouldn't be stupid...

Willem
Jul 20, 2002, 07:14 AM
Originally posted by SpincruS
It's not about screwing up the resources.pcx

The game IS limited to 24 resources.

If it works with you, then you are lucky, and you probably tweaked something without even knowing it :)

Well thank you for confirming that I'm not an idiot! :D

Now I've heard that since 1.21f, there's still a limit of 36 icons, is that true? I've just tried adding a 37th, but I haven't seen it displayed on the map yet, so I can't be certain. But that might only be because I haven't come across it yet.

kring
Jul 20, 2002, 10:50 AM
Willem, you could make a test map, and place it next to your start location. If it needs a tech, you could also give yourself that tech to see if it shows up. That is, if you have the 1.29f patch.

Willem
Jul 20, 2002, 12:26 PM
Well I already have made a test, and indeed icon 37 appeared on map generated by the game. So with these fixes to the Luxuries, there's no longer any limits to resources. Although I'm not sure about absolute limits. And with a maximum appearance ratio of 900, there's going to be all sorts of thing we can do.

I want to experiment with having lots of resources, but make them disappear faster, including my Luxuries. It's going to take alot of play-testing to figure out the right numbers though. Especially with everything being tied to the save game.

kring
Jul 21, 2002, 01:47 AM
Curious question: If you have done it yet, what is the max number you can see in the city screen, or the Trade Advisor screen?

Willem
Jul 21, 2002, 08:00 AM
I haven't had a chance yet to max out the Luxuries, but with Strategic, it's still 8 in the city screen, maybe 9. Any more and they just don't appear.

In the Trade Advisor screen, I've been able to see them all. Mind you, I haven't yet gone crazy with the total number due to the previous limitations. So I'm suspecting that the same applies for Luxuries.

Republic_Outlaw
Aug 21, 2002, 06:50 AM
When i try to copi civ3mod.bic it says "not a valid format" any one know why it does this?

Level
Aug 21, 2002, 10:09 AM
How do you mean copy, what are you copying in?

bcaspius
Jul 16, 2003, 05:04 AM
Was there resolution to this thread about playing with more resources. If you use the huge resource pcx posted on this site, what is the limit for how may resources you can add to a scenario before it crashes?

zulu9812
Jul 16, 2003, 05:51 AM
you can add as many as you like - if you're playing with the latest patch, there is no limit

Quasar1011
Jul 16, 2003, 08:34 AM
Originally posted by bcaspius
Was there resolution to this thread about playing with more resources. If you use the huge resource pcx posted on this site, what is the limit for how may resources you can add to a scenario before it crashes?

I am play-testing a mod with 64 resources. They all show up proprerly. However, the game is crashing at times, which I think is related to buildings, rather than resources. I set some of the new resources as requirements to build certain improvements, like stone for aqueducts; but I also put in a bunch of new buildings, like textile mill if you have cotton, or brickworks if you have clay. I think the problem lies in the art files of the buildings, not the resources. :(

Ozymandias
Jul 18, 2003, 10:15 PM
Irrespective of the total number of resources, isn't the total number of STRATEGIC resources limited to 8 ... ?

-Oz

Drusus
Jul 19, 2003, 02:22 AM
The limit is not 8, at least not in my mod. Did you try to add strategic resources?

Ozymandias
Jul 19, 2003, 02:44 AM
Originally posted by Drusus
The limit is not 8, at least not in my mod. Did you try to add strategic resources?

Not yet :) I've just heard it so many times I've tentatively assumed it's true.

-Oz

bcaspius
Jul 23, 2003, 08:32 AM
How does adding 80 resources affect distribution? If you made all resources the same appearance ratio, will the addition of each new resource increase the total number of resources that appear on the map, or does the additon of each new resource go against the maxiumum, such that every other resource is now shows up less?

Quasar1011
Aug 22, 2003, 07:26 PM
bcaspius, I don't worry about that, because I don't play on random maps. I make my own, and place all the resources myself. Of course, I can't control where a resource will disappear from, and then re-appear; but I can set the disappearance ratio, even with luxury resources. As of now I have 67 resources in my mod.

Defender
Aug 25, 2003, 11:57 AM
Ok.... I've been able to add the extra resources just fine... but it seems that if I start to accumulate too many resources in the cities strategic resource box the game will crash when I try to open a city screen. Is anyone else having this problem? If not then perhaps I have a problem w one of my resources or something... but I'm pretty sure that's the problem.

Is there a way around this or a patch or something? I thaught that maybe changing the city interface to move some of those buttons and stuff might help? Sounds ambitious to me... but I'm thinking it's not as hard as it sounds if you just know how. Not sure if that would fix it or not though. Or maybe there is another work around...

The problem is that even if you can work most things w/o being able to open the city screen there are times in the game when it can't be reasonably avoided, like when you cap a city... and that effectively dead ends the game. :( Anyway... not being able to open the city screen can mess things up and makes the game less fun... So if anyone knows what's going on here and how to fix it please reply. :)

Quasar1011
Aug 25, 2003, 08:49 PM
Defender, I am having the same problem. However, it doesn't seem to be related to the number of strategic resources in the city screen. Rather, it seems to be related to the luxury resources. The only way I have been able to capture a city in some games is to raze all the roads to it first. So if the luxury is conencted by a road, and you try to access the city screen, it causes the game to crash. It's only on certain icons though. I think the key is to re-do the civilopedia and make sure the icons are listed in the correct order. I will try that when I get back in town at the end of the week.

Defender
Aug 26, 2003, 12:59 PM
You know... I did not think about it but I think you are right... That is VERY encouraging cus I believe that it is something that I should be able to fix. (had the problem been too many strat resources I don't know how fixable that is... ) Now I just have to figure out exactly how to fix it... Hehe... Should be fun... or not. But hey, if I can get it or you can give me another pointer I think we can get this thing licked and get back to having fun.

Thanks to you I think my chances of picking up the upcoming expansion(and for that matter CivPTW) has just risen CONSIDERABLY. :) THANKS MUCH. :)

I really hope I can fix this... cus I'm rather enjoying my mod so far. :)

Defender
Aug 26, 2003, 02:06 PM
Ok... so far I have confirmed that what you say is correct. It is the Luxeries and not the strat resources.... And your idea to raize the roads in your luxeries space has allowed me to continue my games basically unaffected, which I'm VERY happy about.

However, I have been unable to pin down the reason for the bug as of yet... I'm not so sure that it's the Civilopedia cus my strat resources have the exact same type of entries there as my Luxeries and they are not having a prob. Then I thaught maybe it was the fact that as someone stated the pictures for new luxeries don't show up in the city screen. But I'm not so sure of that either as it does not mess me up to have resources that I've traded for that have no picture...

Next I'm looking into whether it might be only some particular luxeries or if it's all of them. I think I'll just keep playing around w this for a bit and see if I can find a cause that looks likely before I dive into fixing a bunch of things that prolly won't help and might mess things up...

Just thaught I'd pass on my notes/ideas incase they might help you, as we seem to be looking for a fix to the same prob.

Defender
Aug 26, 2003, 02:27 PM
I think that may be it... I got two luxeries, I was having problems with the orange but when I got wool I had no problem with it... That starts to narrow it down... Some of them seem to be having problems and others not.... Now what could cause that? Gonna have to look into it.

I hope all this sharing notes will help if you are working on the same prob... two heads are better than one and all. Hehe. :)

Defender
Aug 26, 2003, 03:30 PM
I'm thinking that it might be one of two things...

First: My resources chart has a blank picture and therefore my editor skips an icon number. The picture space for icon number 35 is blank, right between pearl and banana.... could that mess me up since that means that my icon numbers jump from 34 to 36? I'm looking into whether all the luxeries numbered higher than 35 are messed up and the ones below it not...

Second: I notice that the origional resource chart has all the resources in order: Strategic, Luxury, Bonus in that order. No randomness.... My resources however are totally random... here a strategic, there a Luxury, etc. Not in any real order that way at all. Could that be the problem?

Still looking into it...

Any ideas are appreciated. :)

Quasar1011
Aug 31, 2003, 11:11 PM
Defender, I re-ordered the resources in the .bix file to reflect the strategic-luxury-bonus order. Then I added my new luxuries in both the .bix and .pcx files. I added them alphabetically, skipping 6 spaces (spaces 17-22) for the 6 strategic resources I have added. Right now I have limited my mod to 12 additional luxuries. As you can see below, I have added coffee, cotton, crabs, flowers, fruit, marble, olives, pearls, relics, rubies, tea, and tobacco. I still have to re-order some of the bonus resources, which I hope to get to tomorrow. Once I do that, I hope to be able to play-test my mod, and see if the city screen bug still appears. I'll let you know.

Defender
Sep 01, 2003, 01:37 PM
Ok... I have 55 resources atm. Of these 15 are luxuries and 40 are Strategic... But my luxuryicons_small is unchanged. Just the starting 8 icons top and bottom. Looks like I have a lot of work to do?

So... I need to get my resources in order: strat, luxuries, bonus in both the resources and and the luxuryicons_small files. And I need to make sure that the luxuries are in spaces 41-55 in the luxuryicons_small files and we hope that will fix the prob, yes? Unfortuanately, I will need to find a larger luxuries table first, correct? Or maybe I can make one? I have no idea...

Quasar1011
Sep 01, 2003, 03:39 PM
I was thinking the same thing, about finding a bigger .pcx file to fit in the extra luxuries. But I wanted to test out having 6 additional strats, 12 extra lux's, and several more bonuses first. Gotta go to girlfriend's house for a cookout, will get to this later! :)

bcaspius
Sep 04, 2003, 10:51 AM
I am playing with over 80 resources, and have had crashes, but cannot pinpoint it to this resource issue. I have so many strategic resources, that they do not fit in the civilopedia box, so I have had to remove some from there (but keep them in the game).

I used the mega resource list that was posted on this site for the icons themselves. I don't know if there are in any particular order, but if you are looking for a test, find that resouces.pcx and it may help you figure it out. If you can't, let me know and I will post the link.


My problem with resources is distribution. If I give every resource 200 appearance ratio (luxury and strategic) the game will create a map and put 2,3,4,5... of the same resource together, and in clusters throughout the map. This makes it impossible to generate something automatically. Any thoughts would be great.

Quasar1011
Sep 04, 2003, 03:31 PM
Originally posted by bcaspius
I am playing with over 80 resources, and have had crashes, but cannot pinpoint it to this resource issue. I have so many strategic resources, that they do not fit in the civilopedia box, so I have had to remove some from there (but keep them in the game).
I had 67 resources in my mod. I had pinpointed the crashes to the luxuries. Whenever I had a certain luxury connected by road, and wanted to go to the city view screen, the game would crash. Last night I changed all my new luxuries to strategic, and so far, no crashes!

Originally posted by bcaspius
My problem with resources is distribution. If I give every resource 200 appearance ratio (luxury and strategic) the game will create a map and put 2,3,4,5... of the same resource together, and in clusters throughout the map. This makes it impossible to generate something automatically. Any thoughts would be great.
I avoid that problem by making my own maps. Then the only thing beyond my control is when the silver and tin and such disappear, I don't know where they will re-appear.

Defender
Sep 05, 2003, 11:50 AM
As for the appearance ratio I think you just need to lower your appearance ratio. Mine are between about 50 and about 140 with most in the 60-120 range. One warning if you do that... It may well make it so that not every civ will have access to every resource. I personally don't mind that at all... in fact in a way it's the cornerstone to my mod that you will only have about half of the resources. But it might be a problem for you.

As for the luxeries... I realize that changing them all to strategic would fix the prob... Changing them all to bonus might as well.(though I'm not sure about that) I had thaught of that. But I do not want to do that unless it is really necessary.

You see, in my mod temples and the like are not necessarely readily avialable. I have split everything in the game (units, buildings and wonders) into like 16 categories by type of thing. And the way it works is that the type of resources you have will dictate which categories of things you will be able to purchase. One team might be able to get defensive units and comercial buildings, while anouther might have fast units and defensive buildings (walls, barracks, costal fortresses etc.) So the more successful you are at growing the more types of things you will be able to build.

The system is further divided into about 13 epics also related to a rescource...

The resources would appear when they are first needed and not before and every team will only be able to get about half the resources depending on thier success. Since everything in the game requires the category resource and the epic resource to be able to build(except some early stuff which only need on resource) you will not be able to get everything. You have to learn to work with what you have. But temples etc may not be available to you. Happiness buildings only comprize 2 out of 16 categories.

My point being that if you are not necessarely able to get happiness buildings such as temples a luxery or two might be a real life saver... If you can find them... they are rather rare though they have sizable or even huge(for hard to get deep sea spaces) bonuses. If I could keep the luxury happiness bonus I would be much happier. Hehe

Defender
Sep 05, 2003, 11:56 AM
Actually... I'm not sure I correctly understood your question... Do you mean that you want the resources to be spread enough that most everyone would be able to get them? That I don't think is possible to GUARNANTEE without a ready made map like Quasar said... Raising the number would raise the number of the resource on the map lowering it will lower the number... Howerever raising the number will not guarantee anything. They might all clump. You just have to tinker with it until you like it... If you want guarantees you gotta do it yourself. Sorry.

Partly I'm still not entirely sure that I understand your question. :(

Quasar1011
Sep 05, 2003, 06:13 PM
What I am trying to do with my mod is add variety and challenge. I have several (18, I think) new buildings in the game, but all of them require 1 or 2 of the new resources. A few also require techs or prior buildings. None of the new luxuries I have added show up at the start. I am trying to spice up (no pun intended) some of the techs that are somewhat bare, like chemistry, by allowing new resources to appear with those techs. Some older units in my mod require new strategic resources (catapults need stone, galleys need timber, etc.). I know that regardless of the number of luxuries in the game, only the first 8 will make your citizens happy. So the 12 new luxuries I have added are for variety, and a civ can still earn cash by trading them. Plus, some luxuries allow new buildings (cotton allows textile mills, which boost production; flowers allow florist which adds 1 happy face to the city; etc.). But so far, I can only get the game to work by changing all the new luxuries to strategic resources. It's just not as fun that way! :(

Maybe I should have catapults require the dead cow resource, eh? :lol:

bcaspius
Sep 07, 2003, 05:03 PM
Thanks for the advice. I wasn't trying to guarantee resources to each civ... I agree with the comment that not every resource should be available to every resource.

After reading through a bunch of these, I realize my pcx is out of order, as well as, my luxury icons. Does anyone have, or know where I can find the pcx and luxury files with the native icons and room for me to build my 80 resources out. That megafile of resources has everything I want, I only need to copy them over to synchronize with my bix file.

At this point, I feel locked into my resources, since I have built over 100 units off the disovery of technology and the production of these resources. I'm sure I am not the only one who feels like he will never be done with programming.

Defender
Sep 08, 2003, 12:19 PM
Believe me, I understand what you mean about never being done w the programing... I've come to learn that that is just how it's gonna be with a person who likes to mod... I'll never be done. There is always something that could be better. Hehe. It's our blessing and our curse. Hehe.

As for the larger smallresource chart, I need one as well, as I also feel that my mod is built around having a lot of resources. I guess it's not ENTIRELY necessary as I can change all my resources to strategic or something... But, I'd really rather not do that.

Quasar1011
Sep 08, 2003, 04:21 PM
I am play-testing my Thuban map, and so far no crashes. What I did was add 12 luxury resources. But I took the time, as suggested on another thread, to re-order all the resources in the .bix file. That means I that I put them in this order: all the strategic resources (old, then new), then all the luxuries (old, then new), then all the bonuses. Voila, no crashes! :) So far so good, but this mod was certainly crashing at earlier stages due to the luxuries. I guess they were out of order.

Of course, this wiped the old resources off the map, and I had to re-add them. It also wiped out the requirements that I had set for some units and buildings. But I re-set those, and everything seems to be working without crashing. :D

Defender
Sep 09, 2003, 10:02 AM
Sounds good.

BTW... I'm curious as to what progam you used to switch around your resouces. I've not seriously tried that yet... I'm glad to hear that it's working though. I think that if I can't find a larger chart for the luxuries I may put the extras into bonus... I guess we'll see...

Quasar1011
Sep 09, 2003, 01:51 PM
Originally posted by Defender
BTW... I'm curious as to what progam you used to switch around your resouces.

I used Paint Shop Pro 8. If you are talking about the actual .bix file, I did that by hand.

Originally posted by Defender
I think that if I can't find a larger chart for the luxuries I may put the extras into bonus... I guess we'll see...

That's what limited me to adding 12 new luxuries, the size of the luxuries_small.pcx file. But I think 12 extras is fine for variety. I also have 6 new strategic (decided bricks + clay was redundant, and bricks are man-made, so I kept clay, but also kept brickworks as a new building). and 24 bonus resources. This gives my mod 42 new resources, for a total of 66.

By the way, if anybody knows of a good "coral" resource icon, I wouldn't mind putting that as an offshore bonus in a couple of places on each map. :)

Quasar1011
Sep 09, 2003, 02:03 PM
I know that any luxuries beyond the initial 8, will not benefit my cities with regards to happiness. But they are exportable, as are the new strategic resources, so it helps cash flow. In the below example, I could sell Mao my excess silver, stone, timber or fruit. I could even sell him my sole sources of coffee, marble or pearls if I so decided. This wouldn't affect my happiness, since my trade advisor says I have a total of 12 luxuries. That still leaves 8 luxuries out there (out of a total of 20) that I don't have. The only one up for sale is olives, but the Arabs want way too much for them. :rolleyes:

The other use for the luxuries is as requirements for buildings and small wonders. Strategic resources can be used that way too, with the addition of using certain strats for units.

Another bonus to this mod: with more luxuries and strats to sell, the AI is more friendly. Most AI's in this game I am play-testing are polite towards me, as I have been selling items to them the whole game. This has allowed me to stay in democracy, with no wars since B.C. That's why my treasury is approaching 100,000 gold. :D

SchmuckyTheCat
Mar 16, 2004, 10:50 PM
In your graphic, you have Pearls as a tradable resource. Are they on land or did you find some method to trade resources that are in the coastal/sea tiles?

I've added pearls, but they just give extra commerce.

GIDustin
Mar 31, 2004, 11:08 PM
Originally posted by Quasar1011
That's what limited me to adding 12 new luxuries, the size of the luxuries_small.pcx file.

You can add a lot more than that... Dont let the default size of the file hinder you. Here is the DyP luxuryicons_small.pcx

- GIDustin

Quasar1011
Apr 01, 2004, 04:49 PM
Originally posted by SchmuckyTheCat
In your graphic, you have Pearls as a tradable resource. Are they on land or did you find some method to trade resources that are in the coastal/sea tiles?

I've added pearls, but they just give extra commerce.

They are on land. But since I make my own maps, I control where they are located, and always place them next to a coastline. To me, this simulates the offshore resource being able to be harvested. I don't set pearls to show up until navigation though, which makes this less of a dead-end tech.

On my newer maps, I have taken to placing barbarian camps next to fish resources. The same thinking applies here: that the barbs would be able to harness the nearby resource, and thus would camp there.

I think my Quasar mod is up to 72 total resources now. :)