View Full Version : Keeping Resources in Check (No Phantom Resources)


Pounder
Oct 16, 2010, 05:09 AM
Rules if you have more than 32 resources in the game:

1) Maximum of 32 combined strategic and luxury resources. Try to keep them in the first 32 entries.

2) If you don't have all your strat/lux resources in the first 32 positions then it seems that the only rule is to count columns of 32 resources and have only one strategic resource or luxury resource per row..

Example: Red are strategic, yellow are luxury and blue are bonus, I have 96 resources: 22 strategic, 10 luxury and 64 bonus. This gives me 3 columns, 32 rows.

http://forums.civfanatics.com/attachment.php?attachmentid=280954&d=1296401590

Avoiding Phantom Resources in unconnected cities:
Example, if a unconnected city has a strat/lux resource in position 25, a phantom resource will appear in that unconnected city assignning it from position 57 or 89 if they are not bonus resources. Position 25, 57 and 89 make up one row. If position 57 or 89 were a strategic or luxury resource then they would appear in the unconnected city and would be usable even if it hasn't been discovered yet in your game.

Phantom Resource to unconnected cities will give that unconnected city a resource that it may not have and probably shouldn't have, you may not have even discovered it yet, but it will be usable.

Again, you don't have to have all your strat/lux resources in the first 32 positions, as long as all increments/decrements of 32 are bonus resources.
Example: If you have a strat/lux resource in position 33, then you must have a bonus resource in position 1 and 65.


---------------

edit: jan 16, 2011

Making a luxuryicons_small.pcx file when you have more than 32 resources in the game.

I have 96 resources in my game, 22 strategic, 10 luxury and 64 bonus.

When I went to build my luxuryicons_small.pcx file (that's the file that displays the luxury icons on the city screen view) I thought that they would be read in the order that the luxury resources were entered in the editor, but they don't.

My tobacco is resource #56, but it had to be placed in before cactus and tropical birds which were resource #28 and #29.

When I laid out all my resources in a matrix 32x3, it was plain to see that the game reads them row by row in the matrix, not in the order that the are entered in the game.

This makes complete sense as it fits perfectly with the phantom resource bug.

http://forums.civfanatics.com/attachment.php?attachmentid=279176&d=1295209749
http://forums.civfanatics.com/attachment.php?attachmentid=280954&d=1296401590

-----------------------------------------

edit: jan 21, 2011

More clarification was requested on the: editor, resource.pcx and my chart.

What you have to understand when you add resources to the game.

http://forums.civfanatics.com/attachment.php?attachmentid=279632&d=1295610489

In the editor: click on the rules tab > click on edit > click on natural resources.

You will now have the screen shown in the pic above.

Notes:

1) The size and order of the resource.pcx file means nothing to the phantom resource bug. I have a resource.pcx file that has 144 icons displayed 0-143 in the editor. The range is dynamic depending on the size of the resource.pcx file. The size of the resource file seems to have no limit, I made a resource file 9600x9600 pixels, that's 36864 icons and the editor displayed a range of 0-36863 when I tried to enter something larger.

2) In the example (picture above) I have 96 resource entries in the game, the container depot is entry #52 and the icon is #44 (45th icon from the resource.pcx file), you can choose any icon on the list and it doesn't matter what order they are in the resource.pcx file.

3) The chart I made is arranged in columns, if the number of resources you have is 32 or less, you have no issues. So if you had 128 resources you would be 4 columns wide and the rules would still apply, you can only have one strategic or luxury resource per row.

4) When making a luxuryicons_small.pcx file, the order that icons have to be placed in the luxuryicons_small.pcx file is the order they appear by row as shown on my chart.



Edit April 30 2011: Making a luxuryicons_small.pcx file when you have less than 33 resources in the game:
The icons in the small luxuries icon file must appear in the order that they are listed/entered in the editor, not the order they appear in the resources.pcx file. Pounder... It is just the opposite in this case...the Luxuries on the luxuryicons_small.pcx file must be in the Same Order as they are on the resources.pcx file. In this case, the editor order does not matter. The Editor Order is mainly a concern for the Number of Strategic/Luxury Resources as it applies to the so Called "Resource Bug" or Ghosting.

Example: In my EFZI2 Complete Game I have the Luxuries: Booze, Aid Parcel, Cola, Pills and Road Kill on the resources.pcx file in that Order with a couple of Bonus resources between Pills and Road Kill. In the Editor I have these Luxuries listed with other Resources between them starting with Road Kill, Aid Parcel, Booze, Pills and Cola with other Resources between those.

You can see that the Order on the resources.pcx file is Not as they are listed in the Editor...other than Aid Parcel that just happened to be listed in the same position in the Editor.

These Luxury Resources are on the luxuryicons_small.pcx file in the same order as they are on the resource.pcx file to show correctly in the City Screen.
Here is an Image to Show what I am saying:
http://forums.civfanatics.com/attachment.php?attachmentid=288744&d=1304141894

MeteorPunch
Oct 18, 2010, 10:23 PM
2) You have to have total resources be multiples of 32.
Example, you have 32 strat/lux, followed by 64 bonus. Total 96 resources.
This doesn't sound right because the standard game of Conquests only uses 25. I don't think Conquests has this bug.

And a question, let's say I have 20 lux/strat and 15 bonus, 35 total. Will I get phantom resources?

Pounder
Oct 19, 2010, 03:56 AM
This is a bug in Conquests, I've been adding to the same game since Conquests came out, I clearly ran into this once I got past 32 resources in my game, following these rules is how it was cleared it up.

There are many others who have been discussing the problem for years and because it keeps coming up in other threads I am just trying to summarize the findings in this brief tutorial.

MeteorPunch
Oct 19, 2010, 12:53 PM
This is a bug in Conquests, I've been adding to the same game since Conquests came out, I clearly ran into this once I got past 32 resources in my game, following these rules is how it was cleared it up.
What I meant was, does this bug exist when you start up a normal "vanilla" game of Civ 3 Conquests (unmodded)? It sounds like you're saying it does.

There are many others who have been discussing the problem for years and because it keeps coming up in other threads I am just trying to summarize the findings in this brief tutorial.
It's a good idea for a single dedicated thread. I've been modding awhile and as you see, don't fully understand it.

Pounder
Oct 20, 2010, 04:23 AM
What I meant was, does this bug exist when you start up a normal "vanilla" game of Civ 3 Conquests (unmodded)? It sounds like you're saying it does.

I said This is a bug in Conquests, I've been adding to the same game since Conquests came out, I clearly ran into this once I got past 32 resources in my game, following these rules is how it was cleared it up
I didn't have this problem until I exceded 32 resources.

And a question, let's say I have 20 lux/strat and 15 bonus, 35 total. Will I get phantom resources?
You will get the phantom resource in your unconnected cities, you may not be so quick to notice that you got horses, iron and saltpeter.

I really noticed when I added natural gas to my game in the modern age and it showed up in one of my towns when I was in a previous era when I hadn't even discovered it yet or could see it on the map.

Gojira54
Dec 04, 2010, 01:40 PM
Rules:
1) Maximum of 32 combined strategic and luxury resources.

2) You have to have total resources be multiples of 32.
Example, you have 32 strat/lux, followed by 64 bonus. Total 96 resources.

Got it. But I seem to remember there was at one point a limit on the number of Luxury resources as well (like 8 or 10). Has this been removed or is it still in effect?

For instance, I will avoid the resource bug with the following combination of resources:

18 Strategic
14 Luxury
32 Bonus

...but will I now hit a Luxury limit?

I've made Scenarios like this before, so I know the game won't crash, but will it have a behind-the-scenes failure like the resource overflow bug?

Virote_Considon
Dec 05, 2010, 10:57 AM
There's a limit on the amount of luxuries, in that the city screen is only set to display upto 8 of them, so it looks really ugly if there are more. I think there's a mod which does something to the pollution icons below to allow for 9, and you wouldn't have any problems if in a game each city could only have access to up to the 8 or 9 at a time, such as through some of them only being available to certain civs, or if trade between continents/regions was restricted on a custom map.

Gojira54
Dec 05, 2010, 01:09 PM
Thanks VC. Will have to make some adjustments as ugliness is not preferred... :P

Pounder
Dec 05, 2010, 07:17 PM
I've edited the city screen to remove the pollution text and dividing line.

This allows 10 luxuries to be displayed along with the pollution icons just below.

I figured that I would know what the pollution icons were for without the box and text.

The top pic is the edited screen and the bottom pic is the original.

http://forums.civfanatics.com/attachment.php?attachmentid=274666&d=1291601422

http://forums.civfanatics.com/attachment.php?attachmentid=274667&d=1291601422

Gojira54
Dec 05, 2010, 10:54 PM
Link? :D

Pounder
Dec 06, 2010, 04:10 AM
Link? :D

I never did post it, it was one of those changes you happen to make to your game.

It was like 3 years ago.

I modded out the line on the city screen background.pcx file.
I modded out the pollution text in the labels.txt file.
I used a smaller pollution icon and placed it in the bottom/left corner of the frame it the cityicons.pcx file.

labels. txt before:
#CS_SECTION_LABELS
STRATEGIC RESOURCES
IMPROVEMENTS
PRODUCTION
FOOD
COMMERCE
LUXURIES
CULTURE
POLLUTION
per turn
Growth in
Complete in
turn
turns
%
CHANGE
HURRY
GRANARY
SHORTAGE
- Zero Growth -

labels.txt after:
#CS_SECTION_LABELS
STRATEGIC RESOURCES
IMPROVEMENTS
PRODUCTION
FOOD
COMMERCE
LUXURIES
CULTURE

per turn
Growth in
Complete in
turn
turns
%
CHANGE
HURRY
GRANARY
SHORTAGE
- Zero Growth -

General 666
Dec 06, 2010, 07:00 PM
I've edited the city screen to remove the pollution text and dividing line.

This allows 10 luxuries to be displayed along with the pollution icons just below.

I figured that I would know what the pollution icons were for without the box and text.
:cooool:
It annoys me for a longer time to have this display error. :mad:

Just to be on the safe side ;
Does it mean I just need to erase the line/text ,to fix it ?
And then I`ll have space for one more lux ?
... and the pollution gets displayed automatically at the bottom of the box ?
:woohoo:

Pounder
Dec 07, 2010, 05:01 AM
:cooool:
It annoys me for a longer time to have this display error. :mad:

Just to be on the safe side ;
Does it mean I just need to erase the line/text ,to fix it ?
And then I`ll have space for one more lux ?
... and the pollution gets displayed automatically at the bottom of the box ?
:woohoo:

You will have space to display two more lux.

The files have to be modded, pasting some of the background over the line and in the other file using/placing a smaller pollution icon.

I could make the changes for you if you make a request on my miscellaneous graphics thread, I would need you to provide the city screen background.pcx and the cityicons.pcx

Click miscellaneous graphics in my signature below.

Rob (R8XFT)
Dec 12, 2010, 04:50 AM
Thanks for clarifying things, Pounder. I'm going to set up 10 luxuries + 22 strategic + 32 bonus for ADII. I'd been wondering about the bug, came along to this forum and there was the answer!

Pounder
Dec 12, 2010, 12:55 PM
Here is a bit more info from my own experience, if anyone has had a different experience I would like to know, because it was not making sense why it had to be set up this way for it to display properly in the game.

If you are adding/deleting any resources to be or not be luxury, you may have to modify your luxuryicons_small.pcx, those are the icons that display in the luxury area of the screen.

This is what mine looks like.

http://forums.civfanatics.com/attachment.php?attachmentid=279176&d=1295209749

Pounder
Jan 16, 2011, 11:41 AM
I have 96 resources in my game, 22 strategic, 10 luxury and 64 bonus.

When I went to build my luxuryicons_small.pcx file (that's the file that displays the luxury icons on the city screen view) I noticed that they would appear to be read in the order that the luxury resources were entered in the editor, but the didn't.

My tobacco is resource #56, but it had to be placed in before cactus and tropical birds which were resource #28 and #29.

When I laid out all my resources in a matrix 32x3, it was plain to see that the game reads them row by row in the matrix, not in the order that the are entered in the game.

This makes complete sense as it fits perfectly with the phantom resource bug.

http://forums.civfanatics.com/attachment.php?attachmentid=279176&d=1295209749
http://forums.civfanatics.com/attachment.php?attachmentid=280954&d=1296401590

Blue Monkey
Jan 18, 2011, 03:26 PM
So, if I understand correctly, the first 8 strategic resources in the red/blue/yellow chart are the equivalent slots to the first row of the pcx. My instincts tell me that arranging the resource icons in all the pcx files in the same pattern & following that pattern for setup in the editor is a good idea. Even if the a resource pcx doesn't need to follow a set pattern consistency would make CnP between files (amongst other things) a lot simpler. & maintaining a consistent pattern helps the planning/troubleshooting process. But that's just a hunch. Won't know until somebody tests actual files.

timerover51
Jan 18, 2011, 10:05 PM
Does this mean that the resource bug shows up as soon as you have a total of 32 strategic and luxury resources combined? I was under the impression that it showed up when you exceeded 32 combined strategic and luxury resources.

Next question is how well does the map generator handle a total of 96 resources? Does it show all of them or are some crowded out by not having available terrain? What sort of distribution do you get?

Pounder
Jan 19, 2011, 05:08 AM
Does this mean that the resource bug shows up as soon as you have a total of 32 strategic and luxury resources combined? I was under the impression that it showed up when you exceeded 32 combined strategic and luxury resources.

Next question is how well does the map generator handle a total of 96 resources? Does it show all of them or are some crowded out by not having available terrain? What sort of distribution do you get?

Resource bug does show up once you exceed 32 combined strat/lux.

I play on a 194x194 map with 31 civs. The distribution is really good.

The reason I have so many bonus is because I got rid of mines on grassland and plains, I have bonus resources appear as technologies are discovered.

So over 1000 turns I get a lot of visual diversity and much more varied tile attributes.

timerover51
Jan 19, 2011, 04:45 PM
Resource bug does show up once you exceed 32 combined strat/lux.

I play on a 194x194 map with 31 civs. The distribution is really good.

The reason I have so many bonus is because I got rid of mines on grassland and plains, I have bonus resources appear as technologies are discovered.

So over 1000 turns I get a lot of visual diversity and much more varied tile attributes.

I can see getting rid of mines on grassland and plains, and I have compensated by boosting the yield of mines on hills and mountains.

Do you have to use your system if you keep the number of strategic and luxury resources at about the same number as the game?

Pounder
Jan 20, 2011, 04:38 AM
I can see getting rid of mines on grassland and plains, and I have compensated by boosting the yield of mines on hills and mountains.

Do you have to use your system if you keep the number of strategic and luxury resources at about the same number as the game?

The number of strat/lux resources isn't the main problem with the resource bug as long as there are 32 or less between them.

The main problem is that once you exceed the 32 total resources, just make sure you have only one strat/lux per row.

Blue Monkey
Jan 20, 2011, 11:11 AM
... Just make sure you have only one strat/lux per row ... Editor list? pcx file? your chart? could you clarify what you mean? & also explain the relationship between your chart & how the resources are actually arranged in the pcx (there are functional files of various dimensions iirc) and in the editor / lists /pedia text. The less ambiguity the quicker it will make sense to those early on the learning curve.

Pounder
Jan 21, 2011, 05:12 AM
Editor list? pcx file? your chart? could you clarify what you mean? & also explain the relationship between your chart & how the resources are actually arranged in the pcx (there are functional files of various dimensions iirc) and in the editor / lists /pedia text. The less ambiguity the quicker it will make sense to those early on the learning curve.

http://forums.civfanatics.com/attachment.php?attachmentid=279632&d=1295610489

What you have to understand when you add resources to the game.

In the editor: click on the rules tab > click on edit > click on natural resources.

You will now have the screen shown in the pic above.

Notes:

1) The size and order of the resource.pcx file means nothing to the phantom resource bug. I have a resource.pcx file that has 144 icons displayed 0-143 in the editor. The range is dynamic depending on the size of the resource.pcx file. The size of the resource file seems to have no limit, I made a resource file 9600x9600 pixels, that's 36864 icons and the editor displayed a range of 0-36863 when I tried to enter something larger.

2) In the example (picture above) I have 96 resource entries in the game, the container depot is entry #52 and the icon is #44 (45th icon from the resource.pcx file), you can choose any icon on the list and it doesn't matter what order they are in the resource.pcx file.

3) The chart I made is arranged in columns, if the number of resources you have is 32 or less, you have no issues. So if you had 128 resources you would be 4 columns wide and the rules would still apply, you can only have one strategic or luxury resource per row.

4) When making a luxuryicons_small.pcx file, the order that icons have to be placed in the luxuryicons_small.pcx file is the order they appear by row as shown on my chart.

Blue Monkey
Jan 21, 2011, 01:52 PM
Thanks for the much more detailed explanation. Is there a simple way to know the entry # or are we reduced to counting manually?

Pounder
Jan 21, 2011, 03:30 PM
Thanks for the much more detailed explanation. Is there a simple way to know the entry # or are we reduced to counting manually?

Manual is the way.

Blue Monkey
Jan 21, 2011, 04:39 PM
Manual is the way.Maybe position in the list is something to request the editor makers like Steph & Quintillus to add in.

Ares de Borg
Jan 24, 2011, 09:08 AM
So when you decide to add past 32 and any multiple of 32, you must add 32 new resources on the editor, they can be dummy reources (no attributes) with a blank resource icon if you don't need 32 new resources.

Can I just add them in the editor (Dummy x - Dummy 64) or do they need to have a Pediaicons entry to work?

Pounder
Jan 24, 2011, 03:47 PM
Can I just add them in the editor (Dummy x - Dummy 64) or do they need to have a Pediaicons entry to work?

Just the editor is all, no Pediaicons entries required.

Blue Monkey
Jan 24, 2011, 04:09 PM
Just the editor is all, no Pediaicons entries required.Sorry if I'm asking obvious questions. Just trying to avoid tangled mistakes at a first attempt.

If I understand correctly, dummies could be used for all the bonus resources in the second column of 32 in your chart. They wouldn't need 'pedia entries. The strategy/luxury ones in the second column would need entries to be usable, but they are the only ones.

Pounder
Jan 25, 2011, 04:46 AM
Sorry if I'm asking obvious questions. Just trying to avoid tangled mistakes at a first attempt.

If I understand correctly, dummies could be used for all the bonus resources in the second column of 32 in your chart. They wouldn't need 'pedia entries. The strategy/luxury ones in the second column would need entries to be usable, but they are the only ones.

None of the resources in any of the columns have to have a pediaicon entry to work in the game, all the pediaicon entry does is points the civilopedia to the resource splash for the civilopedia page for the resource. If you don't have a splash, it's do big deal.

Since they are dummies, they are not being used, they won't even have a terrain type assigned to them, there doesn't have to be a civilopedia entry either.

Pounder
Jan 30, 2011, 08:24 AM
I've done some extensive testing this morning and I think that I may have to dispute cornplanters findings.

MeteorPunch, you are right in saying that keeping the strat/lux's to a max of 32 and making them the first 32 allows you to add as many bonuses as you like with out issue.

My finding earlier with the luxuries being counted by row seems to hold true for strategic resources as well.

If you don't have all your strat/lux resources in the first 32 positions then it seems that the only rule is to count columns of 32 resources and have only one strategic resource or luxury resource per row.

I will update the tutorial.

Pounder
Apr 30, 2011, 04:23 AM
Vuldacon has pointed it out clearly that this works differently for the luxuryicons_small.pcx file when you have less than 33 resources in the game. I have added this to the tutorial in the first post.

The icons in the small luxuries icon file must appear in the order that they are listed/entered in the editor, not the order they appear in the resources.pcx file. Pounder... It is just the opposite in this case...the Luxuries on the luxuryicons_small.pcx file must be in the Same Order as they are on the resources.pcx file. In this case, the editor order does not matter. The Editor Order is mainly a concern for the Number of Strategic/Luxury Resources as it applies to the so Called "Resource Bug" or Ghosting.

Example: In my EFZI2 Complete Game I have the Luxuries: Booze, Aid Parcel, Cola, Pills and Road Kill on the resources.pcx file in that Order with a couple of Bonus resources between Pills and Road Kill. In the Editor I have these Luxuries listed with other Resources between them starting with Road Kill, Aid Parcel, Booze, Pills and Cola with other Resources between those.

You can see that the Order on the resources.pcx file is Not as they are listed in the Editor...other than Aid Parcel that just happened to be listed in the same position in the Editor.

These Luxury Resources are on the luxuryicons_small.pcx file in the same order as they are on the resource.pcx file to show correctly in the City Screen.
Here is an Image to Show what I am saying:
http://forums.civfanatics.com/attachment.php?attachmentid=288744&d=1304141894

Gojira54
Apr 30, 2011, 07:30 PM
I recognize a few of those resources, but the one I simply must get is the Cheers Vuldacon resource.

The dead rat is nice too.

Anyways thanks again for this thread Pounder. I had read several others before reading this one, this is the one that filled the last gaps I had on the topic. This really should be stickied.

Zforce
May 29, 2011, 11:04 AM
Excellent! :goodjob: Thanks, this would explain the phantom resources I have seen. I have a couple questions.
1. Does the total number of resources have to be a multiple of 32?
2. I have noticed the phantom resource appearing not only in the city screen, but also in the trade advisor screen (currently I have 68 total, 24strat/8lux in positions 1-32). Do I need to add an additional 28 bonus resources in order for the phantoms not to show up on the trade advisor screen?

Also, using Steph's new expanded editor, you can just move the resources around to get them in the proper order. :)

I have now whittled my resources down to 64 (24 strat, 8 lux) with 32 bonus. I have them ordered as: 1-24 strategic, 25-32 lux, and 33-64 bonus. I see no phantom resources on the city screen, but I still do see them on the trade advisor screen... and the phantoms match up per row, as stated above. So strategic resource #1 and (phantom) bonus resource #33 are both shown in the trade advisor screen, but only the strategic resource is in the city screen (note: the bonus #33 is not in the city radius). An easy way to see this is in debug mode, first make sure all techs have been researched (using the "=", otherwise the resource may not show up), then settle on top of a resource (say, strategic resource #1). The city screen will show the resource. Then open the trade advisor and see if (under "unconnected cities"), both strategic resource #1 and bonus resource (#33) show up.

Pounder
Jun 06, 2011, 05:47 AM
You don't have to have exact multiples of 32, but if you don't have all your strat/lux in the first 32, then make sure you only have 1 strat/lux per row.

timerover51
Jun 17, 2011, 01:37 PM
Pounder, I am not sure if you have answered this or not, but I do not think so.

If you do not add any new images to the resource.pcx file, and just use the exisiting ones, does the phantom resource bug appear if you have more than 32 combined strategic and luxury resources in the natural resources list? I am thinking of several different types of Iron as a requirement for buildings and units, but all using the same existing Iron graphic.

Pounder
Jun 18, 2011, 02:05 PM
Pounder, I am not sure if you have answered this or not, but I do not think so.

If you do not add any new images to the resource.pcx file, and just use the exisiting ones, does the phantom resource bug appear if you have more than 32 combined strategic and luxury resources in the natural resources list? I am thinking of several different types of Iron as a requirement for buildings and units, but all using the same existing Iron graphic.

You will have problems if you have more than 32 strat/lux resources assigned in the editor, it's nothing to do with the resource.pcx file.

timerover51
Jun 18, 2011, 03:02 PM
Thank you, Pounder, both for your response and all of your efforts in this area.

wertingman3
Dec 07, 2011, 11:31 PM
I followed the steps, but the resources keep coming up with the pink background,and when I start the scenario in the game:badcomp::badcomp: the hole square turns black

themanuneed
Dec 08, 2011, 04:48 AM
:confused: seems like it has nothing to do with what this thread is about (avoiding the ghost bug issue), sounds more like a palette problem to me.

Rambuchan
Dec 09, 2011, 01:19 PM
Pounder - Given your excellent efforts, testing and understanding of this problem, is there any way that you can think of to exceed the total of 32 strategics and luxuries without any ghosting happening?

Surely that's the next step. It'd open up a whole new world of modding for people!

Pounder
Dec 09, 2011, 04:51 PM
Pounder - Given your excellent efforts, testing and understanding of this problem, is there any way that you can think of to exceed the total of 32 strategics and luxuries without any ghosting happening?

Surely that's the next step. It'd open up a whole new world of modding for people!

My only thought is to intentionally cause phantom resources to show up in unattached cities.

Something you may want to try is have the first 33 resources be strat/lux and the next 33 bonus. Maybe you could manage a single (or a few) intentional phantom resource, example: maybe satellite communications resource on an island once you get a resource at the capital related to getting a satellite advancement.

Some testing would be required to see if a few intentional phantom resources could be managed.

Blue Monkey
Dec 09, 2011, 04:58 PM
Could the geographic names used in TAM and Hegemon be phantom resource candidates? Those don't seem to show up in the city screen. Can the bonuses given be set to 0?

Rambuchan
Dec 09, 2011, 05:28 PM
Blue - Of course, Pounder as the resident expert can confirm, but I do believe geo-tags can easily be done without problem. They are best done as bonus resources, after all. And bonus resources do not show up in city screens, nor do they play a role in the resource bug.

Pounder - I was thinking more along the lines of working with the system as you've come to understand it in such a way as to have games with 50, 60, even say 200 strategics and luxuries.

WildWeazel
Dec 09, 2011, 06:34 PM
My only thought is to intentionally cause phantom resources to show up in unattached cities.

Something you may want to try is have the first 33 resources be strat/lux and the next 33 bonus. Maybe you could manage a single (or a few) intentional phantom resource, example: maybe satellite communications resource on an island once you get a resource at the capital related to getting a satellite advancement.

Some testing would be required to see if a few intentional phantom resources could be managed.

I'm doing something similar in my mod. Minor civilizations (strategic resources) are "paired up" with each other so that they are the only resources which can be phantoms. But they're only useful for building Small Wonders in the capital, so having an extra one in an unconnected city doesn't do anything.

Blue Monkey
Dec 09, 2011, 11:25 PM
What I was trying to suggest, but didn't express very well, was that the geo-tags might be apt choices for the resource slots that will show up as phantoms. But everything I post on the whole topic is either guesswork or blue-sky brainstorming.

Pounder
Dec 10, 2011, 07:07 AM
If someone could think of a way to enable air trade for all cities from the beginning of the game, then there would be no limit on the number of strat/lux resources.

This idea would change the game quite a bit, but would get rid of the phantom resource bug from early in the game.

What if air trade was enabled for all improvements, allow air trade for all improvements. Air trade would give connectivity to all your cities, thus no phantom resources. Alternative would be to add a trade building with no cost that every city would build (maybe include an incentive to build like a happy face).

Problems:
1)You would be allowed to trade with civs the minute you met them.
2)All your cities would have all your resources your capital has.
3)There would still be the possiblity of phantom resources until a city builds a building.

I say air trade for all improvements because I can't think of a way to turn it on for every city from the start, the palace is the only building guaranteed to be built from the start and it is only in the capital. This would only be a problem for random games of course.

I would not be using this, but it may be acceptable in some scenarios.

In a no random game this could be set up easily buy placing a trade building in every city.

Question: do you think it would be incentive enough to gain tarde in acity for the AI to build this trade building or would you have to add a happy or culture or such to make it happen (keeping in mind the cost is zero, so the building will always take one turn to build).

Virote_Considon
Dec 14, 2011, 09:27 AM
For improvements and wonders, so long as any building which uses the resource requires the resource in the city radius there should be minimal problems - the only problem would be if the resource wasn't connected but existed within a city radius. And of course as WildWeazel says there is always making the buildings using them require the palace.

For units, you can make the resources be civ/group specific. I.e. Messenians and Marathon ghost into each other. The former is only available to Sparta through an era=none tech and allows the building of the Messenian Helot - which only has Sparta checked for its "available to". Marathon is only available to Athens through an era=none tech and allows the Marathon Victor, which is only "available to:" Athens. Thus even though the resources are ghosted to one another, only the one actually available for use for that civ will be useable.

Blue Monkey
Dec 14, 2011, 12:56 PM
Virote - there's elegance in that solution. Many of the scenarios where a lot of resources are needed have civ-specific elements anyway. Arranging the order as you suggest is one of those genius insights that's only obvious after it's explained.

WildWeazel
Dec 14, 2011, 07:38 PM
For units, you can make the resources be civ/group specific. I.e. Messenians and Marathon ghost into each other. The former is only available to Sparta through an era=none tech and allows the building of the Messenian Helot - which only has Sparta checked for its "available to". Marathon is only available to Athens through an era=none tech and allows the Marathon Victor, which is only "available to:" Athens. Thus even though the resources are ghosted to one another, only the one actually available for use for that civ will be useable.
That's pretty brilliant.

Takhisis
Dec 20, 2011, 10:25 PM
I suppose the same could be done on a larger scale, not with just two civs… right?

Virote_Considon
Dec 21, 2011, 07:13 AM
Of course.

Jorsalfare
Jan 26, 2012, 02:57 PM
Good tutorial, Pounder. Now I know how to avoid ghost-resources in city-screen, and it works. Thank you.

A different matter is the ghost-resources in the trade advisor-screen (I apologize if it's already covered - I couldn't find it). I have tried every trick I can think of without getting rid of them. When I expanded the resource list to 96, I got 2 ghost resources for each "real" resource, and moving lux/strat resources to the area from #33 to #64 only made one of the ghost resources to appear before the "real" and the other ghost after. It seems that if resource #1 is the "real", then both #33 and #65 will be displayed as ghosts. Or if any of #1, #33 or #65 is connected (to the unconnected town), then all three will be displayed - two of them as "ghosts". Has anyone found a way to avoid this?

Pounder
Jan 29, 2012, 08:14 AM
Good tutorial, Pounder. Now I know how to avoid ghost-resources in city-screen, and it works. Thank you.

A different matter is the ghost-resources in the trade advisor-screen (I apologize if it's already covered - I couldn't find it). I have tried every trick I can think of without getting rid of them. When I expanded the resource list to 96, I got 2 ghost resources for each "real" resource, and moving lux/strat resources to the area from #33 to #64 only made one of the ghost resources to appear before the "real" and the other ghost after. It seems that if resource #1 is the "real", then both #33 and #65 will be displayed as ghosts. Or if any of #1, #33 or #65 is connected (to the unconnected town), then all three will be displayed - two of them as "ghosts". Has anyone found a way to avoid this?



Are you saying you still see the phantom resources here.

http://img99.imageshack.us/img99/9682/tradeadvisor.png

I tend not to go to the trade advisor screen, so maybe I missed something, I always go to each individual city for info.

When the phantom resources are fixed, I (AI as well) was no longer able to see or use the phantom resource.

Are you or the AI still able to use the phantom resource you see in the trade advisor screen.

As you can see, I am later in the game and currently the trade advisor screen is of no use to me and I don't think I currently have any unconnected cities.

Are you sure you are not just seeing resources that you traded for.

Jorsalfare
Jan 29, 2012, 10:45 AM
They are visible in the trade advisor screen, but under the section "Unconnected cities". They are not visible under "Can trade with" or "local/import/export". As you can see, the city screen is without ghosts. See screenshot:

Iron is resource #2 (strategic), and exotic woods is #34 (bonus resource), so it fits well with the matrix of 32 resources in each column. If I use more than 64 resources, there will be 2 ghost resources as stated in earlier post, but as long as both ghosts are bonus resources, they're only visible under "unconnected cities" and doesn't do any harm.

Pounder
Jan 29, 2012, 12:28 PM
They are visible in the trade advisor screen, but under the section "Unconnected cities". They are not visible under "Can trade with" or "local/import/export". As you can see, the city screen is without ghosts. See screenshot:

Iron is resource #2 (strategic), and exotic woods is #34 (bonus resource), so it fits well with the matrix of 32 resources in each column. If I use more than 64 resources, there will be 2 ghost resources as stated in earlier post, but as long as both ghosts are bonus resources, they're only visible under "unconnected cities" and doesn't do any harm.

Very interesting, I will keep a look out for it in my next game.

They are only bonus resources and nothing could be built from them anyway and they don't show in the city screen.

The only question left is does the unconnected city benefit from them or not.

Takhisis
Jan 29, 2012, 03:35 PM
I find it ironic that it still reads 'we should acquire more resources and luxuries'.

Jorsalfare
Jan 29, 2012, 03:55 PM
I find it ironic that it still reads 'we should acquire more resources and luxuries'.

:lol: Yeah. Some women never gets enough "stuff".

MPK
Aug 01, 2012, 10:43 AM
Well I think I got this;

If I decide that Horses [no.1] is no longer a strategic resource I have to make either resource [no.33] or resource [no.55] a strategic or Bonus resource to replace it.

If I decide that Wine [no.9] is no longer a luxury resource I have to make either resource [no.41] or resource [no.73] a strategic or Bonus resource to replace it.

Correct?

Pounder
Aug 04, 2012, 04:47 AM
Well I think I got this;

If I decide that Horses [no.1] is no longer a strategic resource I have to make either resource [no.33] or resource [no.55] a strategic or Bonus resource to replace it.

If I decide that Wine [no.9] is no longer a luxury resource I have to make either resource [no.41] or resource [no.73] a strategic or Bonus resource to replace it.

Correct?

기 맹 :coffee:

Not correct, I made changes in bold to your comments.

If I decide that Horses [no.1] is no longer a strategic resource (no.1 is now a bonus resource) I have to make either resource [no.33] or resource [no.65] a strategic or luxury resource to replace it.

If I decide that Wine [no.9] is no longer a luxury resource (no.9 is now a bonus resource) I have to make either resource [no.41] or resource [no.73] a strategic or luxury resource to replace it.

MPK
Aug 04, 2012, 10:49 AM
lol,,, yes no.65... I meant that.... and of course they would need to be Luxury or Strategic resources in the 2 and 3 column to replace the changed resource in the 1st column.

MPK
Aug 09, 2012, 11:49 PM
Q: > How do I obtain a resource sheet that can have more than 36 resources on it?

Q: > Is there a limit to how many boxes that is allowed per row and equally per Column? - Does it have to be 6 res. per row as in the 6x6(36) resource sheet? Does it have a limited number?

I've located a blank units_32 sheet (I guess it is no different than resource_32 sheet). It is 28 boxes across the top (rows), and 15 boxes downwards (columns). Blank is ok as I wish to change most of resource Icon pictures.

Q: > Can I cut the sheet ?

Q: > Can I add or join sheets together? [ if so, how?].

------I would like to then end up with either;
( 8 boxes.per row x 32 boxes. per column /[ or preferably ]/ 16 boxes. per row x 16 boxes. per column.) - makes it easier to keep an accurate account with the '32 resource matrix'.

Blue Monkey
Aug 10, 2012, 09:06 AM
Q: > How do I obtain a resource sheet that can have more than 36 resources on it?

Q: > Is there a limit to how many boxes that is allowed per row and equally per Column? - Does it have to be 6 res. per row as in the 6x6(36) resource sheet? Does it have a limited number?

I've located a blank units_32 sheet (I guess it is no different than resource_32 sheet). It is 28 boxes across the top (rows), and 15 boxes downwards (columns). Blank is ok as I wish to change most of resource Icon pictures.

Q: > Can I cut the sheet ?

Q: > Can I add or join sheets together? [ if so, how?].

------I would like to then end up with either;
( 8 boxes.per row x 32 boxes. per column /[ or preferably ]/ 16 boxes. per row x 16 boxes. per column.) - makes it easier to keep an accurate account with the '32 resource matrix'.
Max. size of resource.pcx (http://forums.civfanatics.com/showpost.php?p=3834683&postcount=21)
Cassus_Belli's resource.pcx thread (http://forums.civfanatics.com/showthread.php?t=59068). AfAIK this is the largest existing resource.pcx. Be sure to scroll down through the thread. His long posts include installation & adaptation instructions. There are also posts on things like the proper 'pedia text formats for rhe resources.

Making a larger resource.pcx is as simple as CnP. Just copy, line them up & paste them together. To start with a large blank - open his, select the green lines, invert the selection & fill everything else with the magenta. You'll get better looking results if you make the blank file rgb before you add the resources themselves. Then index the palette. Make sure to reserve the last two colors. Those are the ones that normally use magenta & green. They should not appear anywhere within the individual resources themselves. Detailed specific instructions would depend on what graphics programs you use.

MPK
Aug 10, 2012, 11:26 AM
I have Cassus_Belli's resource.pcx. It is the largest resource.pcx I have found. I like it because it isn't just limited to only 1 item per picture; eg: 1 horse, 1 sheep etc.
I tried to add a 2 horse picture from it, but it was to big to fit in the resource box :(.
There is a text document with it, so I'm guessing that is where I'll find all the instructions.

[Civinator]:
"The number of icon slots in a row is not restricted to six and can be any manageable number. Likewise, the number of rows on a sheet is not restricted and an original sheet could be in practically any configuration (i.e. 6x6, 12x12, 24x36, etc.). So long as the sheet is labeled as “resources.pcx” and is located in place of the original file it can be used. However, for some as yet unexplained reason the maximum size replacement for the “resources_shadows.pcx” is a 6x11 (66 shadow icon) pcx sheet. If anything larger than this is used it causes the game to crash in Random games. This problem does not occur when the original “resources.pcx” is replaced with the 24x60 (1440) size icon sheet, but the shadows are not avilable."

ok,,,size of sheet seems not so important. 24 x 60 will be fine. I also understand the resource matrix thread set out by Pounder, so no worries there. One would only need shadows for certain resources, Gold etc wouldn't need a shadow. I never noticed shadows in the game.

PS: I found a very large units_32 sheet. Can I just use this as my units_32 sheet in my mod even though I wont be using most of the units?

thanks BM.

Gojira54
Oct 02, 2012, 01:04 PM
So, bottom line, just to make things easier, when designing out your mod and you are beginning to add resources, the cleanest, most organized, and least buggy way to do this without having to modify any background screens or unrelated text would be to add your resources in the following order:

Luxury - up to 8
Strategic - up to (32-Luxury) - (or 24 if you have 8 luxury)
Bonus - no limit

You can increase Lux to 10 with your mods, and even higher with only graphical ugliness and no gameplay consequences so long as Lux + Strat does not exceed 32.

Would you agree this would be the ideal template to use when designing out your mod?

Takhisis
Oct 02, 2012, 04:33 PM
Maaaaybe.

Pounder
Dec 24, 2012, 12:46 PM
So, bottom line, just to make things easier, when designing out your mod and you are beginning to add resources, the cleanest, most organized, and least buggy way to do this without having to modify any background screens or unrelated text would be to add your resources in the following order:

Luxury - up to 8
Strategic - up to (32-Luxury) - (or 24 if you have 8 luxury)
Bonus - no limit

You can increase Lux to 10 with your mods, and even higher with only graphical ugliness and no gameplay consequences so long as Lux + Strat does not exceed 32.

Would you agree this would be the ideal template to use when designing out your mod?

I currently have 10 luxury (city screen modified to display 10), 22 Strategic and 175 bonus resources. Game runs fine without any problems.

Gojira54
Dec 24, 2012, 08:46 PM
Right, game handles it, but requires a modified interface to display properly. I was looking for the path of least resistance for your typical modder. More is possible, if they are as gifted as you :)

Happy Holidays my friend!

MPK
Jan 07, 2013, 01:27 PM
Odd happening :confused:

I play 64 resources. Bon 32 / Str 22 / Lux 10

I have successfully done this in several Mods. Everything is fine. I decided that because all was working 100% I would convert this into my Conquests Game.

Only problem is the Luxury resources showing on my city screen LUXURIES Box are all wrong. I have 2 Luxuries in the game at present, Ivory and Silk. But in my LUXURIES Box I have Jade and Gems.

I just can't figure out what is wrong. All other resources are fine. Except fish won't appear in Coast terrain. All my Text seems ok. Any ideas ?????

My Luxury List: In order of position on luxurysmall.pcx/ and order and position matrix and resource list in the editor:

1: 42 JADE .......[11-column 2]
2: 44 GEMS ......[13-column 2]
3: 13 IVORY .....[14-column 1]
4: 14 SILK ........[15-column 1]
5: 15 DIAMONDS [16-column 1]
6: 49 L-LAZULI ..[18-column 2]
7: 50 SILVER .....[19-column 2]
8: 21 GOLD .......[22-column 2]
9: 62 QUETZALS [31-column 2]
10:63 PEARLS ...[32-column 2]

---------------

Some examples from my Conquest Text:

#GCON_ResourcesL
Luxury Resources
^
^
^[Luxury resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a city from foreign or domestic $LINK<trade routes=GCON_Trade>, luxury resources produce
[$LINK<happy faces=GCON_Happy_Faces>], making content citizens happy. The number of happy faces produced
by luxuries depends upon the presence or lack of a $LINK<marketplace=BLDG_Marketplace>.
^
^When a city {has} a luxury resource, it appears in the city's {Luxuries box}.
^
^
^{City Production Bonuses}
^Like all resources, luxuries resources also provide city production bonuses to worked squares within a
$LINK<city radius=GCON_Radius>.
^
^{Types Food Shields Commerce}
^$LINK<Jade=GOOD_Jade> +0 +1 +3
^$LINK<Gems=GOOD_Gems> +0 +1 +3
^$LINK<Ivory=GOOD_Ivory> +1 +0 +2
^$LINK<Silk=GOOD_Silk> +0 +0 +3
^$LINK<Diamonds=GOOD_Diamonds> +0 +1 +4
^$LINK<Lapis Lazuli=GOOD_Lapis_Lazuli> +0 +0 +3
^$LINK<Silver=GOOD_Silver> +0 +1 +4
^$LINK<Gold=GOOD_Gold> +0 +1 +4
^$LINK<Quetzals=GOOD_Quetzals> +0 +0 +2
^$LINK<Pearls=GOOD_Pearls> +1 +0 +3

--------------


#GOOD_Jade
^
^
^[Jade] is a $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Jade appears when your civilization discovers
$LINK<cerimonial burial=TECH_Ceremonial_Burial> and can be found in
$LINK<mountains=TERR_Mountains>, $LINK<hills=TERR_Hills>,
$LINK<vocanos=TERR_Volcano>, and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Jade
^
^
^Jade is an ornamental stone. The term jade is applied to two different metamorphic rocks that are made up of different silicate minerals. Nephrite and Jadeite. Nephrite and jadeite were used from prehistoric periods for hardstone carving. Jadeite has about the same hardness as quartz, while nephrite is somewhat softer. Among the earliest known jade artifacts excavated from prehistoric sites are simple ornaments with bead, button, and tubular shapes. Additionally, jade was used for adze heads, knives, and other weapons, which can be delicately shaped. As metal-working technologies became available, the beauty of jade made it valuable for ornaments and decorative objects. Dushan Jade was being mined as early as 6000 BC. In the Yin Ruins of the Shang Dynasty (1600 BC to 1050 BC) in Anyang, Dushan Jade ornaments were unearthed in the tomb of the Shang kings. Jade was used to create many utilitarian and ceremonial objects. The use of jade and other greenstone was a long-term tradition in Korea (c. 850 BC – AD 668). Jade is found in small numbers of pit-houses and burials.
Nephrite jade in New Zealand is known as pounamu in the Maori language (often called "greenstone" in New Zealand English), and plays an important role in Maori culture. It is considered a taonga, or treasure. Tools, weapons and ornaments were made of it; in particular adzes, the 'mere' (short club), and the Hei-tiki (neck pendant). These were believed to have their own mana, handed down as valuable heirlooms, and often given as gifts to seal important agreements. Jade was a rare and valued material in pre-Columbian Mesoamerica. The only source from which the various indigenous cultures, such as the Olmec and Maya, could obtain jade was located in the Motagua River valley in Guatemala. Jade was largely an elite good, and was usually carved in various ways, whether serving as a medium upon which hieroglyphs were inscribed, or shaped into symbolic figurines. Generally, the material was highly symbolic, and it was often employed in the performance of ideological practices and rituals.

#GOOD_Gems
^
^
^[Gems] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Gems appear when your civilization discovers
$LINK<masonry=TECH_Masonry> and can be found in
$LINK<mountains=TERR_Mountains>, and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Gems
^
^
^The traditional classification which goes back to the many Ancient Cultures begins with a distinction between precious and semi precious stones. In modern times along with Diamonds, the 3 precious Gemstones are Sapphires, Rubies and Emeralds. Gems are created over millions of years. Gems are found in a raw form. But when cut and polished Gems were used to make fine jewelry and other luxury adornments.

Pounder
Jan 08, 2013, 05:37 AM
Odd happening :confused:

I play 64 resources. Bon 32 / Str 22 / Lux 10

I have successfully done this in several Mods. Everything is fine. I decided that because all was working 100% I would convert this into my Conquests Game.

Only problem is the Luxury resources showing on my city screen LUXURIES Box are all wrong. I have 2 Luxuries in the game at present, Ivory and Silk. But in my LUXURIES Box I have Jade and Gems.

Making a luxuryicons_small.pcx file when you have more than 32 resources in the game.

I have 96 resources in my game, 22 strategic, 10 luxury and 64 bonus.

When I went to build my luxuryicons_small.pcx file (that's the file that displays the luxury icons on the city screen view) I thought that they would be read in the order that the luxury resources were entered in the editor, but they don't.

My tobacco is resource #56, but it had to be placed in before cactus and tropical birds which were resource #28 and #29.

When I laid out all my resources in a matrix 32x3, it was plain to see that the game reads them row by row in the matrix, not in the order that the are entered in the game.

This makes complete sense as it fits perfectly with the phantom resource bug.

Pounder
Jan 08, 2013, 05:41 AM
In mine see tobacco has to appear before cactus in the luxuryicons_small.pcx file even though it appears after in the editor.
http://forums.civfanatics.com/attachment.php?attachmentid=279176&d=1295209749
http://forums.civfanatics.com/attachment.php?attachmentid=280954&d=1296401590

Blue Monkey
Jan 08, 2013, 12:35 PM
Vuldacon used an example with fewer resources. Is this chart another way of explaining the same thing about the luxuryicons_small.pcx?

http://forums.civfanatics.com/attachment.php?attachmentid=288744&d=1304141894

I hope so because at present I really only understand it by getting the sense of both the charts posted.

MPK
Jan 08, 2013, 12:45 PM
My are listed row by row. I just cut & paste from a mod that works 100% to my Conquest game. Maybe some text is off ???- I can't find anything. Thought maybe there might be a known problem when changing to Conquest game.

1: 42 JADE .......[Row 11 / column 2]
2: 44 GEMS ......[Row 13 / column 2]
3: 13 IVORY .....[Row 14 / column 1]
4: 14 SILK ........[Row 15 / column 1]
5: 15 DIAMONDS [Row 16 / column 1]
6: 49 L-LAZULI ..[Row 18 / column 2]
7: 50 SILVER .....[Row 19 / column 2]
8: 21 GOLD .......[Row 22 / column 2]
9: 62 QUETZALS [Row 31 / column 2]
10:63 PEARLS ...[Row 32 / column 2]
----------------------------------

-------------column 1 ----------------column 2:
Row 01= 00: Horse=(str)............32:Beef=(bon)
Row 02= 01: Iron.=(str).............33:Rice=(bon)
Row 03= 02: Salt-P=(str)...........34:Corn=(bon)
Row 04= 03: Coal=(str)..............35:Bk-Cattle=(bon)
Row 05= 04: Oil=(str)................36:Fishes=(bon)
Row 06= 05: Rubber=(str)..........37:Maize=(bon)
Row 07= 06: Aluminium=(str)......38:Camels=(bon)
Row 08= 07: Uranium=(str).........39:Chickens=(bon)
Row 09= 08: Grapes=(bon).........40:Copper=(str)
Row 10= 09: Fur=(bon)..............41:Salt=(str)
Row 11= 10: Dyes=(bon)............42:JADE=(lux)
Row 12= 11: Incense=(bon)........43:Marble=(str)
Row 13= 12: Spices=(bon)..........44:GEMS=(lux)
Row 14= 13: IVORY=(lux)...........45:Tea(=bon)
Row 15= 14: SILK==(lux)............46:Coffee=(bon)
Row 16= 15: DIAMONDS=(lux).....47:Wool=(bon)
Row 17= 16: Whale=(bon)..........48:Sulfur=(str)
Row 18= 17: Game=(bon)...........49:LAPIS LAZULI=(lux)
Row 19= 18: Fish=(bon).............50:SILVER=(lux)
Row 20= 19: Cattle=(bon)..........51:Cotton=(str)
Row 21= 20: Wheat=(bon).........52:Stone=(str)
Row 22= 21: GOLD==(lux)..........53:Goats=(bon)
Row 23= 22: Oasis=(bon)...........54:Tin=(str)
Row 24= 23: Sugar=(bon)..........55:Clay=(str)
Row 25= 24: Banana=(bon)........56:Cinnabar=(str)
Row 26= 25: Tobacco=(bon)......57:Hemp=(str)
Row 27= 26: Crabs=(bon)..........58:Potash=(str)
Row 28= 27: Obsidian=(str)........59:Pigs=(bon)
Row 29= 28: Wood=(str)............60:Pheasant=(bon)
Row 30= 29: Sheep=(bon)..........61:Sandstone=(str)
Row 31= 30: Deer Doe=(bon)......62:QUETZALS=(lux)
Row 32= 31: Potato=(bon).........63:PEARLS=(lux)

luxurysmall.pcx order: = Jade / Gems / Ivory / Silk / Diamonds / Lapis Lazuli / Silver / Gold / Quetzals / Pearls:

Virote_Considon
Jan 09, 2013, 04:56 AM
Seems to be determined by that same darned phantom resource algorithm again.

Pounder
Jan 09, 2013, 06:10 AM
You guys are posting the resource pcx file, that has nothing to do with it.

For the luxuryicons_small, it's to do with the order they appear in the matrix by row, which is dependant on the order they were picked in the editor.

The editor can pick from anywhere in the resource file, the resource pcx order plays no part.

Pounder
Jan 09, 2013, 06:22 AM
luxurysmall.pcx order: = Jade / Gems / Ivory / Silk / Diamonds / Lapis Lazuli / Silver / Gold / Quetzals / Pearls:

You see Jade and Gems are your first two, they will be displayed, even though you may have named them Ivory and silk in the editor.

You have to get your luxurysmall.pcx in the right order, by the matrix row.

Blue Monkey
Jan 09, 2013, 01:15 PM
Pounder, you keep referring to a matrix. AFAIK there is a resources.pcx, a luxuryicons_small.pcx, a list in the editor & the 'pedia text file. It seems that your matrix is constructed by turning the list from the editor into a chart with 32 items in each column. But you haven't explicitly said so. I think that is where the confusion comes in.

MPK
Jan 09, 2013, 01:26 PM
I greatly appreciate all the help. I am a frustrating person to deal with when it comes to computer stuff as I am self taught, and I know nothing:

Originally Posted by Pounder
For the luxuryicons_small, it's to do with the order they appear in the matrix by row, which is dependant on the order they were picked in the editor.

The editor can pick from anywhere in the resource file, the resource pcx order plays no part.

You have to get your luxurysmall.pcx in the right order, by the matrix row.

I didn't post my resource file. I posted my Matrix. I have been using these 64 resources with the same luxuryicons_small for several months, no problems at all. It has just been the last couple of weeks that this problem appeared. I just copied from mod to conquests. (ps: I did have a previous Conquests.BIQ go corrupt and vanish.)


-------------------- My Matrix:("Icon"-as it appears in Editor)
-------------column 1 ----------------column 2:
Row 01= Icon 00: Horse=(str)............Row 01= Icon 32:Beef=(bon)
Row 02= Icon 01: Iron.=(str).............Row 02= Icon 33:Rice=(bon)
Row 03= Icon 02: Salt-P=(str)...........Row 03= Icon 34:Corn=(bon)
Row 04= Icon 03: Coal=(str)..............Row 04= Icon 35:Bk-Cattle=(bon)
Row 05= Icon 04: Oil=(str)................Row 05= Icon 36:Fishes=(bon)
Row 06= Icon 05: Rubber=(str)..........Row 06= Icon 37:Maize=(bon)
Row 07= Icon 06: Aluminium=(str)......Row 07= Icon 38:Camels=(bon)
Row 08= Icon 07: Uranium=(str).........Row 08= Icon 39:Chickens=(bon)
Row 09= Icon 08: Grapes=(bon).........Row 09= Icon 40:Copper=(str)
Row 10= Icon 09: Fur=(bon)..............Row 10= Icon 41:Salt=(str)
Row 11= Icon 10: Dyes=(bon)............Row 11= Icon 42:JADE=(lux)
Row 12= Icon 11: Incense=(bon)........Row 12= Icon 43:Marble=(str)
Row 13= Icon 12: Spices=(bon)..........Row 13= Icon 44:GEMS=(lux)
Row 14= Icon 13: IVORY=(lux)...........Row 14= Icon 45:Tea(=bon)
Row 15= Icon 14: SILK==(lux)............Row 15= Icon 46:Coffee=(bon)
Row 16= Icon 15: DIAMONDS=(lux).....Row 16= Icon 47:Wool=(bon)
Row 17= Icon 16: Whale=(bon)..........Row 17= Icon 48:Sulfur=(str)
Row 18= Icon 17: Game=(bon)...........Row 18= Icon 49:LAPIS LAZULI=(lux)
Row 19= Icon 18: Fish=(bon).............Row 19= Icon 50:SILVER=(lux)
Row 20= Icon 19: Cattle=(bon)..........Row 20= Icon 51:Cotton=(str)
Row 21= Icon 20: Wheat=(bon).........Row 21= Icon 52:Stone=(str)
Row 22= Icon 21: GOLD==(lux)..........Row 22= Icon 53:Goats=(bon)
Row 23= Icon 22: Oasis=(bon)...........Row 23= Icon 54:Tin=(str)
Row 24= Icon 23: Sugar=(bon)..........Row 24= Icon 55:Clay=(str)
Row 25= Icon 24: Banana=(bon)........Row 25= Icon 56:Cinnabar=(str)
Row 26= Icon 25: Tobacco=(bon)......Row 26= Icon 57:Hemp=(str)
Row 27= Icon 26: Crabs=(bon)..........Row 27= Icon 58:Potash=(str)
Row 28= Icon 27: Obsidian=(str)........Row 28= Icon 59:Pigs=(bon)
Row 29= Icon 28: Wood=(str)............Row 29= Icon 60:Pheasant=(bon)
Row 30= Icon 29: Sheep=(bon)..........Row 30= Icon 61:Sandstone=(str)
Row 31= Icon 30: Deer Doe=(bon)......Row 31= Icon 62:QUETZALS=(lux)
Row 32= Icon 31: Potato=(bon).........Row 32= Icon 63:PEARLS=(lux)

So my understanding of this as a Matrix would be that Jade comes first on the luxuries_small as it is Row 11 (column 2);
Next would come Gems as it is Row 13 (column 2);
3rd would be Ivory as it is Row 14 (column 1)
4th would be Silk as it is Row 15 (column 1)
etc.

luxurysmall.pcx order: = Jade / Gems / Ivory / Silk / Diamonds / Lapis Lazuli / Silver / Gold / Quetzals / Pearls:


= I'm sure i have this correct.

= If wrong how should the luxuryicon_small be using my matrix?

PS: trying to figure out how to post the luxurysmall_icon...:hammer2:

Pounder
Jan 09, 2013, 02:45 PM
Pounder, you keep referring to a matrix. AFAIK there is a resources.pcx, a luxuryicons_small.pcx, a list in the editor & the 'pedia text file. It seems that your matrix is constructed by turning the list from the editor into a chart with 32 items in each column. But you haven't explicitly said so. I think that is where the confusion comes in.

My technical background, sorry.

Replace matrix with spreadsheet.

Blue Monkey
Jan 09, 2013, 02:50 PM
Matrix = Spreadsheet = Chart is not that hard to figure out. Still doesn't tell us that are less sophisticated where the list is coming from.

We can guess. imho you would have to do a lot less explaining if, for example, the annotated image from the editor highlighted a luxury resource (tobacco) rather than a bonus resource. & change the text explanation to match. That would make it clearer that - assuming I understand correctly - the matrix consists of the resources from the pull down list in the editor arranged into columns of 32.

Pounder
Jan 09, 2013, 02:51 PM
I greatly appreciate all the help. I am a frustrating person to deal with when it comes to computer stuff as I am self taught, and I know nothing:



I didn't post my resource file. I posted my Matrix. I have been using these 64 resources with the same luxuryicons_small for several months, no problems at all. It has just been the last couple of weeks that this problem appeared. I just copied from mod to conquests. (ps: I did have a previous Conquests.BIQ go corrupt and vanish.)


-------------------- My Matrix:("Icon"-as it appears in Editor)
-------------column 1 ----------------column 2:
Row 01= Icon 00: Horse=(str)............Row 01= Icon 32:Beef=(bon)
Row 02= Icon 01: Iron.=(str).............Row 02= Icon 33:Rice=(bon)
Row 03= Icon 02: Salt-P=(str)...........Row 03= Icon 34:Corn=(bon)
Row 04= Icon 03: Coal=(str)..............Row 04= Icon 35:Bk-Cattle=(bon)
Row 05= Icon 04: Oil=(str)................Row 05= Icon 36:Fishes=(bon)
Row 06= Icon 05: Rubber=(str)..........Row 06= Icon 37:Maize=(bon)
Row 07= Icon 06: Aluminium=(str)......Row 07= Icon 38:Camels=(bon)
Row 08= Icon 07: Uranium=(str).........Row 08= Icon 39:Chickens=(bon)
Row 09= Icon 08: Grapes=(bon).........Row 09= Icon 40:Copper=(str)
Row 10= Icon 09: Fur=(bon)..............Row 10= Icon 41:Salt=(str)
Row 11= Icon 10: Dyes=(bon)............Row 11= Icon 42:JADE=(lux)
Row 12= Icon 11: Incense=(bon)........Row 12= Icon 43:Marble=(str)
Row 13= Icon 12: Spices=(bon)..........Row 13= Icon 44:GEMS=(lux)
Row 14= Icon 13: IVORY=(lux)...........Row 14= Icon 45:Tea(=bon)
Row 15= Icon 14: SILK==(lux)............Row 15= Icon 46:Coffee=(bon)
Row 16= Icon 15: DIAMONDS=(lux).....Row 16= Icon 47:Wool=(bon)
Row 17= Icon 16: Whale=(bon)..........Row 17= Icon 48:Sulfur=(str)
Row 18= Icon 17: Game=(bon)...........Row 18= Icon 49:LAPIS LAZULI=(lux)
Row 19= Icon 18: Fish=(bon).............Row 19= Icon 50:SILVER=(lux)
Row 20= Icon 19: Cattle=(bon)..........Row 20= Icon 51:Cotton=(str)
Row 21= Icon 20: Wheat=(bon).........Row 21= Icon 52:Stone=(str)
Row 22= Icon 21: GOLD==(lux)..........Row 22= Icon 53:Goats=(bon)
Row 23= Icon 22: Oasis=(bon)...........Row 23= Icon 54:Tin=(str)
Row 24= Icon 23: Sugar=(bon)..........Row 24= Icon 55:Clay=(str)
Row 25= Icon 24: Banana=(bon)........Row 25= Icon 56:Cinnabar=(str)
Row 26= Icon 25: Tobacco=(bon)......Row 26= Icon 57:Hemp=(str)
Row 27= Icon 26: Crabs=(bon)..........Row 27= Icon 58:Potash=(str)
Row 28= Icon 27: Obsidian=(str)........Row 28= Icon 59:Pigs=(bon)
Row 29= Icon 28: Wood=(str)............Row 29= Icon 60:Pheasant=(bon)
Row 30= Icon 29: Sheep=(bon)..........Row 30= Icon 61:Sandstone=(str)
Row 31= Icon 30: Deer Doe=(bon)......Row 31= Icon 62:QUETZALS=(lux)
Row 32= Icon 31: Potato=(bon).........Row 32= Icon 63:PEARLS=(lux)

So my understanding of this as a Matrix would be that Jade comes first on the luxuries_small as it is Row 11 (column 2);
Next would come Gems as it is Row 13 (column 2);
3rd would be Ivory as it is Row 14 (column 1)
4th would be Silk as it is Row 15 (column 1)
etc.

luxurysmall.pcx order: = Jade / Gems / Ivory / Silk / Diamonds / Lapis Lazuli / Silver / Gold / Quetzals / Pearls:


= I'm sure i have this correct.

= If wrong how should the luxuryicon_small be using my matrix?

PS: trying to figure out how to post the luxurysmall_icon...:hammer2:

I guess I misunderstood you when you said this:

Only problem is the Luxury resources showing on my city screen LUXURIES Box are all wrong. I have 2 Luxuries in the game at present, Ivory and Silk. But in my LUXURIES Box I have Jade and Gems.

MPK
Jan 09, 2013, 06:31 PM
Pounder, you keep referring to a matrix. AFAIK there is a resources.pcx, a luxuryicons_small.pcx, a list in the editor & the 'pedia text file. It seems that your matrix is constructed by turning the list from the editor into a chart with 32 items in each column. But you haven't explicitly said so. I think that is where the confusion comes in.

The Matrix is not so hard for me to follow. Once I actually figured out the Rows and Columns. I just wish I could present like Pounders' Coloured Chart.

[Problem Persists]: I'm thinking that my problem with the wrong Resources appearing on my Cities Luxury Resource Box has nothing to do with the luxurysmall.pcx at all.

As I said I've used this 64 resources (10 Luxury Resources) Set Up in several Mods for a couple of months now, and everything worked fine. Then I converted my Conquests Game to this resource set up.

I had a few odd things happen. Game would present a LOAD ERROR on a unit which was a current unit in my games. Then a LOAD ERROR for my Harbour, which had never appeared before this. Then the resources seem to start to get all mixed up. Then I got a message that my Conquests BIQ was corrupt and the BIQ disappeared.

I copied another from my Back Up Files.

[NEW PROBLEM] = Now, not only is my Conquests Game showing these wrongly placed resources, but also the Mods that previously were fine and dandy. No problems before now.

[FURTHER NEW PROBLEM] = I just started a new Mod, "BUILDINGS", to practice adding buildings of course. First thing I noticed was the Resources in this game are also wrong.:confused::confused::confused: > This Mod has not being converted in anyway. It has the original resources, original luxurysmall.pcx, original Text and Units from CIV3 Conquests. I've only added a building to test to see if it works. It does.

Conclusion: Both converted and non converted games/mods are affected by this resource problem.

Could I have a Greater Problem within the files of my Conquest Game. A Bug or Virus ??? ( maybe I need to re-load my game ???.)

Blue Monkey
Jan 09, 2013, 06:57 PM
The Matrix is not so hard for me to follow. Once I actually figured out the Rows and Columns.You are not the only one trying to understand the process. Pounder seems to have to explain this repeatedly for different individuals. One issue is that the opening tutorial assumes just enough to create confusion for many people coming to this for the first time. Stating a few more things in an explicit & simple way would make things easier for Pounder in the long run.

Pounder
Jan 11, 2013, 05:57 AM
You are not the only one trying to understand the process. Pounder seems to have to explain this repeatedly for different individuals. One issue is that the opening tutorial assumes just enough to create confusion for many people coming to this for the first time. Stating a few more things in an explicit & simple way would make things easier for Pounder in the long run.

Just keep all your luxury and strategics in the first 32 editor entries resources and you can avoid all these problems.

But for those of you that have many many resources and have changed some of the editor entries past the first 32 to luxury or strategic, then I have tried to detail things, sorry if details confuse some people.

MPK
Jan 11, 2013, 12:58 PM
I for one am not trying to understand the Process. I got it. It was a bit hard at first. But then most things I attempt with Civ Modding are hard for me do to with me being Technologically Challenged. Some Modding techniques still remain a complete Mystery to me.

I appreciate the efforts you have made with this. In fact it stands out as one of the best things to happen to my game.:goodjob:

And yes, keeping all the LUX/STR resources within the first 32 does make things easier.

I also think my resource problems have nothing to do with the Matrix order.

Pounder
Jan 12, 2013, 06:54 AM
I for one am not trying to understand the Process. I got it. It was a bit hard at first. But then most things I attempt with Civ Modding are hard for me do to with me being Technologically Challenged. Some Modding techniques still remain a complete Mystery to me.

I appreciate the efforts you have made with this. In fact it stands out as one of the best things to happen to my game.:goodjob:

And yes, keeping all the LUX/STR resources within the first 32 does make things easier.

I also think my resource problems have nothing to do with the Matrix order.

Thanks MPK.