View Full Version : Resources poorly distributed on map ???


W.i.n.t.e.r
Jul 16, 2003, 08:35 AM
Hi guys,

I have a lil question and thought that perhaps has either made similar experiences or has an idea of how to deal with this issue:

Right, I addes lots of resources (see the graphics forum) for my mod (still ! not quite ready). The first time I generated a map in the editor everything appart from the sea creatures went well and was added to the map in equal proportions. I had several resources sharing the same terrain:

Coast: Fish; Pearls
Sea: Whales; Rays; Sharks
Ocean: Whales; Rays, Dolphins

On every new map a mere SINGLE resource of each was generated. Then I changed the terrain profile to:

Coast: Fish; Pearls, Dolphins
Sea: Whales; Rays; Sharks
Ocean: NOTHING

... and it worked: plenty of everything around the globe... but land resources now suddenly suffered from scarcity (i.e. Wood required for certain units); while a few other ones were too many (i.e. Wolves, a bonus resource). Both again share the same tile-type (forrest) along with other resources (Rubber, Uranium, etc)

My question: Does anybody know how to avoid these disproportions ???


ps. after this I changed the appearance ratio of wood and again I got one (1) of every sea resource on the map ?????

:confused:

Drift
Jul 16, 2003, 10:42 AM
AFAIK, 4% of the map tiles share all resources and that's hardcoded. Meaning that there is a limit of how far you should go with adding resources - a limit I think you may well have breached considering the amount of resources you are using. I don't think there is a solution other than reducing the amount of different resources. Spreading the resources equally to all terrain types helps, but it goes only so far.

mrtn
Jul 16, 2003, 04:46 PM
Originally posted by Drift
... Spreading the resources equally to all terrain types helps, but it goes only so far. Shouldn't it be the other way round? If you don't have resources in ocean (which you shouldn't, as you can't work ocean tiles, usually), shouldn't you get your 4% on the rest?

Drift
Jul 16, 2003, 09:31 PM
Originally posted by mrtn
Shouldn't it be the other way round? If you don't have resources in ocean (which you shouldn't, as you can't work ocean tiles, usually), shouldn't you get your 4% on the rest?

Well, I was referring to land tiles. Naturally you shouldn't assign resources to oceans.

W.i.n.t.e.r
Jul 18, 2003, 11:51 AM
I C... well apparently the 4% include the sea/ocean tiles as well... hmmm (thinking)..... I guess U R right: I will have to level out things by rearranging the resources per tile and by getting rid of some for now.

:) thank you- this really helps quite a lot !!!

bcaspius
Jul 23, 2003, 07:02 AM
Good info above, but has anyone concluded the optimium or maximum number of resources that could be added. I have added nearly 80 additional resources, and realize that will not go well. But, if I know the maximum, I can enter the resources into the scenario, set the appearance/disappear ratio on the overage resources to 0, let the game generate the non-zero, and then add them in by hand.

Is there a reason why that would not work? Also, if I eliminated the games standard resources, I could get more of my resources in, but that may have repurcussions. Other than the native units that require those resources, are you aware of any other problems that may cause??

Quasar1011
Jul 24, 2003, 11:00 PM
Originally posted by W.i.n.t.e.r
Hi guys,
My question: Does anybody know how to avoid these disproportions ???


Make your own map, and place all of the resources on the map yourself. This is what I do. Then the only thing not in your control is where the resources will re-appear once they disappear elsewhere.