View Full Version : Possible or not?
Quinn Dexter Apr 28, 2004, 06:41 AM I have just downloaded the excellent Winery building, but it got me wondering...
So is this possible
1. Build Winery if wine in city radius: ok I can do this
2. Place new Icon or terrain on main map over Wine terrain, I mean updating the wine on the map with a building representing the Winery: I know how this can be done by linking it to the science tree, but not how to trigger map update through a building being built.
3. If two were possible, I would then like the new building/Terrain to be a new luxury Wine.
If this was possible it would really open up the production side of the game, adding depth.
What I’m really saying is it possible to take one or more resources and through building a new structure change it to a different type of resource
So what do you think is this possible?
Thanks
Mithadan Apr 28, 2004, 08:42 AM I don't think so, but maybe there are some more creative or knowledgeable minds out there?
Arne Apr 28, 2004, 09:33 AM I also think, this don't work. But how about placing the new icon next to the whine?
the mormegil Apr 28, 2004, 10:11 AM I very much doubt you can.
CdGGambit Apr 28, 2004, 10:31 AM You'd have to program a hook (like a cheat), that would modify either the icon itself, or (more likely) modify pediaicons.txt. It wouldn't be easy to do. That and you'd have to know something about the civ3 engine to begin with D:
CornMaster Apr 28, 2004, 11:31 AM You could make two resources. Once something appears, the bigger resource pic would come up over the wine. But that would require premade maps with this other resource in the same place as every wine.
Quinn Dexter Apr 28, 2004, 11:40 AM The Map is pre-made so that’s not a problem; it’s triggering the replacement icon/terrain when the winery is built, which then replaces the grape terrain with the wine building icon/terrain on main map.
I can trigger it through science but it’s a building trigger I would like.
Thanks
mrtn Apr 28, 2004, 02:26 PM CornMaster, you can only have one resource per tile. And to adress the original question; I very very much doubt it.
subbss Apr 28, 2004, 03:29 PM This isn't exactly what you asked for but it can be a fall-back solution. You may have no choice, unless you don't like my writing and decide to use my idea but write it yourself.....
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Don't use two resources, only use the winery resource.
It must be a strategic resource and not a lux resource so it can be discovered through tech.
Make it at least be available in the woods but other places in addition to that are fine too.
In the civilopedia entry for the winery building say:
"There were many of these mysterious devices already built, hidden in the woods, from a native people long gone, but it wasn't until recently that your people understood what they were and how to use them [when you get the tech and they appear on the map].
Once our researchers get a closer look [meaning you have the resource] and are able to discover it's secrets, blueprints will be made of the machines in the woods in order to reproduce the machines in our cities and gain it's benifits..."
For the civilopedia entry for the resource say:
"These devices are in many places, often hidden in the woods, built by a native people long gone. These machines are very mysterious and are ignored by units travelling by them [reason why they don't appear on the map at first] until such time as the learned people of the realm have completed a thorough investigation of them and have found their purpose and usefulness [meaning they will appear on the map after you get the right tech]. When they do, copies of these machines may be built in cities to gain the same benifits as the ones in the woods..."
If you want you can make the building require both the winery resource and the grapes but I wouldn't recommend it. Keep it simple when possible. Just pretend that the winery in the woods was built in the same tile as the grape plants, which is plausible.
Do you like my creative writing skills (and imagination)?
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