Dancing Hoskuld
Deity
I've only just got back. Breakfast first and coffee
OK, so after banging my head against the wall for 4 hours trying to figure out how I corrupted the gamefont file even while using the Font Editor, I finally got the thing cleaned up and got both the large and small versions done. There is a problem, however. I can't seem to get any icons after index# 204 to display (see preview #2). I don't think it's a problem with the gamefont file, I'm worried there is some upper limit in the engine when reading font indexes.
Anyway, I've attached the gamefont files and the spreadsheet that lists the new icon positions in the zip below. If you just drop them in the C2C\Assets\res\Fonts folder you'll get the cleaned up versions of the existing resources, but to see any new icons you'll have to edit the XML's, which I didn't include since:
1. I only changed a few on my on machine to test if it was working
2. The Mod authors should change their own XML's themselves in the SVN to ensure future updates don't get overwritten.
One easy change is to change all the 104 to 145 in the C2C\Assets\Modules\Resources\Culture\Culture_CIV4ArtDefines_Bonus.XML file, which will give the culture resources the icon.
I only moved a couple original icons around, for some reason "guinea pig" was pointing to slot #138 which had a picture of a rabbit (but not the rabbit that is already used) which wasn't referenced anywhere else, so I moved the extra rabbit icon to the end of the icon list and put the guinea pig icon there. I used guinea pig's old slot for mango (slot #135).
Improvement Changes
\XML\Terrain\Civ4_ImprovementInfos.xml
Jungle Camp:
Changed Amber to Melon spawn.
Changed Diamond to Fig spawn.
Changed Jade to Coca spawn.
Changed Ruby to Lemon spawn.
Changed Sapphire to Rubber spawn.
\Modules\Alt_Timelines\Steampunk\Units\Worker\SteampunkWorker_CIV4UnitInfos.xml,
\Modules\Custom_Religions\Voodoo\Voodoo_CIV4UnitInfos.xml,
\Modules\ls612\CultureUnits\CultureUnits_CIV4UnitInfos.xml,
\Modules\ls612\NormalUnits\EarlyUnits\EarlyUnits_CIV4UnitInfos.xml,
Deleted obsolete build references for Olive Gatherer, Picker & Farm.
Added in the new but kept the gems at a lower probability since they have been found in jungle.
BtW did you not think of adding discoveries to Thatch Cutter and Peat Digger? The latter could find iron (bog iron was a good source of iron in the early iron age) and
fosiles (although more archaeological artifacts I suppose.)
You did not add the new Desert Camp etc to these workers. Did you intend to?
OK, so after banging my head against the wall for 4 hours trying to figure out how I corrupted the gamefont file even while using the Font Editor, I finally got the thing cleaned up and got both the large and small versions done. There is a problem, however. I can't seem to get any icons after index# 204 to display (see preview #2). I don't think it's a problem with the gamefont file, I'm worried there is some upper limit in the engine when reading font indexes.
Added in the new but kept the gems at a lower probability since they have been found in jungle.
I am confused by your spreadsheet. Does column B contain the old index number or the new? Are you suggesting we get rid of a lot of our individual icons and use the atlas files instead?
The new kangaroo and bicycles are not very visible on a dark background.
I will add the font files in and will do the XML changes in the next release.
That is indeed the effect we get when we have reached the dll limit on resources.
Column A is the bonus name, Column B is the new fontindex#, the rest of the columns can be ignored; they are just info I used to find the big resource icons since they are kind of scattered everywhere.
Is this limit something you guys would try to expand like you did for resources, or would you prefer to consolidate the small resource icons and stay under the limit? I could re-do the small resource icons to make a generic 'manufactured goods' icon, a generic 'processed foods' icon, a generic 'building materials' icon etc. Leaving the map resources alone (since they are the most likely to be traded and therefore should keep unique icons) there should be plenty of space. However, if the dll masters want to try upping the limit it would be nicer to have individual icons for each resource.
Ah so they are wrong It shows clam and corn with the same number 11, I think whereas they are 11 and 12. This means that the numbers are one out.
That tripped me up as well, the gamefontindex xmls start at 0 for the first icon, while Asaf's editor starts with 1, so to figure out the position of icons you have to subtract 1 for the first row, add 91 for the second, 183 for the third, and 275 for the fourth.
Convert Ancient Temple from a Resource to an Improvement. Give it an upgrade chain that allows "explore temple" later on. Alter some buildings to require these in the CV. Other possible similar types can be via the stonehenge and/or pyramids (plus Moai) graphics, even if similar in function. These cultural variation might require a "bRequiresRsource" improvement tag (regional culture, stone) to be built. This resource requirement is not a bMakesValid type but a "has access to" type of requirement.
Convert City Ruins from an improvement into a feature, whose placement is triggered by python during a city razing event.
Evaluate all improvements to decide which (if any) out to have an up front gold cost to build, like some routes require.
Controversial idea:
Eliminate auto-upgrading of improvements via turns worked in a city. Upgrade chains still "exist" in the sense that the newer versions should require the older versions underneath them to be built. This allows doping the upgrade to require workers to to the job (only if automated) and allow for the potential of an upfront gold coast, and/or access to resources to build them. (steel for modern windmills, cement for hydrodams, etc)
well, we have so many buildings and units now , a lot of thought and work went into them , now its time for us desk generals to battle a new problem
Logistics
as you may know real historic armies had to eat
and later needed spare parts and oil for tanks and planes.
to do this their commanders had 2 options
1.pillage and foraging , sustaining in short term and allowing quick movement without having to carry alot of food ,Ghengis Khan and Napoleon were big fans.
-implementation in game could be done , via Pillage button and Woodsman 3 /Fieldsman 3 promotions.
2.Suppply train via roads ,rivers and sea.Much later via airplane.
this form of logistics was prefered by more technological and rich empires , such as the Romans, the British and the USA.Allows for sustained field operations and even artillery.
-in game - could use the trade route network to check if the unit is linked or not.
Penalties for lack of logistical train could go from hp decrease per turn, gold cost increase ,desertion,mutiny,anarchy. (in Revolutions mod ,this would also cause the cities that built those units to go in revolt)
I did add a tag specifically for use for a canal that includes a bundle package of bRequiresCoast and bAllowsShipAccess. We just need someone to make the actual improvement with artwork included. The AI will be motivated to build it primarily if it will link two waterways that have a one tile split OR if it will link a fort or city on one side of a two tile strip between waterways and the other side.New Improvement:
A Proper canal (graphics required). Needs bRequiresCoast. bAllowsShipAccess.
An upgrade chain could restrict the combat class type of vessels that can use it.
Modify forts, allow it to act as city, but potentially have bAllowsShipAccess to false.
I have some projects planned that should address these issues with some new and interesting optional processes.well, we have so many buildings and units now , a lot of thought and work went into them , now its time for us desk generals to battle a new problem
Logistics
as you may know real historic armies had to eat
and later needed spare parts and oil for tanks and planes.
to do this their commanders had 2 options
1.pillage and foraging , sustaining in short term and allowing quick movement without having to carry alot of food ,Ghengis Khan and Napoleon were big fans.
-implementation in game could be done , via Pillage button and Woodsman 3 /Fieldsman 3 promotions.
2.Suppply train via roads ,rivers and sea.Much later via airplane.
this form of logistics was prefered by more technological and rich empires , such as the Romans, the British and the USA.Allows for sustained field operations and even artillery.
-in game - could use the trade route network to check if the unit is linked or not.
Penalties for lack of logistical train could go from hp decrease per turn, gold cost increase ,desertion,mutiny,anarchy. (in Revolutions mod ,this would also cause the cities that built those units to go in revolt)
Hydro Dam (improvement, new graphics/model required) should be an upgrade from the prior Watermill improvement. (use this switch to de-emphasize food and emphasize commerce/power/production)