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#41 | |
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Smeghead
Join Date: Jan 2006
Location: Norway. You'll never leave!!
Posts: 1,578
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Quote:
This could be a great little quick fix for those who want to beef up the importance of oil. Is making oil a little more plentiful on the map (to make up for the extra oil you'll need) an equally easy XML edit?
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#42 | |
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Prince
Join Date: Oct 2009
Posts: 560
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Quote:
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#43 |
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,915
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Resource placement is done in AssignStartingPlots.lua. I don't know how to change the quantity of resource tiles (but the file is heavily commented, so it shouldn't be hard to find out). The quantity of strategic resources per tile can be easily changed in the following functions in this file:
Code:
function AssignStartingPlots:GetMajorStrategicResourceQuantityValues() Code:
function AssignStartingPlots:GetSmallStrategicResourceQuantityValues() Edit: check the comments in AssignStartingPlots.lua if you want to add a new resource or modify existing ones. Last edited by PawelS; Nov 21, 2010 at 06:39 AM. |
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#44 |
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Smeghead
Join Date: Jan 2006
Location: Norway. You'll never leave!!
Posts: 1,578
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It's wouldn't be that important to increase the quantity of oil tiles, as an increase of oil per oil tile should do the trick nicely.
@PawelS: nifty! but which exact file would need to be edited and how? If anybody makes a mini mod with those oil changes (i.e. added for alum. units, and a bump in quantity) it'd be brilliant!
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And in the signature these words appear: My name is Snerk, troll of trolls. Look on my posts, ye moderators, and despair.
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#45 | |
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,915
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Quote:
You can edit it using any text editor (like Notepad), and include the modified version in a mod created by ModBuddy (if you don't want to alter the original game file). Find the functions that I mentioned and change the "amounts" there. |
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#46 |
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Warlord
Join Date: Nov 2009
Location: Charleston, SC
Posts: 240
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i really liked the requirement for multiple recourses in previous civ games. It created a sort of natural selection where those civs without these resources would be conquered unless they adapted and opened trade with other civs that had an abundance of the resource they needed. I understand now though that a unit of a recourse can only produce a certain number of units that require it. My conclusion is that the new 1 resource requirement per unit is used as a balance reason.
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Dance! |
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#47 | |
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Smeghead
Join Date: Jan 2006
Location: Norway. You'll never leave!!
Posts: 1,578
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Quote:
Spoiler:
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And in the signature these words appear: My name is Snerk, troll of trolls. Look on my posts, ye moderators, and despair.
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#48 |
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,915
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Oil amount is the third value in all the lists.
The first function refers to "big" deposits, normally it's 4 Oil for normal resource setting, 4 for sparse, and 6 for abundant. The other function is for "small" deposits, it's 2, 1 and 2. So for more Oil, in every list of 6 numbers increase the 3rd number. |
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#49 |
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Smeghead
Join Date: Jan 2006
Location: Norway. You'll never leave!!
Posts: 1,578
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Brilliant, cheers. I'll have to try this out eventually as it could be a very interesting little tweak.
__________________
And in the signature these words appear: My name is Snerk, troll of trolls. Look on my posts, ye moderators, and despair.
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#50 |
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Prince
Join Date: Oct 2009
Posts: 560
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#51 |
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Smeghead
Join Date: Jan 2006
Location: Norway. You'll never leave!!
Posts: 1,578
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I'll keep that in mind. Though I won't be doing any civ5 related stuff until the upcoming patch is out. And hopefully by then someone will already have made this little mod.
__________________
And in the signature these words appear: My name is Snerk, troll of trolls. Look on my posts, ye moderators, and despair.
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#52 |
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Prince
Join Date: Oct 2009
Posts: 560
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