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Old Nov 21, 2010, 05:46 AM   #41
Snerk
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Quote:
Originally Posted by PawelS View Post
I did the same and it seems to work. Perhaps you made a mistake when editing XML?

This is how you should do it:

Change

Code:
		<Row>
			<UnitType>UNIT_JET_FIGHTER</UnitType>
			<ResourceType>RESOURCE_ALUMINUM</ResourceType>
		</Row>
to:

Code:
		<Row>
			<UnitType>UNIT_JET_FIGHTER</UnitType>
			<ResourceType>RESOURCE_ALUMINUM</ResourceType>
		</Row>
		<Row>
			<UnitType>UNIT_JET_FIGHTER</UnitType>
			<ResourceType>RESOURCE_OIL</ResourceType>
		</Row>
Coolio. Very possible I made a mistake on my quick copy/paste XML edit.
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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Old Nov 21, 2010, 06:30 AM   #42
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Quote:
Originally Posted by Snerk View Post
Coolio. Very possible I made a mistake on my quick copy/paste XML edit.
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?
And while we are at it, does anyone know how to create a completely new strategic resource? I would like to see rubber in the game as well, it would make the game more complex them some people would like but I would personally love a more in depth strategic game where resources REALLY do matter a whole lot. I would be a part of a Mod that I have been thinking about creating for some time.
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Old Nov 21, 2010, 06:35 AM   #43
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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()
(The resource quantity values in Terrain\CIV5Resources.xml are not used in the game.)

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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Old Nov 21, 2010, 07:06 AM   #44
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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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Old Nov 21, 2010, 07:19 AM   #45
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Quote:
Originally Posted by Snerk View Post
@PawelS: nifty! but which exact file would need to be edited and how?
Assets\Gameplay\Lua\AssignStartingPlots.lua

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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Old Nov 21, 2010, 07:19 AM   #46
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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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Old Nov 21, 2010, 07:52 AM   #47
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Quote:
Originally Posted by PawelS View Post
Assets\Gameplay\Lua\AssignStartingPlots.lua

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.
Just so I would get it right could you point out the correct edit for upping oil here:

Spoiler:
Code:
function AssignStartingPlots:GetMajorStrategicResourceQuantityValues()
	-- This function determines quantity per tile for each strategic resource's major deposit size.
	-- Note: scripts that cannot place Oil in the sea need to increase amounts on land to compensate.
	local uran_amt, horse_amt, oil_amt, iron_amt, coal_amt, alum_amt = 4, 4, 4, 6, 7, 8;
	-- Check the resource setting.
	if self.resource_setting == 1 then -- Sparse
		uran_amt, horse_amt, oil_amt, iron_amt, coal_amt, alum_amt = 2, 4, 4, 4, 5, 5;
	elseif self.resource_setting == 3 then -- Abundant
		uran_amt, horse_amt, oil_amt, iron_amt, coal_amt, alum_amt = 4, 6, 6, 9, 10, 10;
	end
	return uran_amt, horse_amt, oil_amt, iron_amt, coal_amt, alum_amt
end
------------------------------------------------------------------------------
function AssignStartingPlots:GetSmallStrategicResourceQuantityValues()
	-- This function determines quantity per tile for each strategic resource's small deposit size.
	local uran_amt, horse_amt, oil_amt, iron_amt, coal_amt, alum_amt = 1, 2, 2, 2, 3, 3;
	-- Check the resource setting.
	if self.resource_setting == 1 then -- Sparse
		uran_amt, horse_amt, oil_amt, iron_amt, coal_amt, alum_amt = 1, 1, 1, 1, 2, 2;
	elseif self.resource_setting == 3 then -- Abundant
		uran_amt, horse_amt, oil_amt, iron_amt, coal_amt, alum_amt = 2, 3, 2, 3, 3, 3;
	end
	return uran_amt, horse_amt, oil_amt, iron_amt, coal_amt, alum_amt
end
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Old Nov 21, 2010, 07:59 AM   #48
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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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Old Nov 21, 2010, 08:07 AM   #49
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Brilliant, cheers. I'll have to try this out eventually as it could be a very interesting little tweak.
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Old Nov 21, 2010, 09:40 AM   #50
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Quote:
Originally Posted by Snerk View Post
Brilliant, cheers. I'll have to try this out eventually as it could be a very interesting little tweak.
If this works out for you then you might want to consider uploading the mod so that others can download it and use it as well through the in-game mod browser.
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Old Nov 21, 2010, 12:06 PM   #51
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Originally Posted by hardcore_gamer View Post
If this works out for you then you might want to consider uploading the mod so that others can download it and use it as well through the in-game mod browser.
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.
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Old Nov 21, 2010, 02:09 PM   #52
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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.
Speaking of which, any idea when it will come out?
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