I am trying to make a mod that adds a new Yield called "Power" (internally called "Juice" to differentiate from Coal Plant type power). It is essentially a clone of Food (I couldn't have picked a harder Yield to clone). I'll have to add a whole new City Screen for the Machine population of the city which is fed and grown by power. Almost a duplication of everything related to cities and plots. And I've heard there's no support in the engine for more than three yields graphically, though I guess I'll cross that bridge when I come to by pythoning in some substitute.
Anyway, all this stuff I'm adding requires symbols, which are enumerated like this
which happens to be the exact same order as the bottom row of icons on the GameFont.tga. Mighty suspicious. So, does anyone know if I can just add an icon to the row and a line to the enumeration and get the new symbol to work (where called on, of course)?
Anyway, all this stuff I'm adding requires symbols, which are enumerated like this
Code:
[SPOILER]enum FontSymbols // Exposed to Python
{
// 'OTHER' symbols
HAPPY_CHAR = 0,
UNHAPPY_CHAR,
HEALTHY_CHAR,
UNHEALTHY_CHAR,
BULLET_CHAR,
STRENGTH_CHAR,
MOVES_CHAR,
RELIGION_CHAR,
STAR_CHAR,
SILVER_STAR_CHAR,
TRADE_CHAR,
DEFENSE_CHAR,
GREAT_PEOPLE_CHAR,
BAD_GOLD_CHAR,
BAD_FOOD_CHAR,
EATEN_FOOD_CHAR,
GOLDEN_AGE_CHAR,
ANGRY_POP_CHAR,
OPEN_BORDERS_CHAR,
DEFENSIVE_PACT_CHAR,
MAP_CHAR,
OCCUPATION_CHAR,
POWER_CHAR,[/SPOILER]
which happens to be the exact same order as the bottom row of icons on the GameFont.tga. Mighty suspicious. So, does anyone know if I can just add an icon to the row and a line to the enumeration and get the new symbol to work (where called on, of course)?