Art Request: Icons Needed

If you are interested, you can now download the mod here and discuss it in a thread here. The resource requirement is that you have one of every type of resource at the same time (time of victory). This includes resources you have obtained through trade, since it is for an economic victory. You raise some good points that I hadn't thought about (namely, that city state resources can be removed and respawn), so I'll have to think about how to accommodate that. I have a function that gets all the different resources on the map and stores the info in a table, but I currently only have it set to run when the game loads and on the first turn. I may have to just set the function to run every turn to deal with the problem of changing resources. It was something I was hoping to avoid to cut down on processing time for my mod and make it as light-weight as possible, but it would definitely solve the problem. As is, if you play the mod and find out that there is a problem with you winning when you should have already met the luxury requirement, just save and reload and it should recalculate things.

Technically you could still get something like Jewelry or whatever, right? You would just need to liberate the dead city state.

Although if you're playing OCC or the city state gets taken over by Venice/Austria then you could be screwed.
 
I have a function that gets all the different resources on the map and stores the info in a table, but I currently only have it set to run when the game loads and on the first turn. I may have to just set the function to run every turn to deal with the problem of changing resources. It was something I was hoping to avoid to cut down on processing time for my mod and make it as light-weight as possible, but it would definitely solve the problem.
Wouldn't it be easier to just leave out Porcelain and Jewelry from the table (or is that not possible?)? I understand why it makes sense to have the "every luxury" target from a game design pov., but if it causes too much trouble ...

On a sidenote, does game trigger an event when a MoV or Austria takes out a city state? If that's the case, couldn't you get the game to update the table each time this event is triggered? That way, it wouldn't have to run every turn, but it would accomodate those specific cases where potentially a specific luxury is eliminated from the game for good.
 
Technically you could still get something like Jewelry or whatever, right? You would just need to liberate the dead city state.

Although if you're playing OCC or the city state gets taken over by Venice/Austria then you could be screwed.

Yes, but you can always save and reload the game to get it to recalculate what luxuries are available if you get stuck like that.

Wouldn't it be easier to just leave out Porcelain and Jewelry from the table (or is that not possible?)? I understand why it makes sense to have the "every luxury" target from a game design pov., but if it causes too much trouble ...

On a sidenote, does game trigger an event when a MoV or Austria takes out a city state? If that's the case, couldn't you get the game to update the table each time this event is triggered? That way, it wouldn't have to run every turn, but it would accomodate those specific cases where potentially a specific luxury is eliminated from the game for good.

I do want to keep porcelain and jewelry in the rotation, so I'll think about it and see if I can come up with a sufficient work-around. I'll have to go back and search through the events to see if there are some I could tie to instead.
 
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