Casus Belli's Edited Resource Compilation

So which is correct. You can only use 32 resources, or unlimited only limited by the programs speed and also the size of the shadows.pcx.
You can use more than 32 resources, at least in later patches of the game (I'm unsure about the earliest vanilla versions).
Also if I understand the above correctly you can go without a shadows.pcx and the program will run OK just no shadows will be visible for the resources, correct?
Hm, are you modding vanilla civ3? If you're modding a scenario in PTW or C3C the game will use the default shadows if you don't supply any, but I'm unsure what'd happen if there are no resources_shadows.pcx at all, I think this should crash the game.

Your problems seems strange, so which patch are you using? This is important information. If you're using vanilla you should patch to 1.29, which is the last patch.

Are you sure that all pcx:s are in 256 colours? I think a terrain pcx in RGB could crash the game. :undecide:
 
Thank you for your reply.

I believe the crashes were indeed the larger resources_shadows.pcx as the larger 24x66 compilation sheet was included in the scenario folder. After replacing with the included 6x11 Template the new terrain and resources appeared in the editor at least so that is good news so they should appear in the game if all other pointers do not return Null.

I do have another question though.

In the above text Cassus Belli gave an example of the same civlopedia.txt entry GOOD as morphing over the ages or different Eras. How is this possible using the same GOOD name in the Editor or does the Editor pick up the morphing over the Eras information from somewhere else. Seems unlikely but you never know for sure. Here is the text in question.

There is a wealth of information on how the various features of the game interact in the "Civilopedia.txt file."
By making a few modifications in the "Civ Editor" and the "Civilopedia.txt" (after backing up the original file/s) one can personalize the game to suit individual preference.
NOTE: The Civilopedia.txt definitions can therefore MATCH any modifications made through the Civ Editor "Edit Civilization 3 Rules" section, etc.
For example, one can easily program the game (via the Civ Editor's "Edit Civilization 3 Rules," "Natural Resources" section) to interpret different "Food," "Shields," and "Commerce ("Luxury")" values for worked resource squares, to include multiple differing values (either increasing or decreasing) for the same repeated resources, to help illustrate how supply and demand and developing technology causes a resource to become more valuable from one era to another. The "Civilopedia.txt" can then represent those modifications as the following excerpted examples illustrate:

#GCON_ResourcesB
Bonus Resources
^
^
^[Bonus resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>. These cannot be traded like
$LINK<luxury=GCON_ResourcesL> or $LINK<strategic resources=GCON_ResourcesS>, but do provide bonuses to worked squares within a $LINK<city radius=GCON_Radius>.
^
^
^{City Production Bonuses}
^A citizen laborer working a bonus resource square gains extra $LINK<food=GCON_Food>, $LINK<shields=GCON_Shields>,
and/or $LINK<commerce=GCON_Commerce>.
^
^{Types Food Shields Commerce}
^$LINK<Cattle=GOOD_Cattle> +2 +1 +1
^$LINK<Cattle=GOOD_Cattle> +3 +1 +2
^$LINK<Cattle=GOOD_Cattle> +6 +2 +4
^$LINK<Game=GOOD_Game> +2 +1 +1
^$LINK<Game=GOOD_Game> +3 +1 +2
^$LINK<Game=GOOD_Game> +4 +2 +4

This leads one to believe the resources will morph with the same goods name over the ages. Is this so?

OR

Do you need to force the editor to do this by changing the name slightly for the differing ages. Say 'Free Range Cattle' for Ancient, 'Domesticated Cattle' for Middle, 'Cattle Herd' or 'Cattle Ranch' for Industrial and so on. If you do not have to do this for each resource you want to grow it would save time and effort? Also if you want the older Eras version to disappear after the ages is done it would help by clearing terrain tiles for the newer Eras version thus actually growing existing resources that are already placed.

Thanks again for your replies.
 
Yeah, you understood it correct, you have to change the name slightly. All names should be unique.
One example of this is the Warhammer Mod by embryodead, where he have "Spearman" and "Spearman ", with a space on the end. This way it seems to be the same name, but you get different gfx. :)
Also if you want the older Eras version to disappear after the ages is done it would help by clearing terrain tiles for the newer Eras version thus actually growing existing resources that are already placed.
It doesn't work like this. All resources are placed on the map when it is created, but most of them are invisible. This is why the AI build those worthless tundra cities in the ancient era, and it turns out that there's oil there... (The AI always "see" the map)
 
It doesn't work like this. All resources are placed on the map when it is created, but most of them are invisible. This is why the AI build those worthless tundra cities in the ancient era, and it turns out that there's oil there... (The AI always "see" the map)

Good to know how the AI works like that. I was envisioning having the Agricultural revolution for crops placements and the Animal Husbandry for livestock placements. If the map can not clear bonus resources early era Bison which are set at 0 appearance and around 50 disappearance for early to mid game extinction tiles can not be then placed with Agricultural Revolution crops or Animal Husbandry livestock later after the Bison are extinct. If I understand you correctly.

Another issue occurs here were setting wild life and game for migratory patterns of randomness with relatively low levels of appearance and then very high percentages of disappearance. My idea here was to have migratory ducks and geese for coastal areas and sport fishing along with having the pheasant and Deer migrate around a bit also. Is this possible before I try?
 
Originally posted by Awsric Armitage

...Another issue occurs here were setting wild life and game for migratory patterns of randomness with relatively low levels of appearance and then very high percentages of disappearance. My idea here was to have migratory ducks and geese for coastal areas and sport fishing along with having the pheasant and Deer migrate around a bit also. Is this possible before I try?
Appearance Ratio and Dissappearance Probability is greyed out for bonus resources, and I don't think geese fits as either strats or luxs. :crazyeye:
 
I was fooling around with my mod, which now has over 100 resources in it, and I made a file with the resource numbers. It is taken from Cassus_Belli's sheet, so I thought I'd go ahead and post it here. These are just the ones I use, but for ready reference you can decide if you want to use the same resources. I will list them first by number, then alphabetically:

Resource Numbers
TAKEN FROM CASSUS BELLI'S RESOURCE ICONS SHEET OF 1430 RESOURCES!

By Number
159 Ranch (combination of sheep, pigs & cattle icon)
185 Buffalo
224 Sheep
242 Pigs
264 Turkeys
269 Pheasants
280 Chickens
282 Hawks
283 Penguins
287 Tropical Birds
344 Squirrels
394 Ivory (the smaller elephant icon)
408 Seals
448 Salmon
454 Sea Bass
455 Mackerel
463 Tuna
465 Amberjack
468 Marlins
471 Millet
472 Cod
474 Swordfish
481 Shrimp
483 Lobster
487 Crab(s)
499 Pearls
503 Seashells
523 Rice
536 Corn
549 Potatoes
553 Berries
556 Vegetables
576 Mushrooms
600 Apples
636 Fruit
640 Citrus
641 Pineapple
655 Grapes
660 Champagne
673 Olive
674 Olives
696 Coffee
707 Tea
725 Cocoa
728 Flowers
760 Honey
771 Salt
798 Aloe
853 Herbs
863 Cotton
913 Timber
920 Bamboo
925 Coconut
929 Alpine Lake
930 Atoll
937 Clay
962 Marble
973 Granite
982 Stone
995 Emeralds
1033 Platinum
1037 Tin
1038 Silver
1077 Butter
1082 Rubies
1087 Copper
1096 Lead
1106 Sapphires
1198 Natural Gas
1231 Eskimos
1244 Native Town
1281 Relics
1294 Jade
1333 Jungle Falls
1335 Coral
1346 Beach Resort

Alphabetically
Aloe 798
Alpine Lake 929
Amberjack 465
Apples 600
Atoll 930
Bamboo 920
Beach Resort 1346
Berries 553
Buffalo 185
Butter 1077
Champagne 660
Chickens 280
Citrus 640
Clay 937
Cocoa 725
Coconut 925
Cod 472
Coffee 696
Copper 1087
Coral 1335
Corn 536
Cotton 863
Crab(s) 487
Emeralds 995
Eskimos 1231
Flowers 728
Fruit 636
Granite 973
Grapes 655
Hawks 282
Herbs 853
Honey 760
Ivory 394
Jade 1294
Jungle Falls 1333
Lead 1096
Lobster 483
Mackerel 455
Marble 962
Marlins 468
Millet 471
Mushrooms 576
Native Town 1244
Natural Gas 1198
Olive 673
Olives 674
Pearls 499
Penguins 283
Pheasants 269
Pigs 242
Pineapple 641
Platinum 1033
Potatoes 549
Ranch 159
Relics 1281
Rice 523
Rubies 1082
Salt 771
Sapphires 1106
Sea Bass 454
Seals 408
Seashells 503
Salmon 448
Sheep 224
Shrimp 481
Silver 1038
Squirrels 344
Stone 982
Swordfish 474
Tea 707
Timber 913
Tin 1037
Tropical Birds 287
Tuna 463
Turkeys 264
Vegetables 556
 
brilliant mod and excellent discussion and instructions. bump-worthy. :)
 
Hello. I want to thank all of you for all your hard work in providing people with the means of adding luxuries, units, etc. with this website. I'm having problems with the casus Belli edited resources. I downloaded it all okay, but when I open the editor, all the resources are surrounded by the purple box, and when I played the game to see whether or not the purple box was just int he editor, all the resources were black squares. The terrain info in the game said what it was, but there was no picture, nothing but a black square. Did I do something wrong? Did I copy and paste wrong? Any help with this would be much appreciated. I'm not an expert with computers, so please be patient. I know the basics, but I'm a complete idiot when it comes to programming, etc. Thanks for your time.

BK
 
I'm fairly sure you've not saved the file in 256 colours, as you should. What program do you use? The first two (photoshop) / last two (paint shop pro) colours should be magenta and the "edge"-colour (a dark yellow in the original file).
 
I used Paint shop pro. The color is magenta and there is a yellow line around each one, but the magenta box shows up in the editor and the entire thing is black in the game itself. How do I save the file in 256 colors?
 
Try using the "Save As" option, and see what options it gives you. Also try opening it with a different program. Right-click on the file, go to "Open With," and choose a different program. For example, there are some formats that Paint can't save in that Microsoft Photo and Image Editor (or whatever its name is) can, and visa versa. Play around and see what you can come up with.

EDIT: My question is whether the 32-resource bug exists or not. Cassus Belli in post 1 says it does, Mrtn says it doesn't. I also recall that the RAR mod said somewhere in its documentation that it had the highest number of allowable resources. Can anyone authoritative confirm the bug and the limits of a resource file?

A note for modders is that using invisible resources is a way to get around both the bug (if it exists) and the problem of "obsolete" bonus resources staying on the map. You can have all invisible resources use the same blank spot on your resources .pcx, allowing a much larger number without so large of a file. And because invisible resources don't have an icon, they won't make your map full of anachronisms in the late game when they should already be gone. One mod to look at that uses invisible resources very effectively is Rhye's of Civilization, if you want to see an example.
 
If anyone flames me for bumping this up, they are nuts. This is a fantastic resource for modders.
 
If anyone flames me for bumping this up, they are nuts. This is a fantastic resource for modders.

I also ask forgiveness, as I am looking for such moddability resources for my own pleasures.

Looks great!

Thanks all for contributing!

Grandpa Troll
 
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