Cassus_Belli
E pluribus unum
REPLY to LouLong
LouLong Wrote: Actually I just have one question : wouldn't the size of the file slow the Civ33 program ?
I plan on using your file more for a source (rather rich ) than in the actual game as it is for that reason but maybe there is no need.
Of course you can use the file as a source, or as a replacement for the original files, your option.
As far as using the Casus Belli's edited compilation v1.02_resources and Casus Belli's edited compilation v1.02_resources_shadows PCX sheets (they are 799 KB and 417 KB in size, respectively) in place of the games original resources.pcx and resources_shadows.pcx sheets: This has caused me no problems.
When playing an unmodified normal game, Civ only recognizes the original sequence of 22 icons, and Ive found this to have no altering effect on game play what-so-ever. Any additional resource icons have to be selected through the CivEditor before the game will recognize them.
But I need to say that the most resource icons that Ive personally used in a single MOD has only been a hundred or so, though this likewise, has not slowed or altered my game play. However, I have no idea what would happen if one actually tried to incorporate ALL of the icons in a single MOD, whether it would slow things down or not???
MRTN stated earlier that he: wouldn't recommend using a thousand resources if you want it on a random map, as only about 4% of the map will ever be covered with resources, and the map generator starts at the beginning of the list, so the chance is that most of the later resources will never appear.
He seems to know his stuff.
As far as a MAP with pre-applied resources, Im not sure how many one could get away with before the game would slow, if at all. I imagine that it would depend on the programmed capabilities of the game as well as the individual PC (i.e. CPU, RAM, and Graphics card, etc.). Im using a Pentium Celeron 1.3 Ghz, with over 500 MB of PC 133 RAM, and a Radeon 7500, 64MB graphics card, and Ive had no noticeable slow-down problems, yet. So I doubt any of the newer and faster machines would have difficulties. As far as a PC slower than this, I couldnt say.
But this is one of the reasons why I provided those relatively BLANK 12x12 resource sheets. To provide additional options for the individual preference.
Just for reference on large files. Ive used Zulus units_32.pcx with 1000+ icons sheet in place of the original and had no problem with game play, even with 2-300 separate unit icons selected in a MOD.
So I honestly do not think that you need to fear using my resource sheet as a substitute for the original. But make sure you back up the original before trying, just in case.
Let me know how it works for you?
CB
LouLong Wrote: Actually I just have one question : wouldn't the size of the file slow the Civ33 program ?
I plan on using your file more for a source (rather rich ) than in the actual game as it is for that reason but maybe there is no need.
Of course you can use the file as a source, or as a replacement for the original files, your option.
As far as using the Casus Belli's edited compilation v1.02_resources and Casus Belli's edited compilation v1.02_resources_shadows PCX sheets (they are 799 KB and 417 KB in size, respectively) in place of the games original resources.pcx and resources_shadows.pcx sheets: This has caused me no problems.
When playing an unmodified normal game, Civ only recognizes the original sequence of 22 icons, and Ive found this to have no altering effect on game play what-so-ever. Any additional resource icons have to be selected through the CivEditor before the game will recognize them.
But I need to say that the most resource icons that Ive personally used in a single MOD has only been a hundred or so, though this likewise, has not slowed or altered my game play. However, I have no idea what would happen if one actually tried to incorporate ALL of the icons in a single MOD, whether it would slow things down or not???
MRTN stated earlier that he: wouldn't recommend using a thousand resources if you want it on a random map, as only about 4% of the map will ever be covered with resources, and the map generator starts at the beginning of the list, so the chance is that most of the later resources will never appear.
He seems to know his stuff.
As far as a MAP with pre-applied resources, Im not sure how many one could get away with before the game would slow, if at all. I imagine that it would depend on the programmed capabilities of the game as well as the individual PC (i.e. CPU, RAM, and Graphics card, etc.). Im using a Pentium Celeron 1.3 Ghz, with over 500 MB of PC 133 RAM, and a Radeon 7500, 64MB graphics card, and Ive had no noticeable slow-down problems, yet. So I doubt any of the newer and faster machines would have difficulties. As far as a PC slower than this, I couldnt say.
But this is one of the reasons why I provided those relatively BLANK 12x12 resource sheets. To provide additional options for the individual preference.
Just for reference on large files. Ive used Zulus units_32.pcx with 1000+ icons sheet in place of the original and had no problem with game play, even with 2-300 separate unit icons selected in a MOD.
So I honestly do not think that you need to fear using my resource sheet as a substitute for the original. But make sure you back up the original before trying, just in case.
Let me know how it works for you?
CB