forest: terrain to resource

lamppost4

Holder of the Light
Joined
Jan 13, 2007
Messages
286
Location
Over Yonder
I was wondering if there was anyway to make forests a resource because that would be very useful to my age of sail mod. I want the forests to retain their normal properties(ex: being able to chop them and then lose their benefits) while also having them act like a resource for building ships.
Does anyone know how to do this and could this be done w/ an improvement maybe?
 
did you want all forest tiles to act as a resource, or have it as a regular resource?
Regular resource is by far the simpler option, as you'd just need an appropriate graphic for it (you could make one yourself or request one. Actually i might be able to make you one), then just add it in as you would any other resource into the appropriate xml files.

The first option would be trickier, and require some coding.
 
Well I'm not one for coding so I guess that is not an option. If you could make me that resource though, that would be great.
 
I'll have a look at it (as well as a coupla tutorials). how quickly did you want it? my weeks are pretty variable, so i'm hesitant to give you an ETA, except to say that i'll work on it when i get a chance
 
Enable the lumber mill earlier - then they serve as a resource, and can be cut later.
 
Moopoo: I don't really have my mod working yet so I guess it doesn't really matter when you get it done. I just want it eventually so work at your own pace.

IronicBuddha: ...?, could you explain that better?
 
Yea sure, enable the lumbermill so that you can use forests without destroying them. Then edit the XML so that they provide a resource - timber. That way you have two options when dealing with forests, use them as a resource or chop them.
 
Yea sure, enable the lumbermill so that you can use forests without destroying them. Then edit the XML so that they provide a resource - timber. That way you have two options when dealing with forests, use them as a resource or chop them.

Ok, I will look into that. So what xml tag would allow this to happen?
 
Another alternative, one used in The Ancient Mediterranean Mod was to have certain forest and jungle squares spawn a "Timber" resource. The idea here is that timber is more valuable than regular wood-especially for building ships and the like. If you have the Lumber Mill be able to connect up to both regular forest and timber forests (the way mines can hook up mineral resources or regular hills), then that might just work!

Aussie_Lurker.
 
That's what I was thinking, Aussie (OMG! You're in adelaide too! :D).

However, Am I right in thinking you looking for a system closer to Buddha's, lamppost?
 
Yep, pretty much.

Aussie.
 
I will take any idea that doesn't require python or sdk coding because I don't know that.
 
So when TAM does their timber resource so it only spawns on forest, that can be done in xml right?
 
yes, its in the resources xml. Its not very hard for an intermediate modder. Just look at the way other resources spawn in certain terrains and/or features.
 
yes, its in the resources xml. Its not very hard for an intermediate modder. Just look at the way other resources spawn in certain terrains and/or features.

Ok I think I got it. Will try it this weekend.
 
I guess a big tree would be good as long as people can see it through the forest. And if its not too much work, could you maybe make like 3 or 4? I just want them to look different whether it be color wise or actually different.
 
something like this
lumber.png
maybe?

and I would just call it "lumber"

Shiggs
 
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