Horem's Art Resource's

@Horem: In the mod I'm working on now, I changed Barley (a bonus resource) so that it uses IMPROVEMENT_FARM, not IMPROVEMENT_PLANTATION. Would this cause any problems with the artwork and/or worker automation? Please let me know soon!
 
@Horem: In the mod I'm working on now, I changed Barley (a bonus resource) so that it uses IMPROVEMENT_FARM, not IMPROVEMENT_PLANTATION. Would this cause any problems with the artwork and/or worker automation? Please let me know soon!

I did that, but the art files seem to be connected with the plantation, therefore when I played the game with it in as improved by a farm, it worked in terms of the +1 food (or at least I think it did), but it didn't looked "farmed" - ie the graphics stayed the same after farming.
 
Requires a plantation sorry, I couldnt reskin Wheat(thwe only resource the requires a farm) due to some hidden textures and stuff in the gr2's(have limited acess to these due to limited tools, IndiestoneNexusbuddy), so its a sugar reskin, hense the plantation.
 
Hmmm...it's times like this that I agree with all the modders who are begging Firaxis to finish and release the Civ5 DLL editor. :please: Since players expect a plantation crop to be a luxury, I ought to at least note in Civilopedia that barley is an exception to the rules. (Making beer a luxury is logical--I've already coded that into my mod upgrade--but the raw material is another story. Besides its use in brewing, barley is also used as animal feed and as a cheaper food source than wheat. Hardly something to bribe another civ with in a trade agreement! :lol: )
 
So, would it be possible to try and see if the code to change how wheat appears could be found, and take put that into the barley so that it has the sugar first, but then changes to a wheat (which I'm pretty sure is just a recoloured farm) style model when improved?
 
@Pouakai: If that were possible without a DLL hack, I'd prefer to do it that way. As it is, I added notes and disclaimers to the descriptive text (see my attached .rar file).
 

Attachments

So, would it be possible to try and see if the code to change how wheat appears could be found, and take put that into the barley so that it has the sugar first, but then changes to a wheat (which I'm pretty sure is just a recoloured farm) style model when improved?

Thats the problem....the textures it points at do not exist, the game seems to meld other textures together to form a dds(the file that I cant find), thier either hidden in the gr2 or in a fpk that is either not available to us or simply not unpacked. Its the same deal with animals.
 
Not from my experience, I tried a Black Cow and a Black sheep with all the textures/gr's/fxsxml's accociated changed and it still displayed a Vanilla cow, same goes for wheat.
 
Thanks for the new resources, the mod works well in game. However, I want to delete some resources and rename/modify others, is there any way to do that? At some point, the resources didn't get placed on the map. Is it a problem with me changing the XML or AssignStartingPlots? I think you mentioned at least renaming is possible.
 
What you add or remove you have to do both in the xml's and AssignStartingPlots.lua. Simple modifications like name changes, outputs you can just do within the xml's. See my Guide in Sig or addign removing from assignstartingplots.
 
I managed to delete the other resources, and tested this using an ingame editor. The graphics seem to be fine, but the resources have a 'TXT_KEY_...' phrase. Whenever I modify the AssignStartingPlots, any game I start instantly goes to the "you have been defeated" screen. Also, the corner map shows a funny looking pattern with jagged white/blue lines.:confused:
 
I managed to delete the other resources, and tested this using an ingame editor. The graphics seem to be fine, but the resources have a 'TXT_KEY_...' phrase. Whenever I modify the AssignStartingPlots, any game I start instantly goes to the "you have been defeated" screen. Also, the corner map shows a funny looking pattern with jagged white/blue lines.:confused:
That is a problem. The AssignStartingPlots should be fixed to prevent Ozymandias from coming at the start of every game.
 
If your getting instant defeat, either something is conflicting(another mod) or you broken AssignStartingPlots.lua and it all died before it started.
 
Yeah, thats pretty much what's happening. Gods of Kings' screenshot is basically what I see when I start a game. All I did to the AssignStartingPlots was delete some resources at the necessary lines and modify the amount based on your guide. So, I have no idea whats wrong. Thanks for the help though guys.
 
what's the logs say, it will point ya to the line it crashes at(assignstartingplots) it probably something very simple like you removed a "," or messed up removing a "elseif" statement ect.
 
It turns out I did forget a comma in the AssignStartPlots. Once I added that, everything works perfectly and the resources load. :cool: Now all I have to do is get rid of the TXT_KEY problem with the resources' names.
 
After some more work and modifying the art, I finally made rice, corn, potato, and soy resources based on some of yours. Sorry if the results are a bit sloppy, since I have little experience as you could tell. I've included the modified resource mod (same name in mod menu ingame, but different name in MODS folder). There's still alot that needs to be done, but I don't know if I have time. Anyways, thanks for all the help!
 

Attachments

Back
Top Bottom