Horem's Art Resource's

You would change Coffee to be Luxury like this:-
Code:
		<Row>
			<Type>RESOURCE_COFFEE</Type>
			[B]<Happiness>4</Happiness>[/B]
			<TechReveal>TECH_NAVIGATION</TechReveal>
			<TechCityTrade>TECH_NAVIGATION</TechCityTrade>
			<Description>TXT_KEY_RESOURCE_COFFEE</Description>
			<Civilopedia>TXT_KEY_CIV5_RESOURCE_COFFEE_TEXT</Civilopedia>
			<Help>TXT_KEY_RESOURCE_COFFEE_HELP</Help>
			[B]<ResourceClassType>RESOURCECLASS_LUXURY</ResourceClassType>[/B]
			<ArtDefineTag>ART_DEF_RESOURCE_COFFEE_BEANS</ArtDefineTag>
			<PlacementOrder>4</PlacementOrder>
			<ConstAppearance>50</ConstAppearance>
			<MinAreaSize>3</MinAreaSize>
			<MaxLatitude>90</MaxLatitude>
			<RandApp1>25</RandApp1>
			<RandApp2>25</RandApp2>
			<Unique>1</Unique>
			<TilesPer>5</TilesPer>
			<Hills>true</Hills>
			<Normalize>true</Normalize>
			<IconString>[ICON_RES_COFFEE]</IconString>
			<PortraitIndex>14</PortraitIndex>
			<IconAtlas>NEW_RESOURCE_ATLAS</IconAtlas>
		</Row>
The bits in bold are what I changed from the original bit of code.

Also you should edit this entry in Resource_YieldChanges:-
Code:
		<Row>
			<ResourceType>RESOURCE_COFFEE</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>

If you wish it to produce more food, or you can change YieldType to YIELD_GOLD or any other yield(science, culture, faith, production), or you can add a new entry so that the resource will give two yields, copy the origninal entry(2nd bit of code above) and paste it in under the original, changing the YieldType to what you wish.
 
Thanks for your advices.

I tried all this. The happiness works, coffee is now tradable, great !

But I failed the operations that change the yield. The way I've done it, none of the resources appears on my test map...

My wish is to add a yield with gold to coffee. So must I add :

<YieldType>YIELD_GOLD</YieldType>
<Yield>1</Yield>

and this just under the 3 lines that already figures there (with no space between) ?
 
Code:
		<Row>
			<ResourceType>RESOURCE_COFFEE</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>

Like that. So it look like..
Code:
		<Row>
			<ResourceType>RESOURCE_COFFEE</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<ResourceType>RESOURCE_COFFEE</ResourceType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>

The way I've done it, none of the resources appears on my test map...

By that you mean in your own mod or just ours edited?
 
Since I plan to use only a few of the new resources in my Norse modpack-to-be (and change some data for most of them), I'm putting each entry into a separate XML file to make editing and bug-finding easier: amber.xml, barley.xml, and so on. Of course, you'll still get credit as the original coder for the resources I didn't add to the list--and "special thanks" for letting me use those as a guide to create more. :thanx:

Two related questions:

  1. I'd like to add some font icons (from a different atlas, already made) for some resources that currently have [ICON_RES_NO] in your code. As long as that second atlas is imported and named correctly in the code, is this doable?
  2. Is there a way to make this mod compatible with framedarchitecture's resource mods (assuming that I use his version of Coffee, and his placement code)? Both of you have done outstanding jobs, so I'd much rather have your creations and his available in the same saved game.


Thank you again for accepting my earlier requests, and for doing so well with them. You ought to consider sending a resumé to Firaxis!
 
It seems to work this way. But I figure that this wasn't my real problem at first. I did not wanted to make coffee a better luxury than others, just the same. Just like spices or silk.

So I'm still wondering why plantation improvement doesn't seem to work as with the game's initial luxury like coton or silk.

For example : you have a tile with grassland (bonus=2food) with silk on it (bonus=2gold).
When you ask your workers to add the plantation, the tile gives you 3food + 3gold, as the plantation added 1food+1gold. If you try the same with coffee (with the same bonus=2gold) on a grass tile, plantation only add +1gold.
 
When you ask your workers to add the plantation, the tile gives you 3food + 3gold, as the plantation added 1food+1gold. If you try the same with coffee (with the same bonus=2gold) on a grass tile, plantation only add +1gold.

That is set in improvements, I did not include changes too improvments, since its a graphic modcomp I kept the changes to the minimum so people could see some examples :)

Example: Add this at the bottom(But before the </GameData>) of the Resources.xml:-
Code:
<Improvement_ResourceType_Yields>
	<Row>
		<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
		<ResourceType>RESOURCE_COFFEE</ResourceType>
		<YieldType>YIELD_GOLD</YieldType>
		<Yield>1</Yield>
	</Row>
</Improvement_ResourceType_Yields>
Two related questions:

I'd like to add some font icons (from a different atlas, already made) for some resources that currently have [ICON_RES_NO] in your code. As long as that second atlas is imported and named correctly in the code, is this doable?
Is there a way to make this mod compatible with framedarchitecture's resource mods (assuming that I use his version of Coffee, and his placement code)? Both of you have done outstanding jobs, so I'd much rather have your creations and his available in the same saved game.

1. TBh I have no clue about font icons. I have not delved that deep into the art yet.
2. If your mix and matching to add to your own mod I do not see why you can not include elements of both mods, you would use FA's resource distribution script rather than the custom AssignStartingPlots.lua, just add the resources you want from here to his script, I think originaly it was Deepblues script. Poke FA to see how to add to it, I never got along with it hense the custom AssignStartingPlots.lua
 
Some sea resources plz?

Like a broad category -

Shrimps -( includes lobsters,crayfish,shrimps,prawns,langoustines, scampis etc)?

Shellfish - (includes abalone,clams,scallops, mussels) etc?

Would like Poultry, Tubers, Rubber(especially), Platinum, Jade, Herbs and Coconut as well .


Thanks for your fantastic work by the way.
 
No animal art sorry, that includes the sea, have limited access to the gr2's(IndiestonesNexusBuddy) and unfortunatly that does not include animated resources(animals + wheat)
 
Ahh, cant we just make non animated resources? Or am i missing something(Sorry for being a noob)?
 
All the things are working now, thanks a lot !

One last thing : is it possible that I change the name of resource, in order to put the french name of it ? Like "café" instead of "coffee" ? If yes, what lines should I modify?
 
I'm also wondering wich way I could help by creating new resources (like bronze, platinium wich are true luxury metal resources) ? Is thit hard for a newcomer like me, and what do I need to do it ?
 
I'm also wondering wich way I could help by creating new resources (like bronze, platinium wich are true luxury metal resources) ? Is thit hard for a newcomer like me, and what do I need to do it ?

You need to do ALOT to get them working right, not somthing for a beginner tbh.

One last thing : is it possible that I change the name of resource, in order to put the french name of it ? Like "café" instead of "coffee" ? If yes, what lines should I modify?

That is set in the ResourceText.xml file

Quote:
Originally Posted by starverse View Post
Ahh, cant we just make non animated resources? Or am i missing something(Sorry for being a noob)?
The problem is not the animation per se, but that the resources that happen to be animated also tend to happen to have textures which we can't change.
__________________
Yet....
 
Tea, Coconut and Rubber nearly done, as well as the rest of the Strategic View icons. Will release tomorrow at some point.
 
@Isnorden - I have been think over Honey, I cant seem to get a decent enough art to make honey, although you could have it as a manufactured resource:- Building - Beehives, Requirements Flax or Poppy in city radius.
 
Tea, Coconut and Rubber nearly done, as well as the rest of the Strategic View icons. Will release tomorrow at some point.

:woohoo: Cant wait to this this all in action, and really to see the SV icons.
 
Very cool. I always love seeing more resources. Also are all the resources luxury and if not could you tweak some buildings to need these resources
 
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