Modding Q&A

How do I add a resource and have it appear in the game? I've followed the instructions and have added the resource and shadow to the Art sheet. I have set the terrains to possibly spawn it in the editor and have the strategic resource set a 160 appearance ratio. Yet in debug testing I can never see the new resource. What step is missing?
In your list at least the pediaicons text entry for the resource is missing.
 
In your list at least the pediaicons text entry for the resource is missing.
I already have this

#ICON_GOOD_Titanium
art\civilopedia\icons\resources\titaniumlarge.pcx
art\civilopedia\icons\resources\titaniumsmall.pcx

in the pedialcon. I still can't see titanium spawn on debug.
 
32 entries in editor, not in pedia icons, if you mean it. Also Flintlock patch should fix the bug. I am no very familiar with it, I hope other civers would share more info. But if your resource is not one of the first 32 in the editor, I definitely suggest replacing one of the first 32 with it just to check if it worked.

Also, I am talking about entries in editor, not number of the icon in each entry.
 
Predator145, it is always difficult to find something wrong without having a look into the files. May be a first step could be to check, if it is a systematic or only a graphical problem. As you are operating with the Quintillus editor and if your scenario has a fixed map, open the biq with that editor and have a look into the Good registry. The Quintillus editor shows the number of the individual resources on the map. If no number is shown, this should be a systematic error. If a number is shown, it is a graphical problem (may be a problem with your Virtual Store).

Quintillus Good.jpg


If the modded biq has no map, give it a map added with the editor, and than check that map with the Quintillus editor.

Btw.: The ghost resources bug (32 entries) should give additional resources and also the normal resources and additionally that bug should be fixed with the last versions of the Flintlock mod.
 
Regarding the "32 Strategic/Luxury Resources", they do not have to all be the first 32 Resources in the Biq but without explaining it, that is the easiest way.
For example, I have "Evil Skull" strategic Resource in the Biq at number 44.

CorvusFortis... I agree with Civinator, difficult to provide an answer without looking into all files and settings including the Graphics.
 
IIRC @Civinator nailed this one by giving Palaces the "Allow Air Trade" Flag.

Thanks, yet I suppose that was the way to reduce the number of trade routes without removing them competely.

Well, another question - when setting corruption rate in governments, is communal corruption strictly better than minimal? Or there are situation when minimal is more preferable?
 
How to force AI build certain improvements? I have 4 separate culture-specific small wonders which autoproduce settlers. Shield cost is set to 0, so they can be built in a single turn. They all have some additional bonus (double strength against barbs, healing at an enemy territory, etc.) and produce some culture. Out of 16 civs, only 2 build this SW at the start of the game. They belong to different cultures and share nothing in common - neither civ traits, nor building preferences. I have no idea, why they do it, and other civs simply prefere to spam workers and basic combat units. I removed all "build often" flags for units for all the civs, tried to play with civ traits and flavour - to no avail. AI simply refuses to construct that wonder, except 2 civs which have nothing in common. I even checked other mods with similar mechanics, but it didn't help much either.

I have no idea at this point, really. Can anyone, please, help with that?
Use the Flinlock perfume. The AI is very slow to build small wonders otherwise.
 
How do I add a resource and have it appear in the game? I've followed the instructions and have added the resource and shadow to the Art sheet. I have set the terrains to possibly spawn it in the editor and have the strategic resource set a 160 appearance ratio. Yet in debug testing I can never see the new resource. What step is missing?
I'd forgotten about this: [TUTORIAL] How to Add Natural Resources to Sid Meier's Civilization III Conquests v01

EDIT: I forgot this one.


:D
 
Last edited:
Can anyone explain what might be the cause of terrain value (and terrain bonus) being zero? I can see no damage on the square, my troops can walk on it with no issue. There seems to be no reason as to why the terrain value is zero. Any help would be much appreciated!

Also is there a step by step tutorial how to use gimp to fix color pallet issues? I have a few units I'd like to scale (they work fine), I've scaled units many times, however when I scale these units all of a sudden they have square blocks around them (the see through color is wrong). I'd love a tutorial on how to fix via gimp.

The issue at hand can be seen in the two files "Attack" is the original file, no issues with transparency (despite the magenta part of the pallet being blue) "Attack copy" is the resized version in which now there is a transparency problem. . no idea why.
 

Attachments

Last edited:
If I have barbarians attacking a settlement with no_raze enabled, will they destroy a level one settlement, or just pillage it? (I have pre placed settlements which I do not want destroyed, however I'd like for the barbarians to have some sophisticated attack units, who can really challenge the player/AI civilizations. . . ideally I want one area to essentially remain level one settlements (with potential for growth though) because of the perpetual barbarian attacks, which will force actual armies to be sent to that area to clean things up)?

Thanks!
 
If I have barbarians attacking a settlement with no_raze enabled, will they destroy a level one settlement, or just pillage it? (I have pre placed settlements which I do not want destroyed, however I'd like for the barbarians to have some sophisticated attack units, who can really challenge the player/AI civilizations. . . ideally I want one area to essentially remain level one settlements (with potential for growth though) because of the perpetual barbarian attacks, which will force actual armies to be sent to that area to clean things up)?

Thanks!
Barbarians attacking a settlement will just pillage it without destroying it. In my mods of Test of Time I have large numbers of quite ferocious dinosaurs which keep destroying settlers, which does a nice job of keeping opposing civilizations with population 1 cities. They keep building settlers, and the dinosaurs keep eating them. T-Rexs love to eat settlers. I have upgraded the dinosaurs a bit. Maybe more than a bit. They are more like living modern tanks. Now, if you want to use more standard barbarians, I would recommend something like the Cossack with boosted high points to compensate for them being created as conscripts. Unless you really want to be nasty, in which case the Panzer with boosted hit points would fit the bill.

I tend to like nasty barbarians. They give me and the AI fits.
 
only one single time . ı keep playing a scenario where my settlers are auto produced by a small wonder that quickly expires . Settled next to a mass of barbarians on a mountain where ı didn't yet have the ability to attack . G ı bought a lot of things to deplete my treasury . Expecting those 20 or 30 barbarian steal a little money and be off the game . They finally razed my town . Don't know but someone with spare time maybe might try if that ever happens again ?
 
Apologies, but I can't easily find an answer to this question.

Q: switching corruption to 'off' for a government does not end corruption. So what level of corruption is the 'off' setting? Is it less corrupt than 'minimal'?

I created an all powerful late game Government with corruption 'off' and generous unit support and none of the AI want to pick it. :D
 
Back
Top Bottom