New Resources

I have investigated that and I still don't believe there is a limit anywhere close (at least no limit that we cannot fix).
The rabbit problem was simply because one font file had the rabbit resource, the other did not and all font ID references seem to be one off so walrus actually tried to use rabbit resource icon and rabbit pointed to nonexisting icon. Seal used the walrus resource icon.
I fixed it and the font size problem disappeared.

Both camel and bison do not have an icon in the fonts and point to a scroll icon.

So whenever you add a resource, you have to add the icon to both font TGAs (don't break the 1 pixel borders between icons and don't forget the alpha). There is still a lot of space in both. Refer to them in the art define with <FontButtonIndex>107</FontButtonIndex> meaning the space number 108 in the TGAs.
 
I have investigated that and I still don't believe there is a limit anywhere close (at least no limit that we cannot fix).
The rabbit problem was simply because one font file had the rabbit resource, the other did not and all font ID references seem to be one off so walrus actually tried to use rabbit resource icon and rabbit pointed to nonexisting icon. Seal used the walrus resource icon.
I fixed it and the font size problem disappeared.

Both camel and bison do not have an icon in the fonts and point to a scroll icon.

So whenever you add a resource, you have to add the icon to both font TGAs (don't break the 1 pixel borders between icons and don't forget the alpha). There is still a lot of space in both. Refer to them in the art define with <FontButtonIndex>107</FontButtonIndex> meaning the space number 108 in the TGAs.
So, does this mean the end of the Resource limit?
 
So in trying to figure out a building for units to convert them to requiring a building instead of resources I have run into a problem. Boats for example after wooden ship have all sorts of combos. Such as ..

Iron Frigate = Sulphur + (Iron OR Steel)
Iron Clad = Coal + (Iron OR Steel)
Destroyer = (Coal OR Oil Products) + Steel
Transport = Oil Products OR Uranium

And so on. Thus having Sulphur, Coal, Oil Products, Uranium, Iron, Steel and even Aluminum as required resources.

You cannot have (Sulphur OR Coal OR Oil Products OR Uranium) AND (Iron OR Steel OR Aluminum) Also if I am converting Oil Production, Steel and Aluminum into goods then I have a send problem that you cannot have resource OR building.

I would rather not have everything put back since I have gone so far converting building requirements to goods instead of resources. As it is now I would have to make a whole bunch of different building for each type of unit requirement combo. This seems very stupid.

I am thinking perhaps the better solution is to have say Good (Parts) plus the various resouces and just substitute oil for oil products. For example ...

Iron Frigate = Sulphur + Good (Parts)
Iron Clad = Coal + Good (Parts)
Destroyer = (Coal OR Oil) + Good (Parts)
Transport = (Oil OR Uranium) + Good (Parts)

I am not as happy wit this solution. Any ideas? It would be much esier if units could require more than one building. Grrr.
 
Hmm. Thinking about it units can require more than one building if buildings can require more than one building/or "OR building" and the building required for the unit is at the top of a chain.

For instance:

Iron Frigate requires Sulphur + Modern Drydock.
Modern Drydock requires Iron Smith OR Good (Steel).
Iron Smith requires Iron.

Cheers
 
Hmm. Thinking about it units can require more than one building if buildings can require more than one building/or "OR building" and the building required for the unit is at the top of a chain.

For instance:

Iron Frigate requires Sulphur + Modern Drydock.
Modern Drydock requires Iron Smith OR Good (Steel).
Iron Smith requires Iron.

Cheers

Yes I have already looked over this idea. The problem becomes when some boats like Modern Destroyer require Steel. If you say have Modern destroyer requires Modern Drydock then that means you can make a Modern Destroyer out of iron. Should that be allowed? Or do we need to make yet another building that only requires Good (Steel)?

Here are some more examples of current boat requirements.

- Stiletto Boat = Aluminum + Oil Products
- Modern Frigate = (Oil Products OR Uranium)
- Landin Ship Tank = (Oil Products OR Uranium)
- Modern Destroyer = Steel + (Oil Products OR Uranium)
- Stealth Destroyer = Steel + (Oil Products OR Uranium)

As you can see some are similar and some are not.

Personally I think the "Modern Drydock" or whatever its will be called requires like Iron or Steel or Aluminum or Titanium. Basically if its a metal it will work for the hull.

I was also thinking that I could give the "Goods" themselves a bonus such as Steel could give +XP to sea units.
 
I agree that any metal could help. You could also increase build costs a lot, like double and then set attributes for the goods to build certain boats faster, i.e;

Stiletto Boat builds +100% faster with Aluminum.
Modern Frigate and Landing Ship Tank builds +50% faster with Uranium and +50% with Oil Products.
Modern and Stealth Destroyers builds +50% faster with Steel and +25% faster with Oil and Uranium.

That coupled with Good bonus XPs should bring it to where different nations vary in what ships are good for them to build.

Though, thinking about it a Light Hulls Drydock (requires Steel OR Aluminum and Modern Drydock) could be required for certain ships as well as granting Navigation 1 free for metal ships built in that city.

Cheers
 
I have investigated that and I still don't believe there is a limit anywhere close (at least no limit that we cannot fix).
The rabbit problem was simply because one font file had the rabbit resource, the other did not and all font ID references seem to be one off so walrus actually tried to use rabbit resource icon and rabbit pointed to nonexisting icon. Seal used the walrus resource icon.
I fixed it and the font size problem disappeared.

Both camel and bison do not have an icon in the fonts and point to a scroll icon.

So whenever you add a resource, you have to add the icon to both font TGAs (don't break the 1 pixel borders between icons and don't forget the alpha). There is still a lot of space in both. Refer to them in the art define with <FontButtonIndex>107</FontButtonIndex> meaning the space number 108 in the TGAs.
There is a game font editor out there now. Unfortunately most resources don't come with game fonts or buttons. :)

BtW if you are going to remove steel, how are you doing to handle railroads which require the tech and steel?

Edit, also the Statue of Liberty which requires two steel?
 
Shouldn't the Statue of Liberty be a gifted wonder... ;)
After all the French built it for the USA while USA built the pedestal and provided the site.

Cheers
 
There is a game font editor out there now. Unfortunately most resources don't come with game fonts or buttons. :)

BtW if you are going to remove steel, how are you doing to handle railroads which require the tech and steel?

Edit, also the Statue of Liberty which requires two steel?

Don't railroads require Steel tech and not Steel resource? And statue of Liberty would just require Good (Steel) and then apply faster production of Statue of Liberty on the Good (Steel) building.
 
Don't railroads require Steel tech and not Steel resource? And statue of Liberty would just require Good (Steel) and then apply faster production of Statue of Liberty on the Good (Steel) building.

No railroads need steam engine tech and steel resource.

So you think the Statue of Liberty is not as important and therefor as difficult to build as Zappara.:mischief: It should require two steel mills, at least that way the steel mils will be useful.
 
So you think the Statue of Liberty is not as important and therefor as difficult to build as Zappara.:mischief: It should require two steel mills, at least that way the steel mils will be useful.

Sorry, your right it has a steel mill. That's fine. Steel Mill is a building. However it says only 1 Steel Mill and Copper increases production, not Steel. So there should not be a problem. I would not care if it required 2 steel mills. However it is only available under Liberal civic too. So its a little harder to get anyways.

No railroads need steam engine tech and steel resource.

Hmm. I am not sure what to do other than remove the Steel requirement from railroads, maybe replace it with iron instead.
 
This may be unrealistic, but I was thinking that if we're going on a resource adding spree, that it will necessitate a new game to get a balanced setup. Would it be possible to add a python script to Make a hotkey (ala ctrl-shift-T) to scan for resources not on the map and add them using normal rules, without starting a new game? This would be a whole lot better than the alternative, which is using the WB.
 
Hmm. I am not sure what to do other than remove the Steel requirement from railroads, maybe replace it with iron instead.

If you are removing the steel requirement for railroads then you should get rid of the "electric railroad" and "highway" routes which were originally alternatives available for nations without steel.
 
I have been able to fix the limited resource problem.
Rearranging the characters loaded in CvGameTextMgr::getFontSymbols so it fits to the font file and uses the right amount of padding and changing the font file to fit the start of the generic symbols to the padding of 25 per row did the job.
The full set of resources that Dancing provided as a test case worked fine with the change (and caused a shift in the symbols without).
 
I have been able to fix the limited resource problem.
Rearranging the characters loaded in CvGameTextMgr::getFontSymbols so it fits to the font file and uses the right amount of padding and changing the font file to fit the start of the generic symbols to the padding of 25 per row did the job.
The full set of resources that Dancing provided as a test case worked fine with the change (and caused a shift in the symbols without).

Excellent! Now we can choose between making something a good or a resource freely, based only on game-play/realism decisions about whether or not it should be tradeable :-)
 
I have been able to fix the limited resource problem.
Rearranging the characters loaded in CvGameTextMgr::getFontSymbols so it fits to the font file and uses the right amount of padding and changing the font file to fit the start of the generic symbols to the padding of 25 per row did the job.
The full set of resources that Dancing provided as a test case worked fine with the change (and caused a shift in the symbols without).

Oy. So which way should I go? Finish removing all building made resources, or reverse direction and make all goods into resources?
 
Oy. So which way should I go? Finish removing all building made resources, or reverse direction and make all goods into resources?

Changing ALL (!!!) Goods into resources seems to go to far (+120 resources? WOW!)... metals (Titanium, Platinium,...) should be resources plus all that are natural and maybe a few are made by "human hands"...

Salute!
 
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