Hydromancerx
C2C Modder
Well I guess before I change any buildings or units we should put back in the resources that are now goods. I suppose this would be a huge test if we break stuff.
Well I guess before I change any buildings or units we should put back in the resources that are now goods. I suppose this would be a huge test if we break stuff.
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!
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).
@Hydro, I do have a cloth and bunch of gem resources ready. Personally, I would prefer them as manufactured resources rather than map resources. Gems include amber, jade, emeralds, rubies, sapphires and diamonds.
I have "Cloth" too. I also have "Raw Gems" and "Cut Gems". I would only want more types of gems if they are map resources. Otherwise its easier just to simply them to say "Cut Gems". As for the upgrade chain I have this ...
Gem Resource -> City Vicinity Building -> Good (Raw Gems)-> Gem Cutter -> Good (Cut Gems) -> Jeweler -> Good (Jewelery)
How do you propose we alter this?
Not really historically accurate is it.If you had gone the soft gems/hard gems route then perhaps. Cut gems are fairly modern. carved and shaped gems have been around for ever eg cabochons. Soft gems like amber and jade are easily worked, harder gems like amethyst have been turned into beads since before copper was used.
strategyonly said:I think your going to have to STOP all the resources. Too many little things are happening back again.
The only reason I can see for moving something from a good to a resource is if it is going to be tradable. If everyone will have the good/resource then it is better off as a good. If it is something that only some nations will have then it can be a resource.
@C2C Team
So which way should I be focusing? Goods System or Resource System?
Goods System
All building made resources such as Steel or Aluminum are converted into Goods. The buildings and units they effect need to be converted such boats, tanks, and aircraft. Getting the number under the known safe limit is key in adding any new map resources like titanium or poultry.
Resource System
All Goods are converted into building made resources. Building changes thus need to require resources instead of goods. Most units already have resource requirements so no much work to do for that. The down side is there are around 60 goods to convert into resources of which only around 20 have been converted.
As you can see I have a lot of work either way. Which way should I be working on? Adding more resources or converting building made resources into Goods? Both tasks will take a lot of effort to do if I want to get it in before the freeze. And if we freeze now we have like it particularly done in both directions. Which is a mess.
The only reason I can see for moving something from a good to a resource is if it is going to be tradable. If everyone will have the good/resource then it is better off as a good. If it is something that only some nations will have then it can be a resource.
I don't mind having a lot of the goods included as resources... those can thus be tied into new corporations and such as well.
But cultures as resources... now that's deserving of its own thread to rethink the whole manner in which cultures are achieved... Hydro, could you do us the favor of explaining how the 'new' culture mechanism would play out then?