New Resources

@EldrinFal

Well I am converting as many as I can. One main reason is for transparency. Goods happen to be hard to track in the civpedia on what makes what. Resource on the other hand are easily traceable on what building makes what resource.

Since you are the most intimately familiar with the system, go with what feels best to you. :) In regards to keeping track, relying on the Civilopedia isn't all that great imho. You should have your own tracking system whether that is some kind of db or a spreadsheet.
 
Since you are the most intimately familiar with the system, go with what feels best to you. :) In regards to keeping track, relying on the Civilopedia isn't all that great imho. You should have your own tracking system whether that is some kind of db or a spreadsheet.

Well one dumb thing buildings would do is if it required X OR Y building it would not be trackable. While if its was X AND Y building then you could track what building is required.

In addition you could never see what building produced a free building. But you could see what free building was produced on a building. Thus you could track forwards but not backwards. Which was very confusing of what you needed without having to know what it was.
 
That all touches on what I'm trying to develop here. A data management system that is much more effective than the civopedia has certainly become necessary to establish and religiously maintain. (that last part's going to be the tough bit)

Soon, I'm going to need a week where buildings are stable and have gone through no updates so we can get a solid platform for the db to come together with.

I think I've developed the structure fairly well for the data base to start with but still working out some details. Taking longer than I'd hoped and the updating process isn't going to be so smooth as I'd hoped, in part because we have more fields to a building (and other items) than 255 which is how many Access wants to cap out at so I have to split up the scanning for import process even further.

I'm also finding we'll have to adopt some modding standards to make it work. For example, I'm going to have to fix anywhere where text tags should've been used but weren't and convert them to text tags... I can't have a field length exceed a certain character volume or an entry gets thrown way out of whack. sigh...
 
Yeah... I'm just working out the details of how to put it all together in the DB and have had some success today. It's going to take a bit of working out the DB anyhow so I don't need the 'uptodate' data for that quite yet, just the established process, which I think I've got down. At this point I can now craft the forms and such. Not sure if I'll worry about queries and reports quite yet as we'll develop those on a by need basis. Anyhow... this isn't the sort of thing that shows it overnight but we have some forward progress here.
 
What about a Diamond resource like in "Neoteric World"? Btw is anybody caring about linking the new resources to "Guilds/Corporations"? Is that in progress?

We have a bunch of gems (ex. emeralds, rubies, sapphires, diamonds, etc) but the map can only hold so much. So it was decided just to have one gem resource. However we do have bonus buildings that have everything from well known gems like diamonds and emeralds to less known gems like amethyst and onyx. I still have plans to add more, but high priority things have come up recently.
 
How about potash for a modern resource?
It is a fertilizer that is mined from the ground that China pays LOTS for in real life It is like a form of salt but is different.
potash-featured.jpg

That's a picture of the stuff.

It is a salt that has potassium in water soluble form.
 
How about potash for a modern resource?
It is a fertilizer that is mined from the ground that China pays LOTS for in real life It is like a form of salt but is different.
potash-featured.jpg

That's a picture of the stuff.

If we want modern resource 'rare earths' would be a good one. Needed for lots of modern electronic (disk drives, high efficincy electric motors, etc.). China pretty much has a world monoploy currently.
 
If we want modern resource 'rare earths' would be a good one. Needed for lots of modern electronic (disk drives, high efficincy electric motors, etc.). China pretty much has a world monoploy currently.
This would help with food as it really doesn't do anything else. :)
 
There's also a few rare and scattered platinum mines around the world. Platinum plays a very important role in modern electronics as well as playing the key function in the catalytic converter.
 
Melons and Squash resources have fish icons.

That is because I have not added them to the font files. I forgot.:blush:

They are also appearing on mountains and tundra.:blush:

There's also a few rare and scattered platinum mines around the world. Platinum plays a very important role in modern electronics as well as playing the key function in the catalytic converter.

Platinum has been in fro a couple of weeks or so. it is rare so maybe you ave not seen it. I don't think it is being used yet.
 
Needed for lots of modern electronic (disk drives, high efficincy electric motors, etc.).

I will be getting to all the modern building produce resources when I can. Like I have said before, the later eras still need work. I plan to have everything from refrigerators and automobiles to computers and canned food.
 
I try not to play on the SVN version to avoid the bad bugs when they come up. Games are just too much an investment in time to have them corrupted, but its neat to see platinum included :) Cool!
 
I try not to play on the SVN version to avoid the bad bugs when they come up. Games are just too much an investment in time to have them corrupted,
I always keep a copy of the last SVN version that ran without serious issue, so I never had to give up a game.

BTW: Steel needs a lot of metals in addition to iron, some are covered others are not. Without checking I can remember Vanadium, Chromium, Nickel, Manganese.

And for using Fusion Plants you will need Lithium (Tritium is produced out of it). Lithium is also an important ressource for producing batteries.
 
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).

Hail! Congratulations, AIAndy, the Civ4 modding community owes you one!
And to quote what a certain penguin said once, when hitting a shiny red bulb with a thick flight manual, "problemo solved!" (finally!).
 
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