Resource Limit Notice

Also think trade. If every civ can produce the resource then there is no need for trade. Having said that a resource like "<insert civ here> pottery" would be a useful trade item egs Greek read/black pottery from the classic era, porcline from China and so on.

Scrolls - vellum (goats/sheep) or papyrus.

Which reminds me I want papyrus, clay (good quality) and linen/flax. Is there enough room on the map?

This gives me an idea. What about a building/national wonder that can only be built in the ancient era and provides a ho-hum bonus for the era, but then gives an antiquities resource in the modern era that can be traded for a pretty nice science bonus.
 
Note: I am not the original creator of this, I have merely edited it to function with AND

I converted over a number of resources from World of Civ which function correctly in game:

Amber, Clay, Jade, Papyrus, Timber, Tin, Barley, Flax, Oat, Cocoa, Opium, Diamond, Ruby, and Sapphire

Technicaly you can just drop this in your Rise of Mankind\Assets\Modules folder and add the appropriate line to the MLF file and they will appear in game, however none of the obvious building boosts are included and you will have to add those yourself(eg, +1:health: for granary with barley/oats, or boosting weavers hut with flax).
 

Attachments

@insecttoid3

Nice! What will happen with the maps? Will they spawn on RoM maps?

Yep, I've been playing with them on RoM maps just fine :). I am pondering making sailing ships require timber, but other than that I've just been using them as standard resources(health/food/money/prod bonuses) in my install, rather than anything special, as my modding knowledge at this point is rather limited to poking in files and the wiki till things work.

I already had those on my comp and had messed with em before so converting them was rather easy, will have to have a look at those others before I know if I even can.
 
Note: I am not the original creator of this, I have merely edited it to function with AND

I converted over a number of resources from World of Civ which function correctly in game:

Amber, Clay, Jade, Papyrus, Timber, Tin, Barley, Flax, Oat, Cocoa, Opium, Diamond, Ruby, and Sapphire

Technicaly you can just drop this in your Rise of Mankind\Assets\Modules folder and add the appropriate line to the MLF file and they will appear in game, however none of the obvious building boosts are included and you will have to add those yourself(eg, +1:health: for granary with barley/oats, or boosting weavers hut with flax).
I've converted some of those too and even made modules that adjust the buildings/corporations for those new resources (non-released modules). :)
 
Another idea: have certain buildings create a new resource that adds unhealthiness or unhappiness to the civ. You could then pay other civs to take your bad resource off your hands. Think nuclear power plants generating waste that needs to be taken somewhere. Your civ can either deal with the effects of the waste, or pay another civ to.
 
Bad News. Read the OP...

Aw poop! Just when I was on a roll with ideas for it.

I don't suppose there is a way to make "2nd resources" is there? Meaning you would have the normal resources we have now. Then you somehow copy over the same way they set it up in the first place. Its hard to describe but in a game I modded they had only a limited amount of icons and through mods it was maxed out. So we just made "icons2" which had the same max icons as the original but was its own separate category. I am not sure if that would work in this case.
 
Bad News. Read the OP...

roflbotdtfu.jpg
 
Lol, Supercheese.

I don't suppose there is a way to make "2nd resources" is there? Meaning you would have the normal resources we have now. Then you somehow copy over the same way they set it up in the first place. Its hard to describe but in a game I modded they had only a limited amount of icons and through mods it was maxed out. So we just made "icons2" which had the same max icons as the original but was its own separate category. I am not sure if that would work in this case.

I suppose if I could find a way to get rid of all references to the gamefonts with resources, and just use the button instead, it might work. It would be a big undertaking though.
 
I suppose if I could find a way to get rid of all references to the gamefonts with resources, and just use the button instead, it might work. It would be a big undertaking though.

Wait so how do things work in civ4 for resources? I have 2 more ideas on how to work around it but I need to know how they work. Please explain the best you can.
 
Ok I think I figured out what could possibly help in this tutorial.

It says it references a file called "GameFont75.tga" and "CIV4ArtDefines_Bonus.xml" why not just make another "GameFont75.tga" and have it be referenced. In other words the existing resources would stay as they are. And any new icons would reference this new tga image file.

Can this be done? Because I think that's more or less what was done for the game I modded since all the icons were on a single TGA image like this is.
 
Ok I think I figured out what could possibly help in this tutorial.

It says it references a file called "GameFont75.tga" and "CIV4ArtDefines_Bonus.xml" why not just make another "GameFont75.tga" and have it be referenced. In other words the existing resources would stay as they are. And any new icons would reference this new tga image file.

Can this be done? Because I think that's more or less what was done for the game I modded since all the icons were on a single TGA image like this is.

Because the EXE controls the gamefonts. :sad:

That's the whole problem, it's not that we ran out of space, the EXE is loading them incorrectly, and modders aren't given the code, so we can't fix it.
 
Because the EXE controls the gamefonts. :sad:

That's the whole problem, it's not that we ran out of space, the EXE is loading them incorrectly, and modders aren't given the code, so we can't fix it.

Ah well that sucks. The other game (Neverwinte's Night) was very modding compatible.

Anyways you were saying ...

I suppose if I could find a way to get rid of all references to the gamefonts with resources, and just use the button instead, it might work. It would be a big undertaking though.

Do you think that would actually work? If so how hard would it be to even test something like that?
 
Do you think that would actually work? If so how hard would it be to even test something like that?

No idea. Actually, on second thought, it might not work, it's not resource icons that are messed up but the extra city bar symbols. :sad:

It might be interesting to move all manufactured resources into a new type of object, "Goods". Then they wouldn't need the gamefont, and it would free up like 30 slots for real resources. I'll stick this on my 1.70 list.
 
Well good luck. Its a shame to see this not work out.

I also think the "Goods" idea is a good idea (pun intended). I could see it where all map spawning resources were left as resources while any building made resources were considered "goods". And if the building made resources were taken out it would make room for the resources insecttoid converted (especially timber).

Amber, Clay, Jade, Papyrus, Timber, Tin, Barley, Flax, Oat, Cocoa, Opium, Diamond, Ruby, and Sapphire

I'll stick this on my 1.70 list.

Do you have it posted anywhere?
 
Oh also my other idea which I though i should share even though it think its impracticle is you just make like a few resources that represent more resources such as ...

Common Mineral
Rare Mineral
Very Rare Mineral

Then those can be further divided by using "resource buildings". Such as a gold resource building would require access to a "very rare mineral" resource on the map. Once the building is created other building could then depend upon that building to be created in a tree. Or even possibly have building give bonuses to other buildings (if that's even possible). The main downside is the "resource buildings" cannot be traded like normal resources.

As you can see this gets overly complex which is why I don't really like my idea but thought I should say it in case you get inspired by the idea to do something better.
 
Oh also my other idea which I though i should share even though it think its impracticle is you just make like a few resources that represent more resources such as ...

Common Mineral
Rare Mineral
Very Rare Mineral

Then those can be further divided by using "resource buildings". Such as a gold resource building would require access to a "very rare mineral" resource on the map. Once the building is created other building could then depend upon that building to be created in a tree. Or even possibly have building give bonuses to other buildings (if that's even possible). The main downside is the "building" resources cannot be traded like normal resources.

As you can see this gets overly complex which is why I don't really like my idea but thought I should say it in case you get inspired by the idea to do something better.

It's completely possible for a building to give other buildings a yeild/commerce/health/happiness change, I've just never done it.

an "Untradable" tag might come in handy too..

You know what would be helpful, If we layed out exactly what Goods are and what they can and can not do; so I have a good framework to go off of.

For Example:

Goods

Can Affect City Health
Can Affect City Happiness
Can Affect City Yield (Static & Modifier)
Can Affect City Commerce (Static & Modifier)
Can Affect City Military Production Rates


etc...


Also, while we are designing goods, should they be like the Resources, where you get 1 resource and it powers your entire empire, or where buildings and units consume different quantities, and you need to expand production to get more. See what I mean? We can do a lot here, add most of this will just be time consuming, not hard.
 
Here is a list of existing resources by type ...

Map Spawning Resources
Aluminum
Ancient Ruins
Apple
Banana
Bauxite Ore
Clams
Coal
Coffee
Copper
Corn
Cotton
Cow
Crab
Deer
Dye
Fish
Fur
Gems
Geothermal Energy
Gold
Hemp
Horse
Incense
Iron
Ivroy
Lead
Lemons
Marble
Methane Ice
Obsidian
Oil
Olives
Pearls
Pigs
Potatoes
Rice
Rubber
Salt
Sheep
Shrimp
Silk
Silver
Spices
Stone
Sugar
Sulfur
Tea
Tobacco
Uranium
Whale
Wheat
Wine

Building Made Resources
Alcohol
Ammunition
Biofuel
Cement
Chemicals
Fertilizer
Glassware
Hit Movies
Hit Musicals
Hit Singles
Nanobots
Nanotubes
Oil Products
Pottery
Replicators
Semiconductors
Smart Medicine
Steel
Synthetic Rubber
Vulcanized Rubber
Wool

Turning building made resources into "goods" would allow for 21 slots to open up for map spawning resources such as Amber, Clay, Jade, Papyrus, Timber, Tin, Barley, Flax, Oat, Cocoa, Opium, Diamond, Ruby, and Sapphire. And even if we used all 14 of those we would still get 7 spots left over.
 
Back
Top Bottom