Resource List

I agree. If there is only 1 source for each of the Dwarves then it isn't really a big deal. Maybe have 1 or 2 others around as well. They should be resources that have no chance of appearing later on in the game however. We want it to be special after all.
 
One way to do it is make Mithril have it's own mine. But there might be an option in the xml to prevent it, but I don't have time to look right now.
 
I thought to make sure that there is an option to not have Mithril popup during the game.

From the FFH2 CIV4ImprovementsInfos.xml, we'd have to change this:
Code:
                <BonusTypeStruct>
                    <BonusType>BONUS_MITHRIL</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>10000</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>5</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>

To:
Code:
                <BonusTypeStruct>
                    <BonusType>BONUS_MITHRIL</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    [B]<iDiscoverRand>0</iDiscoverRand>[/B]
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>5</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>

haven't changed the yields, only the part pertaining to the chance of discovery
 
Well, another problem might have just popped up, as I found out that there's a iUnique, but no bUnique in the resource xml. I thought there were unique resources in FFH, but either they are not implemented via xml, or I was wrong. So the question is: are there unique resources in FFH and if not, do we know of another mod that has unique resources?


For non-coders: bUnique means that there is a true/false flag, with true meaning that the resource is unique, false that it is not.
iUnique means that it is an integer (number), which in this case means that the resource will be unique in the iUnique number of tiles (with an iUnique of 5, you wouldn't find the same resource 5 tiles in every direction).

If we can't find a unique resource mod, we might try it with setting iUnique really high, but I'm not completely sure whether that will work (and we have to set normalize to 0, otherwise it will screw everything up). Maybe some other combination of xml flags works as well, but again, I'm not sure.
 
That is a good point. We are still point to max int but that would actually still be okay on the largest maps (although I'm not a fan of doing that and also may not even work). I think unique resources in FFH are the features (thinks that are on the map which are in essence improvements). They don't require an improvement or something (and actually get destroyed when you put that on I think or cannot be destroyed/removed). These features than provide a certain bonus (like an improvement) and for example health or happiness or something. This might be a possibility but then the "improvement" would already be there when you discover it. I haven't heard of a mod that has uniqueness for resources as far as I know.
 
Tholish:
But I think what you are asking for is one and only one, exactly one (or some other specific number other than one) to be generated on all maps. That sounds like you want a new XML tag
<MaxPerMap>1</MaxPerMap>.

This is from Tholish in regards to our Mithril issue. I hope this is what we need. Let me know!
 
Yeah, I was thinking something along those line as well, but haven't had time to look at how mapscripts do their thing, so don't know how easy or hard it is to implement. If he's willing to do it for us, that'd be nice, otherwise we'd just have to do it ourselves.

Will see if I have time to look into it this weekend.
 
Yeah, there's an xml field for which terraintypes a resource can appear on.
 
I didn't include them in the list because they don't improve the tile yields (I didn't add roads either). I'd like to have them in, either the BtS way or the FFH way.
 
Yeah, good point. Keep them as BtS forts then.
 
This is from Tholish in regards to our Mithril issue. I hope this is what we need. Let me know!


Ok. Went through the code and know where I should add (and globaly what I should add), but boy my C++ is rusty. I'm not going to have another go at this before my head clears up a bit (so probably not untill sunday).

I think I'm going to do it with an Integer (not a Bool), so that we can decide to change the number to something else if need arises without having to change the dll (and it would be reusable for other resources we want to limit in one way or another).
 
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