resource question - tradable or not

Theov

Deity
Joined
Feb 11, 2008
Messages
2,789
Location
Taiwan
2djbhnr.png


Why does it say that the Crocodiles are not connected to the newly captured city? Sure, there's still not a road connected, but why crocodiles?
Crocodiles are just a bonus resource - they also don't show up at the city screen of connected cities. Other bonus resources are not displayed either.
I have not set crocodiles as a required resource for a unit or building either.... so I don't get why this shows up.

(oh and yes, that's Elvis)
 
No, it has to do with its location in the .biq file.

If there are more than 32 resources, then this bug will occur; if there are less than 32 Strat/Lux resources and they are ordered right then the bug need only be a graphical glitch though.

When I start designing a scenario, I tend to make the first 32 resources Strat/Lux resources, and every resource after that is a bonus. If I am using less than 32 Strat/Lux resources then I'll add in some dummy resources to reserve the spots just in case.
 
Okay, thanks for the information. I may do some re-ordering then of resources in some of my mods and scenarios.
 
No, it has to do with its location in the .biq file.

If there are more than 32 resources, then this bug will occur; if there are less than 32 Strat/Lux resources and they are ordered right then the bug need only be a graphical glitch though.

When I start designing a scenario, I tend to make the first 32 resources Strat/Lux resources, and every resource after that is a bonus. If I am using less than 32 Strat/Lux resources then I'll add in some dummy resources to reserve the spots just in case.

yeah I have 33. The 33rd is the crocodile....
 
Then so long as the crocodile is a bonus resource, the glitch will remain merely a graphical one.

Hmm, I wonder- you know how you can set a bonus resource prerequisite for buildings and units? In these cases, is the ghost resource actually recognized as being available to the city? If so, you could trigger some unusual situations where cities can only produce certain things if they have a strategic resource but are not connected to the capital (which IIRC stops this bug). Could be an interesting mechanic for certain scenarios.
 
Hmm, I wonder- you know how you can set a bonus resource prerequisite for buildings and units? In these cases, is the ghost resource actually recognized as being available to the city? If so, you could trigger some unusual situations where cities can only produce certain things if they have a strategic resource but are not connected to the capital (which IIRC stops this bug). Could be an interesting mechanic for certain scenarios.

I did not think that you could set a bonus resource as a requirement for buildings or units.
 
Yep, can do it - though I believe with another strat, not a bonus.

In the editor list for required resources, only the strategic and luxury resources appear. You can have a luxury resource be a requirement, as I have Ivory as a requirement for the War Elephant.
 
Back
Top Bottom