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Resource Rebalance 1.7 (Released)

cof125

Warlord
Joined
Sep 14, 2014
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cof125 submitted a new resource:

Resource Rebalance - Small Adjustments to make resources spawn more evenly and less clumped up.

Small adjustments too all resources less luxury and more strategic resources, the strategic resources are more frequent but real rare you will find two each civilization will start with about one strategic resource of any kind. Hopefully will allow AI to upgrade units this is part of my harder AI mod just done as it's own package just for testing reasons decided to upload it for other's that don

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Looks interesting. In your description you say " the strategic resources are more frequent but real rare you will find two each civilization will start with about one strategic resource of any kind". I have read this 3 times and not sure what you mean.
 
Looks interesting. In your description you say " the strategic resources are more frequent but real rare you will find two each civilization will start with about one strategic resource of any kind". I have read this 3 times and not sure what you mean.

real rare you find two side by side so that you cant plant one city and pump out all the units you want. This is too help spread out cities a little. Also give AI Access to strategic resources more easily they will now most likely have two different strategic resources but only one copy of each rarely 2 now
 
real rare you find two side by side so that you cant plant one city and pump out all the units you want. This is too help spread out cities a little. Also give AI Access to strategic resources more easily they will now most likely have two different strategic resources but only one copy of each rarely 2 now

OK thanks. I think you missed out a full stop 'cos it really didn't make any sense! I think what you are trying to say is this:

"The strategic resources are more frequent but it'll be very rare you'll find 2 of the same type near to each other. Each civilization will start with approx 1 strategic resource"
 
I am noticing a lot more bonus resources then anything else. I am only seeing a couple of horses and iron, no other strategic resources are showing up on a small land mass.

I love what you are doing and crossing my fingers you will find that sweet spot. Good job so far, I have been using it since the game clumps so many resources together it makes the game strange with so many spawning. No challenge at all. :)
 
oh ok yeah working it but changing frequency seems to just change so little and the lua file is well complicated
 
cof125 updated Resource Rebalance with a new update entry:

Beta Version

so finally got it working fully was not working before at all sorry about that but now i learned how the new modding system works. Should be more balanced lots of changes to the resources
luxury resource now spawns 17% chance on valid tile over 21%, strategic now spawns 21% down from 27% overall resource spawn max 31%
most bonus resources have higher spawn chance on more terrain types. Wheat and rice has been cut back a lot on spawn chance not terrains. Furs now spawn in both forest and...

Read the rest of this update entry...
 
I always have abundant resources on, as I dislike having to scramble to find the other iron or niter. Your last updates have reduced the resources to a point I must reload a few times just to get a good start. I play on 22 player maps, I had a land mass that stretched from one end of the world to the other and went north and south. Resources were so scarce the entire thing was pretty useless, only a ton of bonus resources 2-3 of others. ;)
 
uhm i think maybe its the mods you using because yeah I started how many games i had tons of strategic resources maybe don't play on plentiful for now till i fix that, it should be easier with standard on only standard is balanced so far. I am not really changing the frequency of the stuff to change where it generates I am changing the algorithm. The values in the xml file are being turned down. you must have another mod changing things to the map generation other then my mod it works with stock and is compatible with detailed worlds. Also try not to run to many mods that edit the same files or lists even also deleting your files in cache should help with this problem game does not do it it self right now due to lack of mod support. If you run Harder AI run it by itself also cannot have multiple buildings mods as well they go hay wire then.
 
Ah I am careful about the mods conflicting, nothing worse then to have a great land mass only to crash or find a glitch. Harder AI update broke the tech tree, lines shooting all over the place. I have no other mods in there that should bother them, The Crazy Scot MIGHT have a couple of mods that could cause problems though.

Working Mods List

This is a messy image host page but find the mods I am running across the top. I love your work, you actually fix things usually. ;)
 
maybe i dunno should not screw up tech tree but i run Harder AI only with two other small mods but that still need work a lot to make AI play like a player more.
 
I bet we can't smooth this compatibility between mods until SDK is released. I admit I am a mod junkie, I quit good games to try new mods. :lol:
 
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