Resources not visible until Tech discovered

Crdnl Richelieu

Warlord
Joined
Sep 21, 2005
Messages
138
I can't find this question posted anywhere so here goes:

My friend and I love playing a couple of the Mods for Civ IV / BTS - namely Sevomod and Thomas War.

One feature from Sevomod that I'd love to see replicated in Thomas War is the following:

* In vanilla Civ IV - copper, horses, iron and so on don't appear until you discover their tech. However, in Sevomod, this applies to ALL resources. For example, no fish or crabs appear until you have discovered Fishing.

I think this is a great feature of Sevomod, and my friend and I would like to implement it into BTS / Thomas war. I'm not asking for a step-by-step guide to how to achieve this, but would it simply be a case of changing appropriate values in the XML, or would it involve a lot more work than this?

Thanks in advance.
 
Just to answer my own question, I delved into the XML and found

<BonusInfo>
<Type>BONUS_CRAB</Type>
<Description>TXT_KEY_BONUS_CRAB</Description>
<Civilopedia>TXT_KEY_BONUS_CRAB_PEDIA</Civilopedia>
<BonusClassType>BONUSCLASS_GENERAL</BonusClassType>
<ArtDefineTag>ART_DEF_BONUS_CRAB</ArtDefineTag>
<TechReveal>TECH_FISHING</TechReveal>
<TechCityTrade>NONE</TechCityTrade>
<TechObsolete>NONE</TechObsolete>

I changed the Tech Reveal bit from NONE to TECH_FISHING and it seems to work fine. I'll let you know if I have any problems with it.
 
yup thats how it works..

pretty descriptive tags there, so its fairly straight forward to figure it out. gotta love XML, so easy compared to other markup languages
 
You're not wrong Shiggs.

I even typed POTTERY rather than TECH_POTTERY for one of them and it informed me there was an error whenever Thomas War loaded up.

Thanks
 
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