Resources.pcx

Gromit

Heir to the throne...
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Dec 2, 2001
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Back from the depths of Hell itself
Altered resorce pics. Also, two new images of Buffalo/Bison and Sheep. Now added Lumber, Cotton, Tobacco and that funny green stuff cypress hill are always on about...
 

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Yes. And there are an additional two for those who feel Wales and New Zealand got a raw deal.

See a pic way down...
 
How do the two new resources make any difference? Do they appear on the map? Do they have any food/prod/comm value? I assume for that you would need another file.
 
Yeah I am a little curious myself, what are the values for the new items? I would think they will appear on the maps but I would guess only the ones made or added in personally.:confused: I have no idea on that one.
 
I am unfortunately travelling on business now with only my portable and Win NT 4.0 which supports no games so I will need to wait 'til the weekend to look/try these files. I assume that I can add these to the Civ3mod.bic file in the editor and then give them the attributes I want in the Natural Resources editor(?). If so, what Icon numbers do they correspond to or can I actually assign them to one of the empty slots. I appreciate your posting them because although I have gotten pretty good with some aspects of the editor, I couldn't figure out how to get the pictures out of the resource.pcx or resources.pcx file, can't remember which, to actually use them in the editor.

A final question, can we actually add more than two extra resources and see them on the map after the patch - does anyone know?
 
Well I would guess that since that the editor was added(working full without a hack) in due to the patch, that resources might be upped past 2 now. But since the games codding isnt exactly user friendly I doubt it :(
 
Yes. And there are an additional two for those who feel Wales and New Zealand got a raw deal.

I'm pretty sure that New Zealand had their sheep imported. So they wouldn't originally ahve that.
 
Sorry guys, been offline for a little while... so many questions, so little time... hmm.. anyway...

Firstly, I haven't tried adding more than two so I dunno. Sorry.

And second, these are just pics. You have to add the resources to the bic yerself. You can do this in one of two ways:

1 - Change the Icon and rename a resource, say, cattle to sheep For ex.

or

2 - Use hacked Civ3edit (only use that so don't know if unhacked will let you do this) to add two resources and select the appropriate icons.

Always the smartypants ComradeRed... OK, but definately Wales... ;)
 
Originally posted by Anglophile
I couldn't figure out how to get the pictures out of the resource.pcx or resources.pcx file, can't remember which, to actually use them in the editor.

Hmmm. The game itself takes the graphics directly from the ressources.pcx. It doesn't matter what pictures you see in the editor. Just use paintshop pro or another art program to cut'n paste the graphics around between the pcx-files if you want to use different ones. The only thing that need adjustments then is the ressource names and variables etc. You don't need to 'see' them in the editor for it to work.
 
Morten, thanks for the help; will try it later today. :) I have added 5 resources in my current game (2 additional pictures and three used for two different resources). All appear on the map (not sure about grapes/fruit since there are no grapes (I never see many luxury resources on huge maps) but lots of fruit - actually makes large patches of forest/jungle viable until clearing can be done).
 
As far as I can make out, you can add as many resources as you want and they will be used, traded, etc... by the AI - but - and this is the catch... you can only see images for the first two...:(
 
so when will that be changed???

also, i got a question about resources: how exactly the "apperance ratio" and "disappearance probability" fields work?

and why are they not used for luxuries? like anglophile said, luxuries are very very sparse on huge maps (the only map size worth playing IMHO), and is there a way to increase the appearance of luxuries?

also, when a tile looses a resource, does another appropriate tile now get that resource (to balance the lost one), or can the number of tiles with resources dwindle?

ok that was a few questions, sorry :) thanks for the input
 
Good question I am not to sure how the apperance ratio and disappearance probability areas work. Could some one maybe explain? Its kinda of confusing and would take forver to figure, so I figure asking might be easier. :king:
 
I know the answers to some of these questions, or at least think I do. The disappearance probability is the denominator of the annual probabilty of disappearing. The numerator is always 1. Therefore a value of 200 in this field means that on average the resource will disappear once every 200 years or, more meaningfully, every year there is a 0.5% chance that resource will disappear - and reappear somewhere else as the number is fixed at the start of the game.

The appearance value, I think, is ten times the number of actual tiles, e.g. 160 would correspond to 16 tiles of that resource. I am not sure whether this is a hard value or the centre of a normal distribution, i.e there would be a roughly 90% probability that there would be between 14-18 such tiles, given a std deviation of 1. On a huge map, that is not many tiles. I have bumped huge all the way up to 256x256 which is well over 60,000 tiles. Assume half are water and you need, on average, an empire of 2000 tiles to have one such resource. For this reason I have increased the appearance probability for all resources, to the max of 300 for all the early resources and to a lesser extent for the later resources as empires and capabilities will be greater as the game progresses. It is possible that what I have just explained is only true for an 8 civ game and there is a number of civs dependency in the calculation. Unfortunately, there does not appear to be a map size dependency for this.

You can actually enter values for appearance and disappearance probabilities for luxury resources but I don't know if this has any effects. If anyone knows a way to increase the appearance rate for luxuries, I would love to hear it as it can be pretty frustrating to have 50+ cities and 1 or 2 luxuries, and maybe no 'spares' for trades.

As for the invisible resources past 23, the patch seems to have fixed that. I am playing a modified LWC 0.7 mod (version .8 crashes my computer whenever I discover masonry) with three resources in addition to the cotton and mighty stallions included in the mod. I have just reused some existing icons but they are all visible and they all can be used. Admittedly, all three of my additional resources are bonus resources so I can't say this is also true for luxury and strategic resources.
 
On appearance and disappearance ratio, I believe this is the case :

1) Appearance ratio

At 100 it means 1 for each Civ, no matter whats the size of the map. Meaning, if you play 16 Civs then you get 16 of that resources.

2) Disappearance ratio

At 100 it means there is a 1% chance each turn the resources will disappear and appear somewhere else on the map.

While the appearance ratio is cap at 300 the disappearance ratio can be set much much higher. I have tried all the way to 800 and it still works. So, you can change the way the resources appear and disappear drastically. ;)
 
i think its a great idea changing the resource graphics. personally, id like to have every resource be surrounded in a striking pink border. considering i have a hell of a time finding coal deposits. ive literally gone through the game grabbing coal from other civs when i have a coal deposit in my territory that i just haven't built a road through. its very frustrating! damn coal blends in with the jungle too much :arrow:
 
All the info on appearance ratio stuff is in the help file that come with the editor.
 
Here is the latest version:-
 

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