Tutorial: How to add a new Resource

Using Deep_Blue's Resource Generator mod + Kyoss's ResourceIconManager.lua makes adding a resource not that difficult. The only things that don't get changed are icon strings and strategic view icons. I tried hunting down a strategic view drawing function to change but no luck.
 
Is it me or does it seem that adding new items like this is a lot more difficult. :confused:

I remember adding a new resource in Civ 3 to be a lot easier.
It's because of the way they changed resource scattering code - the new one is utterly non-modular. I'm working (very slowly) on a substantial alteration to AssignStartingPlots.lua to make it modular... I have the design mostly worked out, it's just coding slog. Maybe I'll find time to work on it properly again soon... if and when my hands stop playing silly beggars... but that's not the topic.
 
TanisX, yes I was looking at those, will have to really sit down and see if they do what I am after ;)

SamBC, Well I look forward to that then ;)

Regards
 
But if i type in TXT_KEY_RESOURCE_LEAD for my mod and in language en us will be Lead or will it stay that way?:confused:
 
But if i "Put in" TXT_KEY_RESOURCE_LEAD and in language en us it will be Lead and lead will not be in game instead it will be TXT_KEY_RESOURCE_LEAD? YES!:)
 
Can you help me a bit more? Because I can't seem to find what exactly should I change so the Gunpowder is needed for Musketmen and Cannons for example. I presume that you have made Spearmen being associated with copper but I can't find that anywhere either.

Also, there is a line in the XML file saying

<AIStopTradingEra>ERA_INDUSTRIAL</AIStopTradingEra>

Does this mean that I have to delete that line so the ai will be able to trade gunpowder (and later rubber since i am planning to create 2 edit mods based on yours) even when we both are in the future era?

If so yes you will if not always. dont do that line. and type in Industrial. the game does not reconcise ERA_INDUSTRIAL.;)
 
does anyone know if Deep_Blue's Resource Generator mod still works with gods anf kings? im having trouble getting it to work.
 
Worked your tutorial today and was successful on adding resources. Thanks for the time you put into this tutorial.

Three years out from it's writing, I was wondering if techniques have since been updated or improved. Has the lua been made modular? Has a comprehensive guide been written on the 2013 method of modeling and skinning resources? Because the 2010 tutorials on such things are so out of date the links to the programs required to use the tutorials are completely dead, and some of those programs are no longer available at all.

I know there are many mods out there that use multiple resources, and many resources available in the mod components sub-forum. Is this now a modular system? Can I download and add all of those resources to my mod and expect them to work, or will they not spawn since they are using different lua files that are still not modular?
 
Hello ! just a little question if anyone go through here, what's about AIobjective value ?
 
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