When creating new resources ...

SinniX613

Warlord
Joined
Jun 27, 2011
Messages
105
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Ontario, Canada
Am I right in assuming there's no way to create graphics for the resource's terrain texture? I've got a bunch of resources planned and all the icons created ... but that's about as far as where I'm at.
 
Correct. At the moment we're unable to create pretty much ANY graphics. No terrains, no resources, no improvements, and even adding new units isn't working correctly at the moment.

Of course, the hardest part of adding a resource is adding it to all of the spawn tables and logics within AssignStartingPlots, so you still have a lot of work to go before you need graphics.
 
Ok sounds good, and is there ANY way for a city building to increase food/prod./gold/etc on snow tiles?
 
Not directly, but you CAN make a building that can only be built if there are Snow tiles within the city's workable area. Same logic the Solar Plant uses to check for nearby Desert tiles, creatively called the <NearbyTerrainRequired> stub in the Buildings table. Doing it this way won't give a per-tile benefit, but it WILL help the city's overall yields.

Now, if you'd asked if a building could add to an ICE tile's yield, the answer is yes. But conversely, you can't make the building actually require Ice nearby, so the AI might build it in the desert or something. Go figure.
 
Oh, and the above answer assumes XML only. If you're willing to go into Lua coding, you can do pretty much anything. It's just very, very messy. I'd say "not for beginners", but frankly even the experts get migraines dealing with some of the intricacies. Very powerful language once you get the hang of it, though; in my own mod I've got terraforming units that permanently turn Snow tiles into Tundra into Plains and Deserts into Grassland. Not that you want to go that far, but you get the point.
 
About the graphics I don't think there's any problem adding icons for the resources as it works for everything else I've tried. It should work pretty much the same as in Kael's guide. I think there's also a field for which 3D-art key to pick when defining resources. Then all you got to do is pick one that already exist.

If you don't mind really annoying install-instructions for your mod there are also certain work-arounds to add new instances of the existing resources. For example you can't load the effects XML-file into a mod to add "new" effects using a different scale or rotation to re-use the existing ones. However it's still possible to change that XML-file in the asset folder for Civ 5 and manually add new rows that reference the same effect-file but with different attributes like scale, rotation etc. so it doesn't break people's games.

Like-wise you could probably dig up the file where all the 3D models for the resources are defined. I don't remember what's in there but there might be color on the glow of the resources, or at-least what glow-effects to use. Then you can just copy an entry, add it to the end of rows and tweak it a little. Still there's no way to add new 3D model-files unless the file referencing them is loaded in a mod, or possibly you overwrite the actual file in the asset folder but I wouldn't do that unless you want people to say your mod broke their game.
 
The one sort of icon that is a problem is one that's key for resources - fonticons. These are the little ones that are embeddable in text and are used for resources in many places in the UI.

However, I don't think the OP was talking about icons.
 
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