Resource scarcity prereq

I'm working on a mod that I want to be fairly innocuous  Since it involves adjusting resource frequency, I figured I'd add a new resource scarcity level, and was wondering if it was possible to make it so my other changes (primarily in CoreImprovements.xml) were triggered by using this resource scarcity level. Does anyone know of a <Prereq> <Type>  (and <Target>?) that would correspond to the resource scarcity setting?

On a side note, is there any way to make the elemental.str file get read from the Mods directory instead of having to overwrite the original?

9,331 views 11 replies
Reply #1 Top


Would be cool with a mod that didnt reduce the amount of recources, but rather cut in half what the different improvements you built on them extracted each turn.

Reply #2 Top

I don't understand your first question, can you say how it should turn out in-game?

Second question - check debug.err if game scans any folder for .str files.

Reply #3 Top

Quoting Heavenfall, reply 2
I don't understand your first question, can you say how it should turn out in-game?

He want a resource income selection bar, so if its on normal, iron mines produce 1 metal per turn, if its on low iron mines produce 0.5 metal per turn, and if its on high iron mines produce 1.5 metal per turn, he is asking how he could change the metal gathering rate (and other similar items) depending on what people set on the resource income selection bar.

Thats how I understand it anyways, correct me if I am wrong :)

Sincerely
~ Kongdej

Reply #4 Top

Quoting Kongdej, reply 3

Quoting Heavenfall, reply 2I don't understand your first question, can you say how it should turn out in-game?

He want a resource income selection bar, so if its on normal, iron mines produce 1 metal per turn, if its on low iron mines produce 0.5 metal per turn, and if its on high iron mines produce 1.5 metal per turn, he is asking how he could change the metal gathering rate (and other similar items) depending on what people set on the resource income selection bar.

Thats how I understand it anyways, correct me if I am wrong

Sincerely
~ Kongdej

That's mostly right, Kongdej. I created a new scarcity level, so I won't actually need to change the existing ones, and I wanted to set it so if my new scarcity level were selected from the drop-down, my other changes would be implemented (such as iron mine production rates).

Thanks for the heads up on the debug.err, Heavenfall. I'll check it out tonight.

Reply #5 Top

Hmm, I can't think of a way to solve that.

Reply #6 Top

Quoting Heavenfall, reply 6
Hmm, I can't think of a way to solve that.

Aw, that would had been a cool thing Me thinks (instead of spawning less iron mines, then have low-resources provide less metal per turn).

Sincerely
~ Kongdej

Reply #7 Top

No luck on elemental.str, it seems to be hard-coded to the data\<language> directory.

I'll still go ahead with the mod, it just means that if anyone besides me wants to try it, they'll have to do mod directory juggling when they don't want to use it.

Quoting NorsemanViking, reply 1

Would be cool with a mod that didnt reduce the amount of recources, but rather cut in half what the different improvements you built on them extracted each turn.
Quoting Kongdej, reply 7

Aw, that would had been a cool thing Me thinks (instead of spawning less iron mines, then have low-resources provide less metal per turn).

Sincerely
~ Kongdej

Looks like I'm taking this in a different direction as others had in mind. I'm more of the opinion I like very rare and valuable resources, forcing players to trade or war to acquire other types.

Reply #8 Top

I think you would have to look at CoreImprovements.xml and look up each building on top of the resource.  And make any desired changes there.  This wouldn't be a slider.

 

The other way, would be to use your mod folder.  Add in a negative value to get what you want.  No slider again, but you could leave the core files alone and just toggle "use mods" for default / reduced settings. 

Reply #9 Top

Quoting sirmathmansir, reply 8
Looks like I'm taking this in a different direction as others had in mind. I'm more of the opinion I like very rare and valuable resources, forcing players to trade or war to acquire other types.

Well if you have both choices, you can pick and choose, I was thinking you would include the second choice, I would probably try both settings at one point.

Youre idea sound fun too, but if you "have to trade" the resources, then the one player with crystals will win the game almost automatically.

Sincerely
~ Kongdej

Reply #10 Top

Explain to me what exactly you are trying to do and I will look into it. I need a very thorough and detailed explanation.

 

I might have some ideas but I need a better explanation of what you want. How exactly would it look in game (what you want to do)

Reply #11 Top

Quoting Kongdej, reply 10
Well if you have both choices, you can pick and choose, I was thinking you would include the second choice, I would probably try both settings at one point.

If it were possible to tie my changes in coreimprovements.xml to my custom resourcehoard selection, I would have looked into making both options available. Without that ability, it's two separate mods, and I don't have the follow-through for that. Besides, I'm making other changes to try to "balance" it better with low resources/shards, such as by buffing the Amarian Blood ability (in a similar but slightly different way than sean does in his balance mod). So there would be a lot more to change to do the opposite than simply reversing the changes in the coreimprovements.xml.

Quoting BlackRainZ, reply 11
Explain to me what exactly you are trying to do and I will look into it. I need a very thorough and detailed explanation.

I might have some ideas but I need a better explanation of what you want. How exactly would it look in game (what you want to do)

I don't know many more ways to explain it. It's simply that I have a resourcehoard option called scavenger for the resource scarcity drop-down on the random world setting screen, and when that setting is selected, I want my other changes to take effect. So far these changes are mod extensions to the coreimprovements, coreabilities, and corespells files (not replacing the original files like Master's Aflliction, extending the originals like Stormworld). The example we've been tossing around setting scavenger mode increases the amount of metal produced by a mine.