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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Creation > Adding "super resource"
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MoonWolf is offline MoonWolf
Warlord

Oct 2002
time: 06:33
  Old Post 23-01-2004 21:37
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Adding "super resource" Support Apolyton buy from Amazon

I'm thinking of adding a sort of super resource that gives you maybe 50 or 100 extra shields and commerce. If I've understood the editor correct, setting the Disappearance Ratio to 1 means this will change position every turn. There will only be one resource on each map meaning maxium 1 random city will have a boost occasionly.

The reason for doing this is just for fun or to simulate that people sometimes do a major breakthrough.

Just want to hear your thoughts about this...

Also, anyone knows if a resource with like -10 food as "bonus" will "steal" food from the granary? Could be a possible punishment for this resource

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:33
  Old Post 23-01-2004 23:21
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Re: Adding "super resource" Enter the AD-FREE zone

quote:
Originally posted by MoonWolf


Also, anyone knows if a resource with like -10 food as "bonus" will "steal" food from the granary? Could be a possible punishment for this resource


Won't work, I will just set your food for that square to 0.

Antrine is offline Antrine
Prince

May 2003
time: 05:33
  Old Post 24-01-2004 00:29
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In adding a super 'resource'. This is in addition to the ones already present or are you modifying an existing one? I cannot confirm the Disappearance Ratio 1 setting; sounds like an intensive debug and watch game. However, whoever figures this out please pass it along.

My goodies are more simple, like raise the HP, and range of the units the AI already favors. Lower the price, etc. Beef up what the tiles now return, so the AI need not till to build and pre-lay their main roads for them so they better expand where you want and they do not waste so many resources on simple contentment or happiness.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:33
  Old Post 24-01-2004 01:41
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Tired of ads?

You can set the bonuses negative?

Also, wouldn't you have to make this a strategic resource? Lux and bonus resources don't disappear.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:33
  Old Post 24-01-2004 23:29
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quote:
Originally posted by skywalker
You can set the bonuses negative?


Yes you can, though it only affects that particular tile and won't go into a negative number. 0 is the lowest you can go.

quote:
Also, wouldn't you have to make this a strategic resource? Lux and bonus resources don't disappear.


Luxuries can be made to disappear, however once they do they don't reappear anywhere else. They're gone forever.

MqsTout is offline MqsTout
Chieftain
Pittsburgh PA
Oct 2001
time: 00:33
  Old Post 26-01-2004 19:21 Visit MqsTout's homepage!
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Disappearing luxury resources, eh? I wonder how it would work (including AI trading) if oil, for example, were switched to a luxury resource (larger local deposits) with a much increased disappearance factor, especially if you say that luxuries don't reappear if they disappear. (the consumption of fossil fuels idea)

:) Smiley is offline :) Smiley
Emperor
USCA, Berkeley
Feb 2001
time: 21:33
  Old Post 28-01-2004 05:35 Visit :) Smiley's homepage!
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Inflate your Upload Space

The problem with such a super resource would be that it woul be extremely unbalancing in the early game, but less so later on. That is, unless you set it so super that it is 1,000 shields, in which case whatever is on the build roster gets completedly instantly GL style.

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