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gentleriser
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Bytown
Jan 2002 time: 00:17
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I'd be more interested in exactly the opposite: as the editor works now, bonus resources cannot move, ever. Do you really think a herd of elephants (ivory), or beavers (furs), or horses etc are really going to just hang out in the suburbs of an expanding megalopolis? I think any resource dependent on animals, whether it's a bonus, strategic, or luxury, should migrate from time to time.
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Dr Strangelove
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I installed the permanaent resources mod by moving it into the scenario folder as directed, but I'm still loosing resources. Was there anything I needed to do in addition to moving the file into the scenario folder? Does the mod work on a game already in progress?
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gentleriser
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Bytown
Jan 2002 time: 00:17
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Before learning how colossally useless the editor was, I tried to make a new resource, Mammoth, and a Mammoth Rider unit that required the resource to build. The Mammoth Rider unit was going to be a touch more powerful than other units of its era (similar numbers, but add the Blitz ability). If you could build one, you'd be at an advantage. To make things more balanced though, I made those pesky hairy thugs of the animal kingdom move around really, really fast. =)
As with any people that depends upon migratory animals for its lifestyle, you'd either need to follow the mammoths around, or learn to live without them. Again, that's why it should be the same for the animal bonus resources: they move? You move, or you adapt.
Once there are less unwieldy ways to edit the game, I plan on a scn that starts in the stone age, and it would ideally be heavily dependent on following this sort of migration. If need be, I would replace most bonus resources from the game with strategic ones, in order to allow them to migrate.
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