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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Creation > MOD: Permanent Resources
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fimp is offline fimp
Settler
Southern Denmark
Nov 2001
time: 06:17
  Old Post 05-01-2002 12:36
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#1 Report this post to a moderator
MOD: Permanent Resources Enter the AD-FREE zone

I know a lot of people are tired of resources which depletes. Well, here it is: The Permanent Resources MOD

Its a really simple tweak, which makes all resources stay where they are. This makes the game less random, because when you have a resource, you keep it!



To install download the file, and put it into your Scenario folder in your Civilization 3 folder.


Download Permanent Resources MOD here

gentleriser is offline gentleriser
Settler
Bytown
Jan 2002
time: 00:17
  Old Post 05-01-2002 23:28
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Put an end to popups!

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.

Grrr is offline Grrr
King
of Hamilton, New-Zealand.
Dec 2000
time: 18:17
  Old Post 06-01-2002 02:43 Visit Grrr's homepage!
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#3 Report this post to a moderator
Increase the size of your Attachments

I must agree with GENTLERISER. Animal resources should move, but also be killed by high pollution. Ie if a tile with horses gets polluted, the horses must DIE!

fimp is offline fimp
Settler
Southern Denmark
Nov 2001
time: 06:17
  Old Post 06-01-2002 16:48
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Full PM-box? Change here!

Well, this aint gonna make the game more realistic. (Who really wants that anyway? I dont). Its just for those people who are tired of loosing a resource, maybe, just after they started to use it.

Grrr is offline Grrr
King
of Hamilton, New-Zealand.
Dec 2000
time: 18:17
  Old Post 07-01-2002 05:39 Visit Grrr's homepage!
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Got spare money?

Hey Fimp

I agree that permanent resourses are unrealistic, but no resources is a serious problem. and this happens too much these days.

Dr Strangelove is offline Dr Strangelove
King
USA
Jan 1970
time: 00:17
  Old Post 09-01-2002 05:38
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Support Apolyton, buy Galactic Civilizations

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?

fimp is offline fimp
Settler
Southern Denmark
Nov 2001
time: 06:17
  Old Post 10-01-2002 02:15
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Get a bigger avatar today!

No, it wont work on saved games.

What you need to do is to select Load Scenario from the Civ3 main menu, and there it is.

gentleriser is offline gentleriser
Settler
Bytown
Jan 2002
time: 00:17
  Old Post 13-01-2002 00:37
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Tired of ads?

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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