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Paul Hyett

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Since: Apr 15, 2005
Posts: 94



(Msg. 1) Posted: Wed Oct 31, 2007 10:29 am
Post subject: Civ4 - resources
Archived from groups: alt>games>civ3 (more info?)

Does anyone know which data file controls the occurrence frequency of
the special resources - specifically Marble, as it seems to be very rare
normally?
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Paul 'Charts Fan' Hyett

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Wintermute

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Since: Jul 30, 2005
Posts: 31



(Msg. 2) Posted: Wed Oct 31, 2007 11:33 am
Post subject: Re: Civ4 - resources [Login to view extended thread Info.]
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Wintermute

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(Msg. 3) Posted: Wed Oct 31, 2007 11:51 am
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Paul Hyett

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Since: Apr 15, 2005
Posts: 94



(Msg. 4) Posted: Wed Oct 31, 2007 6:51 pm
Post subject: Re: Civ4 - resources [Login to view extended thread Info.]
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In alt.games.civ3 on Wed, 31 Oct 2007, Wintermute wrote :
>On Wed, 31 Oct 2007 10:29:37 GMT, Paul Hyett
><pah.TakeThisOut@nojunkmailplease.co.uk> wrote:
>
>>Does anyone know which data file controls the occurrence frequency of
>>the special resources - specifically Marble, as it seems to be very rare
>>normally?
>
>There's not one particular file, it's a bit more complicated than
>that. As best I can tell, resource placement is done in the map
>scripts which are written in Python.

Oh dear, I was hoping it was going to be easy to change, just like in
Civ3.
>
>Each script works a bit differently as far as adding features
>(forests, jungles, etc) and resources (marble, et al). Take, for
>example, Great_Plains.py. It uses the following two variables to make
>some resources rare and others abundant:
>
>forceRarity = ('BONUS_MARBLE', 'BONUS_GEMS', 'BONUS_DYE',
> 'BONUS_INCENSE', 'BONUS_SUGAR')
>forceAbundance = ('BONUS_SILVER', 'BONUS_FUR', 'BONUS_CORN',
> 'BONUS_HORSE', 'BONUS_WHEAT')
>
>If you moved 'BONUS_MARBLE' from forceRarity to forceAbundance, it
>should be more abundant in a Great Plains maps.

I tend to use random fractal maps.

> These variables are
>used in the addBonusType function. The final count you get is a
>function of map size, # of players, and the abundance/rarity.

I guess I'll just have to place it via the Map Editor, rather than
regenerate a map loads of times as I usually try.
--
Paul 'Charts Fan' Hyett
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Wintermute

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Since: Jul 30, 2005
Posts: 31



(Msg. 5) Posted: Wed Oct 31, 2007 11:39 pm
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Paul Hyett

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Since: Apr 15, 2005
Posts: 94



(Msg. 6) Posted: Thu Nov 01, 2007 9:30 am
Post subject: Re: Civ4 - resources [Login to view extended thread Info.]
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In alt.games.civ3 on Wed, 31 Oct 2007, Wintermute wrote :
>>>
>>>>Does anyone know which data file controls the occurrence frequency of
>>>>the special resources - specifically Marble, as it seems to be very rare
>>>>normally?
>
>After looking at this further, it seems there are some controls for
>resource placement in the XML. Some of the mapscripts override these
>settings, but others, like the Fractal map you mentioned, do use them.
>Check out this file:
>
>C:\Program Files\Firaxis Games\Sid Meier's Civilization
>4\Assets\XML\Terrain\Civ4BonusInfos.xml
>
>Each resource type has an entry.

<Snip>
>
>I think the setting that limits marble is this:
>
><iPlayer>50</iPlayer>
>
>The 50 means 50%, so there will only be half as many marble resources
>on the map as there are players. So if you wanted to double the
>number of marbles, for example, change it to this:
>
><iPlayer>100</iPlayer>
>
>There should then be as many marbles on the map as there are players.
>You can use any integer you want there.

Thank you for this! Smile

Now I know where to look, I can also compare the settings against those
for the other resource types.
>
>There are other settings here which affect resource placement. I'm
>not sure what they all do, but here's my best guess:
>
>iTilesPer - the number of map tiles per resource (0 means no limit, so
>it's not used to limit marble)
>
>iConstAppearance - higher number means more abundant ?
>
>iUnique - the number of unique instances of a resource? ie: if you
>want 5 marbles every time put a 5 there.
>
>iMinLatitude, iMaxLatitude - the min and max latitudes where a
>resource can appear.
>
>iMinAreaSize, iMinLandPercent - ???
>
>I think the Rands (iRandApp1, iRandApp2, ...) are involved, too, but
>no clue as to how.

I guess it's down to the old trial & error method... Smile
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Paul 'Charts Fan' Hyett
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David Littlewood

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Since: Jan 25, 2006
Posts: 28



(Msg. 7) Posted: Thu Nov 01, 2007 4:16 pm
Post subject: Re: Civ4 - resources [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <$UZzu9CcWMKHFwwF@blueyonder.co.uk>, Paul Hyett
<pah RemoveThis @nojunkmailplease.co.uk> writes
>In alt.games.civ3 on Wed, 31 Oct 2007, Wintermute wrote :
>>On Wed, 31 Oct 2007 10:29:37 GMT, Paul Hyett
>><pah RemoveThis @nojunkmailplease.co.uk> wrote:
>>
>>>Does anyone know which data file controls the occurrence frequency of
>>>the special resources - specifically Marble, as it seems to be very rare
>>>normally?
>>
>>There's not one particular file, it's a bit more complicated than
>>that. As best I can tell, resource placement is done in the map
>>scripts which are written in Python.
>
>Oh dear, I was hoping it was going to be easy to change, just like in
>Civ3.
>>
>>Each script works a bit differently as far as adding features
>>(forests, jungles, etc) and resources (marble, et al). Take, for
>>example, Great_Plains.py. It uses the following two variables to make
>>some resources rare and others abundant:
>>
>>forceRarity = ('BONUS_MARBLE', 'BONUS_GEMS', 'BONUS_DYE',
>> 'BONUS_INCENSE', 'BONUS_SUGAR')
>>forceAbundance = ('BONUS_SILVER', 'BONUS_FUR', 'BONUS_CORN',
>> 'BONUS_HORSE', 'BONUS_WHEAT')
>>
>>If you moved 'BONUS_MARBLE' from forceRarity to forceAbundance, it
>>should be more abundant in a Great Plains maps.
>
>I tend to use random fractal maps.
>
>> These variables are
>>used in the addBonusType function. The final count you get is a
>>function of map size, # of players, and the abundance/rarity.
>
>I guess I'll just have to place it via the Map Editor, rather than
>regenerate a map loads of times as I usually try.

Of course, you could just take the lazy person's way out - enter
Worldbuilder, select terrain editing, and scatter a few marble (or any
other) resources around as you feel suitable.

David
--
David Littlewood
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Wintermute

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Since: Jul 30, 2005
Posts: 31



(Msg. 8) Posted: Thu Nov 01, 2007 5:29 pm
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Paul Hyett

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Since: Apr 15, 2005
Posts: 94



(Msg. 9) Posted: Thu Nov 01, 2007 5:39 pm
Post subject: Re: Civ4 - resources [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In alt.games.civ3 on Thu, 1 Nov 2007, David Littlewood wrote :
>>
>>I guess I'll just have to place it via the Map Editor, rather than
>>regenerate a map loads of times as I usually try.
>
>Of course, you could just take the lazy person's way out - enter
>Worldbuilder, select terrain editing, and scatter a few marble (or any
>other) resources around as you feel suitable.

That's what I meant - I just forgot it what the editor was called. Smile
--
Paul 'Charts Fan' Hyett
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Paul Hyett

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Since: Apr 15, 2005
Posts: 94



(Msg. 10) Posted: Fri Nov 02, 2007 9:30 am
Post subject: Re: Civ4 - resources [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In alt.games.civ3 on Thu, 1 Nov 2007, Wintermute wrote :
>On Thu, 01 Nov 2007 09:30:08 GMT, Paul Hyett
><pah DeleteThis @nojunkmailplease.co.uk> wrote:
>
>>I guess it's down to the old trial & error method... Smile
>
>I just found a site that might help with that:
>
>http://www.civ4wiki.com/wiki/index.php/CIV4BonusInfos
>
>It explains all the settings much better than I could.
>
Great site - and for other XML's :

http://civ4wiki.com/wiki/index.php/XML_files
--
Paul 'Charts Fan' Hyett
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