On Wed, 31 Oct 2007 11:33:55 -0500, Wintermute
<Wintermute@[EMAIL PROTECTED]
> wrote:
>On Wed, 31 Oct 2007 10:29:37 GMT, Paul Hyett
><pah@[EMAIL PROTECTED]
> 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. You can find them here:
>
>C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\PublicMaps
>
>Also, they im****t some files from here:
>
>C:\Program Files\Firaxis Games\Sid Meier's Civilization
>4\Assets\Python
>
>such as CvMapGeneratorUtil.py.
>
>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. 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 doubt the other scripts are quite this easy to change, but I haven't
>really looked at them.
>
>As always, copy any file you want to edit to the corresponding Custom
>Assets directory first.
I'd also copy and rename map scripts you want to edit to here:
C:\Documents and Settings\[YOUR USERNAME]\My Documents\My Games\Sid
Meier's Civilization 4\PublicMaps
Just in case you screw something up. They should show up as a new map
types when you start a custom game.


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