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! :)
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... :)
--
Paul 'Charts Fan' Hyett


|