In article <$UZzu9CcWMKHFwwF@[EMAIL PROTECTED]
>, Paul Hyett
<pah@[EMAIL PROTECTED]
> writes
>In alt.games.civ3 on Wed, 31 Oct 2007, Wintermute 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.
>
>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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