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Illuminatus!
10-08-2005, 19:44
I'm trying to implement a point discussed in either the GoG or HR threads, namely encouraging the AI to acquire kingdom advantages by making exotics available just through building stuff. However, I've run into a bit of a roadblock. The way things work with the below-changes, after one has finished construction of a gem mine, an anchor appears as though you had an admiralty and you can select ANY exotic good to import, not just gems. The "produce = gems" line doesn't seem to be working as is.

I'm going to try 1) eliminating all exotic good requirements from Kingdom Advantages 2) re-"creating" all former exotic goods as normal trade goods (bulk of the work) 3) If necessary and possible, change the display files in defs/screen. Anyone know of a shorter solution?

These are the files I've changed:

defs/economy/assets.in2

I've rewritten:
[metal and gem deposits]

defs/economy/buildings.in2

I've rewritten:
[silver mine]
req = metal and gem deposits, toolsmith
cost = 400s, 3000g
produce = silver
happiness = -5
base_bonus = 8g
group = 0
index = 13


and I've added:
[gem mine]
req = silver mine, books
override = silver mine
cost = 700s, 5000g
produce = gems
happiness = -3
base_bonus = 10g

defs/economy/exotics.in2

I've rewritten:
[gems]
cost = 1g
importtime = 1
req = gem mine

defs/economy/tm.in2 (probably useless, but what the hey)

I've rewritten:
[silver mine]
req = metal and gem deposits
produce = silver

defs/misc/assets.in2 (again, probably useless, but why not...)

I've rewritten:
[metal_and_gem_deposits]
index = 2

defs/misc/valuables.in2 (another probably useless file)

I've added at the bottom:
[gems]
index = 16

images/screens/PlayWnd/economy/icons/assets

I've rewritten:
metal and gem deposits.bmp
/small/metal and gem deposits.bmp

images/screens/PlayWnd/economy/icons/buildings

I've added/copied and renamed the silver mine files:
gem mine.bmp
gem mine_l.bmp
gem mine_s.rle

images/screens/PlayWnd/economy/icons/tm (probably useless, but harmless nonetheless)

I've added/copied and renamed the silver mine file:
gem mine.rle


images/World_icons/assets

I have purposefully NOT changed this folder's contents.

Angryminer
10-08-2005, 19:56
I'm in a hurry and I'll write something more later, but here's a shorty on how I made exotics available for AI-kingdoms:
1. Exotics can not be produced. They are imported.
2. Valuables can be produced.
3. Conclusion: All known exotics need to be re-implemented and categorized as valuables.
4. After that, create buildings that produce the new "valuables".
Voila!

I'll write something more specific soon.

Angryminer

Illuminatus!
11-08-2005, 01:32
Well, I found *something* that works, though it could probably be improved upon:

A1. I added a "1" (as in [silk1], [gems1], etc.) to the names of each of the exotic goods in defs/economy/exotics.in2.

A2. I did the same with the images/screens/PlayWnd/economy/icons/exotics files...looks sloppy in the political view economic filters, but only if you want to read the descs of something you can never have and don't really want.

B. I added the pertinent information to defs/economy/valuables.in2, texts/economy/valuables.tsv, texts/economy/valuablesdesc.ini, images/screens/PlayWnd/economy/icons/valuables, and " "/small

C. Added/modifed building info in defs/economy/buildings.in2, images/screens/PlayWnd/economy/icons/buildings, and texts/economy/buildings;2.ini