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.
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.