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New resources types? - 11/9/2018 2:21:39 PM   
Kossatx

 

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Hi, it's possible to create new resources types? I would like to create a few types of capitals and cities. For example, with the editor only is possible to mod two types of capitals (Capitals, and Major Capitals), but I would like to mod four more types of capitals (six in total). There is any way to do it?
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RE: New resources types? - 11/9/2018 4:16:35 PM   
mroyer

 

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I'm pretty sure the answer is 'no', but I too am very interested in an informed response from someone who is sure.

-Mark R.

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RE: New resources types? - 11/9/2018 6:09:10 PM   
sPzAbt653


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It depends on what you are trying to do. For example, you can have several different types of graphics for one resource, but you can only have one set of values for a capital for each country. If you could be more specific you could get a better answer

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RE: New resources types? - 11/9/2018 6:27:11 PM   
BillRunacre

 

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The only way around the limitation of there being two capital types, if more are desired, is to have countries formed via Territory scripts. The first hex in the script should be an urban resource that is desired to be their capital, and the engine will allow that resource to become the capital of the new country, e.g. a town.

But for countries that exist from the word go, only the two capital types are possible.

That said, it is possible to vary the MPP collection per strength point between countries, and also the maximum strength, so more capital types shouldn't really be necessary, just set bespoke stats for each country, and use the range of image types available.

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RE: New resources types? - 11/12/2018 8:47:26 AM   
Kossatx

 

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Thanks for your help

@BillRunacre. As you say, it is possible to vary the MPP collection per strength point between countries, but when a country invades cities of other country, the invader city sets prevail for MPP's outcome. This has no sense

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RE: New resources types? - 11/12/2018 10:12:31 AM   
sPzAbt653


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I tend to agree with Kossatx on the changing of Resource Values when changing ownership. For example, East Galicia Oil Field produces 3 when owned by Poland, 15 when owned by Germany, and if we mod Rsource Values between Majors, 27 when owned by Russia. I made up the numbers, I don't recall what the exact ones were, and probably there is no Oil Field in East Galicia in the stock campaign, but it all applies to any Resource.

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RE: New resources types? - 11/12/2018 3:38:26 PM   
BillRunacre

 

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When Poland transfers to being part of Germany, its resources should switch to the German setting.

However, just occupying a resource shouldn't have that effect, e.g. capturing a Soviet Mine shouldn't lead to it suddenly having the setting of a German Mine, as transferring a resource between countries isn't the same thing as capturing one.

Anyway, as an alternative, the Settlement Resource type is barely used in the official campaigns so maybe it could provide an extra resource for this use?



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RE: New resources types? - 11/13/2018 9:44:44 AM   
Kossatx

 

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BillRunacre: I have already used settlements as you say

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RE: New resources types? - 11/13/2018 12:49:34 PM   
sPzAbt653


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quote:

When Poland transfers to being part of Germany, its resources should switch to the German setting.

That is what I was meaning when I said 'when changing ownership', but your description is better. So, why would the value of a Polish Mine increase when it transfers to being a part of Germany ? That is what we are saying doesn't seem proper. It's the same for any other Resource that becomes connected to a higher value grid. In the stock game I think this might be why all Resources have the same values from country to country, to avoid any such confusion. But to some of us it seems that an increase in MPP value due to a transfer to another country doesn't seem appropriate. An increase in Supply might seem reasonable based on being connected to different supply grid, but why would a mine or oil field increase ?

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RE: New resources types? - 11/13/2018 6:37:52 PM   
BillRunacre

 

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What's happening is that the resource is being transferred to the recipient country, so it automatically receives that country's settings.

For that not to happen would require more coding to be done, probably with a choice as to whether it were to happen.

I can understand your reasoning and why this could be desirable, but I don't think confusion would be avoided because players would look at their newly German resources at some point during their game, and wonder why they had different settings to other German resources.

The better option might be to have a new territory formed, like the General Government of Poland, with its own settings more in line with the desired result.

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