XML/Resource
Game resources are specified under the resources directory of the tech tree. Each resource will have it's own subdirectory and a resource specification file with the same name as the resource, but ending in .xml.
Note that there are 4 types of resources and that only one of the below can be specified for a single resource.
Contents
Full XML Example
<?xml version="1.0" standalone="no"?>
<resource>
<image path="images/image.bmp"/>
<type value="static"/>
<type value="consumable">
<interval value="30"/>
</type>
<type value="tech">
<model path="models/gold.g3d"/>
<default-amount value="1500"/>
<resource-number value="1"/>
</type>
<type value="tileset">
<default-amount value="300"/>
<tileset-object value="1"/>
</type>
<display value="true"/> <!-- GAE Only -->
</resource>Explanation
image
This is the path of the resource's image, which will be displayed on the top with the HUD, unless the resource is a hidden resource (which means it will not appear on the HUD, GAE only), it needs an image to accompany it.
type
The main body of the resource, there is only ONE type tag. The above example has more simply because its shows all the differing possibilities based on the different choices of the type. The type refers to how the resource is controlled. A static resource can only be added from production, morphing, upgrades, or generation. A consumable is like a static resource, but are used in cycles. A tech resource is harvested from resource nodes placed on the map. A tileset resource is harvested from a specific tileset object.
static
If static is chosen, there are no needed attributes. Static resources aren't actually consumed, and if a unit requiring them dies, they can be reused.
consumable
Consumables only have a single attribute, the interval, which is how often the resources are checked for the necessary amounts (and thus how fast units can starve if there isn't enough).
tech
Tech resources need a link to the G3D model that will be displayed, the amount that will be in the resource, and the resource number, which is which resource node number on a map will be replaced with that resource.
tileset
Similar to a tech resource, the tileset resource must specify how much of that resource are held in each object, and which tileset object number will correspond with it (eg: Object 1 is trees). There is not yet any way to make multiple tileset objects be the same resource.
display
A GAE only feature that toggles whether or not the resource appears in the HUD. Generally, you'd want most resources to be there, but it can be useful to have a hidden resource, such as one that may be used to limit you to a single "hero" unit, etc.