Files
source/gamedir/Base/TableData/Map/Minerals.xml
T
d683cdeb64 Run from gamedir (#686)
* prepare gamedir for running the game

* Stop telling installers to overwrite the vanilla game

The release no longer contains anything that lands on a vanilla file:
its base data lives in Base, so unpacking it over the game directory
and copying the game's Data into the release now amount to the same
installation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Give the mod's base data its own VFS profile

Its files ship in Base now, so that a vanilla Data directory can be
copied in whole without a single collision. Mount Base right above the
vanilla dirs in every profile stack — the slot where the installer's
overwrites used to end up.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Mount Base in the language overlays' VFS configs too

Assembling a release copies a <Language>_Version directory over
gamedir, its own copies of the configs included, so without the same
Base profile every non-English release would mount nothing from Base.

Their libraries move along with the rest of the base data: each
language slf, and the Russian data.slf that shadows the vanilla
Data.slf by name.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Ignore a vanilla Data directory dropped into gamedir

Running the game here needs one copied in, and it is an untouched copy
of somebody's retail install — nothing this repository should track.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Ignore only the player profile directory, not every Profiles

The unanchored pattern also swallowed Base/TableData/Profiles, the
mod's soldier profile XMLs, which are tracked and belong in a release.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* move gamedir/Data to gamedir/Base

* move gamedir-languages' Data to Base

---------

Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 11:05:15 -03:00

26 lines
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XML

<?xml version="1.0" encoding="utf-8"?>
<!--
This file defines the mine name on strategic screen and resource type name in mine infobox.
Fields index:
uiIndex - it is the number identifier in initmines.lua. (max 255 entries)
e.g. MineType = { Silver = 0, Gold = 1.... }
MineType assignment for each mines is done at function InitializeMines()
within the same LUA script.
sNameType - mine name to be displayed on strategic screen.
sMineral - resource type name to be displayed in mine infobox
-->
<MINERALS>
<TYPE>
<uiIndex>0</uiIndex>
<sNameType>Mine</sNameType>
<sMineral>Silver</sMineral>
</TYPE>
<TYPE>
<uiIndex>1</uiIndex>
<sNameType>Mine</sNameType>
<sMineral>Gold</sMineral>
</TYPE>
</MINERALS>