OK, refactored the building help so it now queries the highest resi for the given resource from the given TribeDescr and uses its representative_image. The barbarian scenario also uses representative_image for each resi now instead of fixed image paths.
There was no need to define an icon, as representative_image points to the first idle frame by default.
OK, refactored the building help so it now queries the highest resi for the given resource from the given TribeDescr and uses its representative_ image. The barbarian scenario also uses representative_ image for each resi now instead of fixed image paths. image points to the first idle frame by default.
There was no need to define an icon, as representative_