View Full Version : Forest Replanting Mod
rezaf Nov 06, 2005, 11:22 AM Well, this is just a tiny modification I did for myself.
Maybe some others want to use it as well.
I missed the ability to plant forests in the game, so I modded it back in.
It works this way: Upon researching Guilds, your workers will be able to build the "Tree School" building. Once completed, your city will have to work the tile for ~25 turns, after which the Tree School will convert into a forest tile.
It's far from perfect and far from finished (a lot polishing to do), but it works and has no critical bugs. (Minor ones, though, like some Civic speeding up forest growth).
I'm working on the bells and whistles and on bugfixing, but atm my local copy is completely non-working. (Stupid picky Python ;) )
So I thought I'd just post the raw version for the time being.
Have fun.
Edit: Updated the Mod for the first time.
Changes:
- Changed the "english for runaways" translation "Tree School" into "Tree Nursery"
- Changed the icon for the "Build Tree Nursery" job to a picture of a forest.
- Did a cleanup and a rename on the files in the TXT directory to reduce filesize and make it easier for people to use this modification along with others.
Edit: Second Update
Changes:
- The mod wasn't actually working after the first update. BIG thanks (and apologies) to buffy66 for pointing this out! Fixed now.
- When a Tree Nursery matures into a Forest it will now be announced in the game log. Thanks to HawaiiFive-0 for figuring out how to get the addMessage statement to work.
- Made a minimal adjustment to the XML so the game will now say "Will turn into a Forest in x turns"
- included a readme with rudementary instructions
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rezaf
Isak Nov 06, 2005, 04:16 PM I think this is a brilliant idea. Simple and clever. :goodjob:
Gr3yHound Nov 06, 2005, 04:30 PM indeed, would be great if you could build a building that would raise the chance of new special ressources. Like a tree school could somehow raise the change of getting an extra spice tile or corn or whatever...gj so far
Uluk Nov 06, 2005, 04:41 PM I missed the forest replanting feature too, since I have a very bad habit cutting down all the trees :D However, don't you think 25 turns is a bit too much for that to happen? Maybe you could shorten the time down to maybe around 10-15 turns? That should keep the lumberjacks like me from exploiting this mod too much. :p
Cheers,
Uluk
rezaf Nov 06, 2005, 04:52 PM Heh, I started with 40 turns, but toned it down to 25.
I also started with Biology as the required tech.
I might further reduce the time later, but I don't think it should go too fast.
I encourage everybody to post his thought about that matter in this thread so I can consider them for the next version. :)
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rezaf
Gogf Nov 06, 2005, 04:58 PM Great idea! I really miss being able to plant forests as well.
Ariks Nov 06, 2005, 05:11 PM Aye, it should be "tree nursery". My guess is that rezafs native language is german or of germanic origin. A tree nursery in german is called 'Baumschule' which translates into "tree school" if using a word to word translation ;).
Good mod, I was missing that option. The first time I played I had all my forests cut down by the time the lumbermill was available :D.
ritterpa Nov 07, 2005, 12:18 AM 25 turns sounds reasonable. I don't like the idea of requiring a special building to do so, however. Planting trees is a knowledge thing--it should be a worker action after reaching a certain tech. People have known how to plant trees since long before they had tree nurseries. ;)
rezaf Nov 07, 2005, 02:44 AM Ariks is right, Tree School was a "english for runaways" type translation.
I'll rename it to tree nursery in the next version.
ritterpa: You say 25 turns is OK but there shouldn't be an improvement involved. You ARE aware that, if this was made a worker action requiring a certain time, more workers would speed up the process. Plus chopping down the forest will give your city resources to speed up their current production.
Having the improvement involved was done to balance this out.
But for you and everybody feeling that way ... I will likely release another mini-mod soonish which will feature Civ1 style worker actions, allowing direct planting of forests as well as other terraforming (Plains->Grassland, Tundra->Plains, Snow->Tundra etc.). Technically, this will STILL involve improvements, because CIV doesn't allow anything else yet, but they will disappear (be replaced by the target terrain) as soon as they're built.
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rezaf
NinjaCool Nov 07, 2005, 02:55 AM Great idea I miss the tree planting too. Expecially last night with barbarians hording into my part of an island.. I had 1 archer on a hill to block them desperately but I really wanted to get trees on the hill to give me a nice additional defensive bonus...now i can! ;)
Isak Nov 07, 2005, 05:07 AM [...] if this was made a worker action requiring a certain time, more workers would speed up the process. Plus chopping down the forest will give your city resources to speed up their current production.
Having the improvement involved was done to balance this out.
And that's exactly this mod's stroke of genious, in my opinion.
One suggestion - in the XML/Text folder, you should delete all the entries that you haven't modified, and just leave the ones specific to this mod.
Perhaps even give the files a different name. When the game loads, it loads all TXT_KEY entries from the XML/Text folder, no matter what the name of the file is, and it will still load the standard game's XML/Text folder, and then just ignores the TXT_KEY entries that are duplicated in your modded files.
This little change will make it easier for you to update the mod, and easier to integrate your mod into other mods (which I'm sure lots of modders will want to)
ejdacanay Nov 07, 2005, 11:13 AM hmmm, make a burn forest mod too, as i recall forest fires are also benefitial becuase the seeds spread or somethin and make the forests larger in a couple of years, they also had burning trees or somethin like that in ToT
Hyronymus Nov 07, 2005, 12:26 PM How about making the development of a tree nursery go faster after the research of recycling? Or isn't that possible?
DeadZoneMDx Nov 07, 2005, 01:05 PM mmm... so it was missing, thought I was going nuts
I do know that forests & jungles can grow by themselves (have it happen on my games quite abit)
Good work
ritterpa Nov 07, 2005, 05:18 PM ritterpa: You say 25 turns is OK but there shouldn't be an improvement involved. You ARE aware that, if this was made a worker action requiring a certain time, more workers would speed up the process. Plus chopping down the forest will give your city resources to speed up their current production.
Having the improvement involved was done to balance this out.
That's a good point, especially this being exploited later on as workers often have little to do.
Would there be a way to set it up like a cottage improvement, where it starts as a nursery, grows to an orchard, then finally matures into a forest? That would be pretty friggen neat.
LittleRedPoint Nov 08, 2005, 01:50 AM That idea of developing villages is brilliant and now the three farm. What if somebody make castles and stuff similar? For example worker builds fort and then city works on it and it grows stronger and better?
Hyronymus Nov 08, 2005, 07:06 AM That idea of developing villages is brilliant and now the three farm. What if somebody make castles and stuff similar? For example worker builds fort and then city works on it and it grows stronger and better?
That's not really how things worked with defenses. I never built fortresses in earlier Civ games, I find them utterly useless. So maybe I'm prejudiced.
rezaf Nov 08, 2005, 11:25 AM Would there be a way to set it up like a cottage improvement, where it starts as a nursery, grows to an orchard, then finally matures into a forest? That would be pretty friggen neat.
First you oppose ANY building being involved and then you want two instead of one?
What would the additional orchard level achieve, in your opinion?
It would be easy enough to make it that way, but I don't see why I should...
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rezaf
ritterpa Nov 08, 2005, 12:03 PM First you oppose ANY building being involved and then you want two instead of one?
What would the additional orchard level achieve, in your opinion?
It would be easy enough to make it that way, but I don't see why I should...
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rezaf
I was opposed to a city improvement building being built. Maybe I misunderstood initially and you had always intended on the building to be a terrain improvement building...
The orchard would delay the time before a forest would be full grown and simulate growing time. It couldn't be planted and harvested right away, but the worker could plant it and go on to do other things while it grows.
edit: yeah, I re-read the OP...man, how could I get that wrong? I failed reading comp 101 right here..
edit2: well, you did edit it this morning, so maybe you clarified there...
Junuxx Nov 08, 2005, 01:02 PM I like the idea. But isn't it unbalancing because of the possibility to re-chop the forest? And does the AI know how to use it?
rezaf Nov 08, 2005, 02:32 PM Well, if you read this thread a bit you might notice that the idea to have a building evolve into a forest instead of simply have workers directly plant it was introduced to balance this out. What else would you suggest?
About the AI ... the AI will never build the Tree Nursery, because it doesn't add any bonuses to a tile. In fact, reforestation doesn't really do you that much good, and with the 25 turn delay in place before you could go ahead and chop the forest down, I don't think it does much good, either. It's more of an aesthetical thing, except the health bonus it will give you once you get enviromentalism.
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rezaf
TLHeart Nov 08, 2005, 07:05 PM Don't forget about the 0.4 health benefit any forest gives a city. It is not all about chopping for hammers.
sinaarrgghh Nov 10, 2005, 02:40 PM Ok I have added this mod. I tried to pull the script changes out of CvEventManager.py (other mods have used it) and I can build the tree nursery but after 25 turns of being worked it remains a tree nursery. I thought it was meant to turn into forest. Am I just thick or did I miss a line or two of code?
Edited to add.
These are the lines I copied out
pPlot = CyMap().plot(iX,iY)
if(iImprovement==25):
pPlot.setFeatureType(CyGtFeatureInfo(4).getIcon(), CvGame().getReplayMessageColor(0),pPlot.getX(),pPl ot.getY(),true,true)
and I should add that I saved this and the other files in the zip to the custom assets folder instead of in the main game one. I have found a text file comparer and it can't see any other differences. Any ideas?
Corey Nov 10, 2005, 03:23 PM I don't like unfinished work but I'll give it a test.
rezaf Nov 10, 2005, 05:15 PM Ok I have added this mod. I tried to pull the script changes out of CvEventManager.py (other mods have used it) and I can build the tree nursery but after 25 turns of being worked it remains a tree nursery. I thought it was meant to turn into forest. Am I just thick or did I miss a line or two of code?
Edited to add.
These are the lines I copied out
pPlot = CyMap().plot(iX,iY)
if(iImprovement==25):
pPlot.setFeatureType(CyGtFeatureInfo(4).getIcon(), CvGame().getReplayMessageColor(0),pPlot.getX(),pPl ot.getY(),true,true)
and I should add that I saved this and the other files in the zip to the custom assets folder instead of in the main game one. I have found a text file comparer and it can't see any other differences. Any ideas?
Assuming you made no errors pasting this it should be correct. However, if you are using a mod that has a CvEventmanager.py, which in turn has the onImprovementBuilt function, it will overwrite the one from the main game, so you need to add those lines there. IIRC maingame is overwritten by custom assets which are in turn overwritten by mod.
Other than that, did you use my files of the XMLs?
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rezaf
sinaarrgghh Nov 11, 2005, 04:18 AM Yes I added the XML files into the right directory as well. I did notice that in world builder it has two tree nurserys so I assume it is aware that there are two stages. They are both the same though.
DrJambo Nov 11, 2005, 07:23 AM Do you know that forests regrow anyway? Rather than doing something like this, maybe all you really need to do is find out where this regrowth value is located in the XML sheets and mod it a little to increase the likelihood of the forests regrowing?
Flotorius Nov 11, 2005, 03:16 PM Do you know that forests regrow anyway? Rather than doing something like this, maybe all you really need to do is find out where this regrowth value is located in the XML sheets and mod it a little to increase the likelihood of the forests regrowing?
Certainly, there is already some time invested in this mod. But I'm tempted to agree here. Why shouldn't the tree nursery add, let's say +100%, to the regrowth probability?
rezaf Nov 11, 2005, 05:33 PM Tree Nurseries are controlled reforestation efforts. Forest growth occurs randomly, but only next to a tile that already contains a forest, at leas AFAIK.
But you can put a Tree Nursery wherever you wish.
It's for places where natural regrowth is a very, very distant possibility, just like the places where controlled reforestation occurs in real life.
If you don't want to have tree nurseries, fine, mod your tree growth rate and be done with it. ;)
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rezaf
GIR Nov 12, 2005, 08:46 AM yeha, i really like this mod - great work, nice idea :goodjob:
Trubadurix Nov 14, 2005, 05:08 AM First you oppose ANY building being involved and then you want two instead of one?
What would the additional orchard level achieve, in your opinion?
It would be easy enough to make it that way, but I don't see why I should...
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rezaf
I'd like that additional orchard level implemented (if it's not been done already...), simply because it'd look better. A forest doesn't simply pop from nursery to huge trees, let them grow :)
Edit: Great idea
Spatzimaus Nov 14, 2005, 09:55 AM About the AI ... the AI will never build the Tree Nursery, because it doesn't add any bonuses to a tile.
Then I'd say the solution is to have the Nursery add some small bonus to the tile, less than what the trees will eventually provide but something that's not available through the other improvements. Forests add 1 production, 50% defense, +0.4 health, and increase the movement cost to 2. Plus, of course, you can chop down the trees for more production. So, let's say the nursery provides just the +0.4 health (and maybe +25% defense if you can code that into improvements); this'd still be weak compared to the other improvements the AI could choose from, but it wouldn't automatically be overshadowed by the other terrain improvements since none of them provide health.
If you can't make improvements give fractional health, then make it a mix of production and either food or commerce. Again, while it's weaker than a good mine or cottage, it's not completely overshadowed.
Trubadurix Nov 14, 2005, 03:22 PM hm, how do I install this?
'tis my first day trying out mods :)
buffy66 Nov 14, 2005, 03:28 PM Hmmm.
I tried to test this mod.
Unfortunately it doesn't work in the described way.
For testing I changed the PrereqTech to TECH_BRONZE_WORKING.
So after discover bronze working my workers could build the tree nursery.
I have also changed the iUpgradeTime to 1 so the improvement tree nurseryII is built very fast.
After the upgrade time my improvement changed to tree nursery II but nothing happened. No forest appeared.
Let me try to understand this mode.
Inside the python file you are looking for the improvement with the index 25 of the xml file 'CIV4ImprovementInfos'. After this event happened the forest should appear. Right?
So maybe someone can help me to get this mod working.
Thx,
Buffy
rezaf Nov 14, 2005, 06:11 PM For those using the provided files, just extract the archive and copy the directory into CIV's mod directory, as linked in the main folder.
For those trying to manipulate the python files yourself ... do it RIGHT.
You need to be careful, and every little mistake will lead to the python function (and thus the mod) not working.
Buffy66 in particular: just download the files and then copy the onImprovementBuilt function into your python file - it will then work flawlessly.
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rezaf
buffy66 Nov 15, 2005, 09:07 AM OK rezaf.
So does that mean that the changes of the xml files and the python file won't work if I do it in the main folder firaxis games\sidmei...\assets ?
That's what I did.
Of course I manipulate the whole game but that is what I want to do. Or is it a must that I do it inside the mods directory?
Concerning my understanding of the python file: Am I right?
snarko Nov 15, 2005, 09:15 AM You should never overwrite the original files unless there is no other choise. In this case there is - put the files in customassets. This will include the changes every (normal) game you play but without overwriting your original files.
buffy66 Nov 15, 2005, 09:29 AM Hmmm. I have tried this. But it won't work. I always tried my changes in the custom asstets directory. Cause it didn't work I tried it in the origin directory. Of course I have a copy of my original files.
I will try again in the evening with the original files and inside the mods directory. Maybe it will work.
Otherwise I will come back.
Remains my python file question :)
buffy66 Nov 16, 2005, 04:36 AM OK. I have tried various ways. But the mod never worked.
My last try.
I deinstalled the game. Deleted every directory.
New Installation.
Copied the mod in the MODS directory of the main game folder.
I changed the CvEventManager.py file as described.
Loaded the game -> Advanced -> Load a Mod -> Forestry Mod
Restart.
Play.
Built the Tree Nursery.
After 25 turns the tree nursery remains and no forest appeared.
Any ideas?
snarko Nov 16, 2005, 06:43 AM I've figured out why you have a problem with it... the code doesn't work. It doesn't make sense so I don't know what it's supposed to do, but since I assume just make a forest appear here's what I changed:
if(iImprovement==25):
[tab]pPlot.setFeatureType(CyGtFeatureInfo(4).getIcon(), CvGame().getReplayMessageColor(0),pPlot.getX(),pPl ot.getY(),true,true)
To:
if(iImprovement==gc.getInfoTypeForString('IMPROVEM ENT_TREE_NURSERY_II')):
[tab]pPlot.setFeatureType(gc.getInfoTypeForString('FEAT URE_FOREST'), 0)
rezaf Nov 16, 2005, 07:53 AM And today's stupid mofo award goes to .... me!
:suicide:
Looks like I managed to pull off one huge copy-paste error in the last release.
BIG apologies to buffy66 and thanks for pointing this out to me.
Also, thanks to snarko for suggesting the use of getInfoTypeForString.
Your corrected python still misses the code to remove the actual Nursery Improvement. Fixed this and re-uploaded.
I'm really embarrassed. Might have noticed this earlier if I had actually played CIV for more than an hour in the last week. Somebody email me some hours of time. :(
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rezaf
CyberChrist Nov 17, 2005, 04:06 AM Btw, if you make the Tree Nursery increase production output of plot by +1(like the Forest will) then AI will actually build these also.
ZippyRiver Dec 03, 2005, 11:41 AM Yeah, getting the AI to use it might be a problem.
I do like the orchard idea and it could be used to address an abuse problem. fall it in the middle. 15 turns to build an orchard, 15 turns worked to turn it into a forest. Orchards can NOT be cleared. Multiple workers could then hurry up the planting a bit, but the tile has to be worked for it to mature to a tile that can be harvested.
nik_fatw Dec 05, 2005, 07:18 AM And today's stupid mofo award goes to .... me!
:suicide:
Looks like I managed to pull off one huge copy-paste error in the last release.
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rezaf
I too missed the build forest feature, this mod is an excellent idea.
Having read all of these posts I am confused as to what the correct mod is now?
To make it clear (to someone who has never done a mod before), could you re-print it and tell anyone who doesnt know, where to put it,
Many Thanks, :D
Nik
P.S. Is there a way add a check box in the options to stop automated workers from chopping down forests!!?
ghen Dec 05, 2005, 07:36 AM Concidering the season, can you add an additional nursery that makes a christmas tree farm? It would add happiness instead of production :)
Thalassicus Dec 09, 2005, 10:34 AM In fact, reforestation doesn't really do you that much good, and with the 25 turn delay in place before you could go ahead and chop the forest down, I don't think it does much good, either. It's more of an aesthetical thing, except the health bonus it will give you once you get environmentalism.
The advantage of replanting forests is that a lumbermilled forest has the same production as a workshop, without the food or health penalties, and +0.4 health instead. Another way to look at it is that it's 1 hammer less than a mined hill, in trade for +1 food and a health bonus, that can be on normal grassland or plains. :)
In order to get the AI to build them, just give the base improment a +1 hammer bonus, and last only one turn before it upgrades. This "zeroth" level would be called the same, so the difference between it and the first level would be pretty much invisible to the player. The levels could be: Worker job (15 turns), then "Nursery" (1 turn, +1 hammer) -> "Nursery" (4 turns) -> "Orchard" (10 turns) -> Forest. Or, you could give all the levels a flat +1 hammer bonus, giving you something for the 15 turns until it matures. Once it's a full-grown forest, you can then add the lumbermill and railroad to improve the production of the tile up to normal standards.
Why not make tree replanting a benefit of Environmentalism? I don't think organized replanting of trees really evolved to the scale it is today until conservation concerns began to come to light in the modern era. If Environmentalism let you replant forests, in addition to the health and happiness bonuses, that would make it a stupendous civic for boosting city size and production capabilities at endgame (in trade for economic income, which you generally no longer need). This was likely the intention the designers had in mind when creating that civic :)
Soam Dec 10, 2005, 01:10 AM I understand your reasons for doing the tree nursery and don't disagree, but if you are worried about people abusing the sheild bonus for chopping it down after replanting can't you make it so workers don't plant forests but a new terrain improvment call "planted forests" and then give it all the benefits of a forest but take away the shield bonus for chopping it down? Or at least lower it?
Not sure if this can be done since I don't mod but I thought I'd suggest it.
djenghis Dec 10, 2005, 03:51 AM How do you combine two different mods into one game? Just putting all the folders in the same mod?
kik Apr 17, 2006, 12:20 PM yea I like it to
wotan321 Jul 19, 2006, 07:13 AM This is a great mod, but a nice little readme.txt file to explain where the changes are for modders, would be nice. Thanks for putting this together.
modifieda4 Jul 31, 2008, 11:26 PM any update for this? im struggling to get this to work with bts 3.17
modifieda4 Aug 01, 2008, 12:06 AM i got it to work :D i really like this mod since it doesnt change the dll you can fold into any other mod. huge thanks to rezaf for creating it!:goodjob:
the only wierd thing i noticed was that if a city begins working a nursery plot, then stops, the 'turns until forest' text doesnt change back to 'city must work' message...no biggie.
anyway, here's what i did:
start with bts 3.17 files or compatible files from another mod.
CIV4UnitInfos.xml : add this to the two worker units
<Build>
<BuildType>BUILD_TREE_NURSERY</BuildType>
<bBuild>1</bBuild>
</Build>
CIV4BuildInfos.xml: add this
<BuildInfo>
<Type>BUILD_TREE_NURSERY</Type>
<Description>TXT_KEY_BUILD_TREE_NURSERY</Description>
<Help/>
<PrereqTech>TECH_GUILDS</PrereqTech>
<iTime>500</iTime>
<iCost>0</iCost>
<bKill>0</bKill>
<ImprovementType>IMPROVEMENT_TREE_NURSERY</ImprovementType>
<RouteType>NONE</RouteType>
<EntityEvent>ENTITY_EVENT_BUILD</EntityEvent>
<FeatureStructs/>
<HotKey>KB_S</HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>1</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>1</iHotKeyPriority>
<Button>,Art/Interface/Buttons/TerrainFeatures/Forest.dds,Art/Interface/Buttons/BaseTerrain_TerrainFeatures_Atlas.dds,3,3</Button>
</BuildInfo>
TEXT files: no change
CIV4ImprovementInfos.xml: use bts 3.17, add
<ImprovementInfo>
<Type>IMPROVEMENT_TREE_NURSERY</Type>
<Description>TXT_KEY_IMPROVEMENT_TREE_NURSERY</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_TREE_NURSERY_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_PLANTATION</ArtDefineTag>
<PrereqNatureYields/>
<YieldChanges/>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>48</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>25</iUpgradeTime>
<iAirBombDefense>5</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>5</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids/>
<ImprovementPillage/>
<ImprovementUpgrade>IMPROVEMENT_TREE_NURSERY_II</ImprovementUpgrade>
<TechYieldChanges/>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
<ImprovementInfo>
<Type>IMPROVEMENT_TREE_NURSERY_II</Type>
<Description>TXT_KEY_FEATURE_FOREST</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_TREE_NURSERY_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_PLANTATION</ArtDefineTag>
<PrereqNatureYields/>
<YieldChanges/>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>48</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>5</iUpgradeTime>
<iAirBombDefense>5</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>5</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids/>
<ImprovementPillage/>
<ImprovementUpgrade/>
<TechYieldChanges/>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
CvEventManager.py: replace def onImprovementBuilt section with
def onImprovementBuilt(self, argsList):
'Improvement Built'
iImprovement, iX, iY = argsList
pPlot = CyMap().plot(iX,iY)
if(iImprovement==gc.getInfoTypeForString('IMPROVEM ENT_TREE_NURSERY_II')):
CyInterface().addMessage(CyGame().getActivePlayer( ),True,25,'A tree nursery has matured into a Forest!','AS2D_DISCOVERBONUS',1,'Art/Interface/Buttons/TerrainFeatures/Forest.dds',ColorTypes(8),iX,iY,True,True)
pPlot.setFeatureType(gc.getInfoTypeForString('FEAT URE_FOREST'), 0)
pPlot.setImprovementType(-1)
if (not self.__LOG_IMPROVEMENT):
return
CvUtil.pyPrint('Improvement %s was built at %d, %d'
%(PyInfo.ImprovementInfo(iImprovement).getDescript ion(), iX, iY))
tommy357 Aug 06, 2008, 03:14 PM I can't play this mod with BTS 3.17
Anyone can upload new forestry mod file that can play with BTS 3.17?
Thanks.
modifieda4 Aug 06, 2008, 05:09 PM i posted the fix above, my files have other mods folded in, so me posting them wouldnt work for you.
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