Dancing Hoskuld
Deity
@DH: That was A problem, but adding my module to the MLF isn't helping.
I knew it had to be something simple. Replace the space in your file names with an underscore. I know it works because an XML error comes up.
@DH: That was A problem, but adding my module to the MLF isn't helping.
<BuildingHappinessChanges>
<BuildingHappinessChange>
<SpecialBuildingType>SPECIALBUILDING_TEMPLE</SpecialBuildingType>
<iHappinessChange>1</iHappinessChange>
</BuildingHappinessChange>
</BuildingHappinessChanges>
I have another question, just working in XML. Is it possible to use a SpecialBuildingType tag to create an effect that applies to all buildings of that type, without having to write them all out?
This is what I was experimenting with. What I was hoping for is +1 happiness from all Temples. It doesn't work at all, but is there something simple I could do to this XML fragment to make it work?
Code:<BuildingHappinessChanges> <BuildingHappinessChange> <SpecialBuildingType>SPECIALBUILDING_TEMPLE</SpecialBuildingType> <iHappinessChange>1</iHappinessChange> </BuildingHappinessChange> </BuildingHappinessChanges>
I think there is a lot that could be done with the SpecialBuildingTypes, but I need to know if it's possible first.
Please don't mess with the religion buildings directly. Ask me and we will discuss it. The temples have gone back and forth between providing happiness always and providing it only when it is the state religion.
I don't think that XML fragment will work because we have to list all the temples (and cathedrals) when we want to do something similar.
I wasn't actually planning on modifying the temples; I was just looking for an example and the temple was the best option.
I see Tsentom1's original version of the Great Mosque of Djenne uses something similar to what I'm trying to accomplish in the Python. I may have to adapt that code instead to get the effect I want.
Avoid python to the extent it's possible for you to do so. Any modifications made in python will (typically) be lost on load time rebuild after an asset change, because the effect cannot be reconstructed from the data available. If you need new xml tags to achieve what you want that is often not actually that hard, so please ask for such things before committing to a python based solution for things that have a one off effect (E.g. Changes to city values and similar on build of a building)
I wasn't actually planning on modifying the temples; I was just looking for an example and the temple was the best option.
I see Tsentom1's original version of the Great Mosque of Djenne uses something similar to what I'm trying to accomplish in the Python. I may have to adapt that code instead to get the effect I want.
Okay, that's what I was seriously going to ask for. I wasn't sure how hard it is to add a new XML tag. Here are the XML tags I am looking for:
<SpecialistCommerceChanges>. This would allow you to adjust the commerce yields of a particular specialist. Fall from Heaven 2 has this tag, used with the Theater of Dreams wonder: +2 Culture from Bard (their version of Artist) and Great Bard (their Great Artist). <SpecialistExtraCommerces> is for ALL specialists, and I would like to grant a bonus to one particular kind of specialist.
<BuildingCommerceChanges>. This would allow you to adjust building commerces with another building. You can currently do this with technologies and events but not with other buildings, and I would REALLY like to be able to do this. For example, a Wonder that grants +2 culture to all Casinos.
I would also like the ability to use <SpecialBuildingType> in the tags that call for <BuildingType>: <BuildingHappinessChanges> and (if the tag can be created) <BuildingCommerceChanges>.
Those are the first ones I can think of. I have a few others, but I would be content for the moment with getting these implemented.
OK, I'm working on new units that SO sent me and I'm having trouble with the FPKs.
When I unpack the C2C.FPK, the FPK is only about 130 MB or so. It unpacks to 600 MBs or so. However, when I add the new unit graphics and repack it, the file size is over 600 MB, as if it has not been compressed at all, and many of the units have pink buttons for interface.
I am frankly stumped on what I am doing wrong, but then again this is my first time using PAKbuild, so I'm most likely making stupid errors.
@SO: I followed your instructions to the letter and still am getting bad results. Attached below are screenies of what is going on, I really hope to get this to work in the near future.
Here is my FPK work area before I try to build anything.
Here is what it looks like afterwards.
It is as though it has not compressed anything, and when I open it up in-game it gives pink icons for all sorts of things. Could you please tell me what I am doing wrong? Thanks.
Oh, that explains it.
About the FPKs, all of the other unique units are in the C2C.FPK, would you rather I make an ls612.FPK or something? Thanks again.