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#1 |
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Chieftain
Join Date: Nov 2005
Posts: 16
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Adding new bonuses - anyone know what these cryptic XML tags do?
This post has been stripped of all tabs - can I post in plaintext on this system?
Firstly, the schema that I'm having trouble with: Schema itself is in CIV4TerrainSchema.xml But I'll excerpt from CIV4BonusInfos.xml Spoiler:
Anyway, if anyone has already done extensive experiments (or just knows) what these things do, and can fill out the rest of the tags, I'd appreciate it greatly. I'm particularly interested in the rarity numbers - all of them are pretty much the same (so I could just copy and modify an existing instance) but while I'm adding new resources I'd like to make some of them rarer than others - otherwise, iron and copper become impossible to obtain - alternatively, I could make bonuses more common overall, which I think is more fun anyway. I've done some experiments but fiddling with these numbers but I don't see a huge impact. At the moment, I can't even figure out where in the python code the bonuses are added to the random map - are the bonuses just considered features? They don't seem to be called "bonuses" in the perl code (except where it deals with documentation)? I have to look through CvMapScriptInterface.py, actually - might be in there somewhere and just never used. /cygdrive/c/Program Files/Firaxis Games/Sid Meier's Civilization 4/Assets/Python $ grep -ci bonus *.py */*.py */*/*.py | grep -v :0 CvAdvisorUtils.py:17 CvDebugTools.py:6 CvUtil.py:1 PyHelpers.py:146 EntryPoints/CvMapScriptInterface.py:21 EntryPoints/CvScreensInterface.py:10 Screens/CvDebugInfoScreen.py:22 Screens/CvForeignAdvisor.py:21 Screens/CvMainInterface.py:53 Screens/CvPediaBonus.py:51 Screens/CvPediaBuilding.py:5 Screens/CvPediaHistory.py:8 Screens/CvPediaImprovement.py:12 Screens/CvPediaMain.py:19 Screens/CvPediaUnit.py:8 Screens/CvScreenEnums.py:1 Screens/CvTechChooser.py:19 Screens/CvWorldBuilderScreen.py:20 pyWB/CvWBDesc.py:8 No mention that I can see in any of the random map generation stuff. Anyway, there are a bunch you might profitably add: Tobacco is a luxury, made obsolete by Genetics (as people stop smoking it.) Chocolate, coffee and tea are all luxuries. Guano deposits are important for military purposes post gunpowder but pre-WWI - window is slightly narrower than the one for whales. Oysters are a luxury found in sea hexes. Honey makes mead - you could build wineries on the hexes. Cedar is a luxury that appears only in forests - they are collected using timbermills. There are some other luxury woods - Ebony and Mahogany, for example. Rubber is a construction material (+1 hammer) found only in jungles. It could halve the price of some wonders, I suppose. The "gems" resource clearly represents corundum (rubies, sapphires) or possibly beryl (emerald) and is not interchargable with diamond, which is a luxury and may have military or industrial applications late in the game (subject to another mod, probably). There are several types of gems in the ancient world, which were definitely traded for each-other, so we might also add "jewels", meaning there would be three types to trade. Platinum never played an important role in the ancient old world, but that is an accident of history and geology - the inca knew it used it. Last edited by tndp; Nov 02, 2005 at 01:49 PM. |
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#2 |
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Warlord
Join Date: Oct 2005
Posts: 119
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Perhaps we could add tin, and make ancient units require either copper and trin or iron
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#3 | |
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User of Run-on Sentences.
Join Date: Jul 2005
Location: Massachusetts
Posts: 1,753
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Quote:
Code:
To make this code... I surrounded it with "code" blocks. Spoiler:
Codes and examples here
__________________
MODDDDDS INNNNNN SPAAAAAAAACE Last edited by Gerikes; Nov 02, 2005 at 09:37 AM. |
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#4 |
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Chieftain
Join Date: Nov 2005
Posts: 16
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Thanks much.
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