Hi,
While trying to add some new improvements to Fall from Heaven I ran into a slight problem. I successfully added the new improvements but they don't upgrade past the second level. The second level improvement doesn't upgrade to the third level while the third level tries to upgrade to itself in 0 turns. I've been staring at the code for awhile now and can't find what I'm doing wrong. The code can be found in the following spoilers.
Code for the second level improvement:
Code for the third level improvement:
I have a feeling it's something very simple to fix but for the life of me I can't figure it out. Any help would be greatly appreciated.
- Roll
While trying to add some new improvements to Fall from Heaven I ran into a slight problem. I successfully added the new improvements but they don't upgrade past the second level. The second level improvement doesn't upgrade to the third level while the third level tries to upgrade to itself in 0 turns. I've been staring at the code for awhile now and can't find what I'm doing wrong. The code can be found in the following spoilers.
Code for the second level improvement:
Spoiler :
Code:
<ImprovementInfo>
<Type>IMPROVEMENT_WORKSHOP2</Type>
<Description>TXT_KEY_IMPROVEMENT_WORKSHOP2</Description>
<Civilopedia></Civilopedia>
<Help></Help>
<ArtDefineTag>ART_DEF_IMPROVEMENT_WORKSHOP</ArtDefineTag>
<YieldChanges>
<iYieldChange>-1</iYieldChange>
<iYieldChange>3</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>1</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>1</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>1</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>45</iUpgradeTime>
<iAirBombDefense>5</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>10</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<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>
</FeatureMakesValids>
<ImprovementPillage>IMPROVEMENT_WORKSHOP</ImprovementPillage>
<ImprovementUpgrade>IMPROVEMENT_WORKSHOP3</ImprovementUpgrade>
<TechYieldChanges>
</TechYieldChanges>
<RouteYieldChanges>
</RouteYieldChanges>
<bGraphicalOnly>0</bGraphicalOnly>
<bUnique>0</bUnique>
<iAppearanceProbability>0</iAppearanceProbability>
<iHealRateChange>0</iHealRateChange>
<iRange>0</iRange>
<iRangeDefenseModifier>0</iRangeDefenseModifier>
<iVisibilityChange>0</iVisibilityChange>
<BonusConvert>NONE</BonusConvert>
<FeatureUpgrade>NONE</FeatureUpgrade>
<SpawnUnitType>NONE</SpawnUnitType>
</ImprovementInfo>
Code for the third level improvement:
Spoiler :
Code:
<ImprovementInfo>
<Type>IMPROVEMENT_WORKSHOP3</Type>
<Description>TXT_KEY_IMPROVEMENT_WORKSHOP3</Description>
<Civilopedia></Civilopedia>
<Help></Help>
<ArtDefineTag>ART_DEF_IMPROVEMENT_WORKSHOP</ArtDefineTag>
<YieldChanges>
<iYieldChange>-1</iYieldChange>
<iYieldChange>4</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>1</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>1</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>1</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>5</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>15</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<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>
</FeatureMakesValids>
<ImprovementPillage>IMPROVEMENT_WORKSHOP2</ImprovementPillage>
<ImprovementUpgrade></ImprovementUpgrade>
<TechYieldChanges>
</TechYieldChanges>
<RouteYieldChanges>
</RouteYieldChanges>
<bGraphicalOnly>0</bGraphicalOnly>
<bUnique>0</bUnique>
<iAppearanceProbability>0</iAppearanceProbability>
<iHealRateChange>0</iHealRateChange>
<iRange>0</iRange>
<iRangeDefenseModifier>0</iRangeDefenseModifier>
<iVisibilityChange>0</iVisibilityChange>
<BonusConvert>NONE</BonusConvert>
<FeatureUpgrade>NONE</FeatureUpgrade>
<SpawnUnitType>NONE</SpawnUnitType>
</ImprovementInfo>
I have a feeling it's something very simple to fix but for the life of me I can't figure it out. Any help would be greatly appreciated.
- Roll