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#1 |
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Chieftain
Join Date: Dec 2007
Posts: 37
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Captured Elven Workers. Bug?
Playing a marathon game as the Sidar I decided to raid into elven lands to capture workers and bring them back to build farms under my recently bloomed fields (courtesy of the blight) only to find out the elven workers cannot build farms or cottage under the trees!
I'm not sure if this is intentional or not...but it just doesn't make any sense to me. Is there any way that I can mod the game to fix this bug and keep playing? Any mods or changes that fix this would be really helpful
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#2 |
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Great Sage
Join Date: Feb 2007
Location: Kael's head
Posts: 14,060
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It has been changed so that instead of using a separate builds for some improvements available to different units (elven worker UU), the elven civs' improvements just never remove forests (not matter what worker they use)
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#3 |
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Chieftain
Join Date: Dec 2007
Posts: 37
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Sorry Magister, I'm not too familiar with the CIV system...what does that mean?
Is there any way that I can mod this into my Sidar? |
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#4 |
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Great Sage
Join Date: Feb 2007
Location: Kael's head
Posts: 14,060
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I think that it was changed in a way that involves C++ coding, which is beyond my skill. I understood the old way, but not the new.
If you want to re-implement the old way while leaving the new one in place, then thats possible. Go into C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\FfH2 030 MagisterMod\Assets\XML\Units\CIV4BuildInfos.xml and copy each of the BuildInfos for the improvements you would want on top of forests. Then rename the copied versions (Like "elven farm" etc) and change all the : Code:
<FeatureStruct> <FeatureType>FEATURE_FOREST</FeatureType> <PrereqTech>TECH_BRONZE_WORKING</PrereqTech> <iTime>250</iTime> <iProduction>20</iProduction> <bRemove>1</bRemove> </FeatureStruct> Then, you have to edit the elven workers/slaves in CIV4UnitInfos.xml (in the same folder), replacing: Code:
<Build>
<BuildType>BUILD_FARM</BuildType>
<bBuild>1</bBuild>
</Build>
Code:
<Build>
<BuildType>BUILD_ELVEN_FARM</BuildType>
<bBuild>1</bBuild>
</Build>
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#5 |
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Deity
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You MUST be an elven race in order to build on forests. The type of worker doesn't matter, it is based on what civ you are playing (So a Dwarven Slave owned by a Svartalfar player can, but an Elven Worker captured and employed by the Sidar cannot)
Ah, MC posted before me Use his stuff and you can ignore me.
__________________
Fall from Heaven: - Random Stories and Fragments - Trivia Thread - The Complete FfH Manual - Lore Compendium - The Erebus Project - #erebus - The Mega Story General Information: Mod Details, World Information Resource, Easter Eggs, Quick-Guide, Empyrean/Esus & Guilds Information, The Other Religions, Mana Chart, Religous ThemesSpecific Details: FfH Wikia, FfH Wiki, FF Wiki, World Spells, FoL Guide, Council of Esus Guide, Magic Comparison, Potential Fix for MAF issues |
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#6 |
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Chieftain
Join Date: Jan 2008
Posts: 68
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This change makes sense to me, and yet doesn't, simultaneously.
I like the change because the Sheaim (etc) shouldn't live in forested towns even if they have a few Elven slaves, but the Elven slaves could be forced to work forested farms. (...or perhaps only Elves can stomach the food grown in forested farms...) |
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#7 |
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Chieftain
Join Date: Dec 2007
Posts: 37
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Hey Magister,
I tried the XML changes that you suggested...Now I'm getting an error Error parsing XML File Reason: End tag Buildinfo does not match the start tag 'BuildInfos' I'm excited about this change...hopefully I can fix this |
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#8 |
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Chieftain
Join Date: Dec 2007
Posts: 37
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Here is the XML that I copied into the BuildInfos file:
Spoiler:
EDIT: I think I fixed it...messed up the end /buildinfos XML tag. Thanks Magister you are awesome! I also used your advice to mod the Sidar a little bit. Thank you for being so willing to share your hard earned knowledge! Last edited by Toryn; Jan 26, 2008 at 10:59 PM. Reason: Fixed the problem! |
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#9 |
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Great Sage
Join Date: Feb 2007
Location: Kael's head
Posts: 14,060
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Note that the way you did it will still require the tech needed to clear the forests in order to build there and it will take longer, even though the forest won't be cleared. It would probably be better to just remove the <FeatureStruct>s for the forests altogether.
Your welcome. (what advice did you use to mod the sidar?) |
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#10 |
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Chieftain
Join Date: Dec 2007
Posts: 37
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I changed them into a sprawling civ...
Its fun.
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#11 |
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Lt. of Mordor
Join Date: Jan 2008
Location: St.Petersburg, Russian Federation
Posts: 2,814
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I can swear I saw in 1 game (I played dark elves) the captured worker from some human civ to gain the "elven" promotion...
Also I could chop forests with slaves even before I've got the desired tech... I think it was in 30f, is it fixed now?
__________________
My Buildings For Civilization"Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime." - Lao Tzu |
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#12 |
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King
Join Date: Sep 2004
Location: Munich / Germany
Posts: 693
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it is not so much about the Elven promotion, but really about the race (lets just say it is hard coded now). I stumbled over it the same weekend (before I read this post) when I also tried to recode the Elves (I played Amurites and suddenly after I had to take a punitive action against Faeriel my newly 'employed' 20 Svartalfar Workers DID NOT improve my forest !! Lazy Bastards !!
(in brief I can not recode it now as I do not have the SDK of 30g nor the time to find the particular change they made) So I decided to greet this feature as being more .. realistic .. But but to daily business. I gifted the 20 workers to other civs ... (I know sounds stupid, but I mean they are dragging down THEIR money now and they can improve their lands for me to OVERTAKE/PILLAGE it later ... )
__________________
Alea iacta est - the die is cast. (Caesar, when he crossed the Rubicon) Economic Left/Right: -2.25 Social Libertarian/Authoritarian: -3.74 Last edited by Rod; Jan 28, 2008 at 06:14 AM. |
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