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Old Jan 26, 2008, 09:16 PM   #1
Toryn
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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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Old Jan 26, 2008, 09:25 PM   #2
MagisterCultuum
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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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Old Jan 26, 2008, 09:29 PM   #3
Toryn
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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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Old Jan 26, 2008, 10:02 PM   #4
MagisterCultuum
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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>
(also for new and ancient forests) so that bRemove is set to 0 or, better yet, just delete these portions.

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>
with
Code:
<Build>
                    <BuildType>BUILD_ELVEN_FARM</BuildType>
                    <bBuild>1</bBuild>
                </Build>
, for each build command you added.
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Old Jan 26, 2008, 10:04 PM   #5
xienwolf
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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.
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Old Jan 26, 2008, 10:31 PM   #6
Taels
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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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Old Jan 26, 2008, 10:34 PM   #7
Toryn
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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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Old Jan 26, 2008, 10:36 PM   #8
Toryn
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Here is the XML that I copied into the BuildInfos file:

Spoiler:
<BuildInfo>
<Type>BUILD_ELVEN_FARM</Type>
<Description>TXT_KEY_BUILD_FARM</Description>
<Help/>
<PrereqTech>TECH_AGRICULTURE</PrereqTech>
<iTime>500</iTime>
<iCost>0</iCost>
<bKill>0</bKill>
<ImprovementType>IMPROVEMENT_FARM</ImprovementType>
<RouteType>NONE</RouteType>
<EntityEvent>ENTITY_EVENT_IRRIGATE</EntityEvent>
<FeatureStructs>
<FeatureStruct>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<PrereqTech>TECH_SANITATION</PrereqTech>
<iTime>400</iTime>
<iProduction>0</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST</FeatureType>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<iTime>250</iTime>
<iProduction>20</iProduction>
<bRemove>0</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<iTime>500</iTime>
<iProduction>30</iProduction>
<bRemove>0</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST_NEW</FeatureType>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<iTime>0</iTime>
<iProduction>0</iProduction>
<bRemove>0</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST_BURNT</FeatureType>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<iTime>125</iTime>
<iProduction>0</iProduction>
<bRemove>0</bRemove>
</FeatureStruct>
</FeatureStructs>
<HotKey>KB_I</HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/Builds/BuildFarm.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,3 ,7</Button>
</BuildInfo>


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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Old Jan 26, 2008, 11:24 PM   #9
MagisterCultuum
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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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Old Jan 27, 2008, 05:37 PM   #10
Toryn
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I changed them into a sprawling civ...

Its fun.
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Old Jan 27, 2008, 07:07 PM   #11
Deon
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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?
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Old Jan 28, 2008, 06:07 AM   #12
Rod
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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 ... )
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Last edited by Rod; Jan 28, 2008 at 06:14 AM.
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