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Old Feb 01, 2010, 09:23 AM   #1
b1o2b3456
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Trouble adding improvments

First off I'm new to modding civ so forgive me for what is probably a stupid question...

I haven't been able to find a tutorial that specifically covers adding worker improvements. From the ones i have found plus some common sense, trudging through the XML's i have been able to add the improvements, set what benefits they create, etc. but I am having some trouble with a couple of things;

Redundancies; I have added a new type of mine (e.g.) for the future era but at the moment workers can build both. How do I remove a build order from worker lists once a preset tech/era occurs?

Growth Tiles; I want to create new cottage -> town -> etc. type chains for happiness and production but I cant find the setting to make them grow (I have the first stages build-able and judging from the cottage/town entries I have the upgrade/pillage paths in place). [EDIT, bah never mind I was blind, iUpgradeTime]

Lastly (heh, at least until I find the answers to this lot and see whats still not working :P) I want to check I'm not missing any files, I'm currently editing;
CIV4ImprovmentsInfos - Setting yields & yeild changes
CIV4BuildInfos- Define each new improvement (prerequisite tech/build time).
CIV4UnitsInfos - Give build options to workers.
[several text files] - Updating Pedia (haven't actually tried this yet).

Are there any other files that should be added to, might explain some of the above but i cant find references anywhere else atm.

Any help on the above or links to tutorials that cover that sort of stuff rather than general 'XML how to's' would be greatly appreciated.

Last edited by b1o2b3456; Feb 01, 2010 at 09:27 AM.
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Old Feb 01, 2010, 09:31 AM   #2
Shiggs713
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redundancies: you can't with xml only. though adding an obsoletetech tag in the improvement infos (and matching schema) would be a really great idea. You would have to edit the SDK as well to make it work.

growth tiles: the only thing special about cottages ect. is in the improvementinfos.
Code:
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>10</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade>IMPROVEMENT_HAMLET</ImprovementUpgrade>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
i think thats it if your only doing improvements, though its a different story if you start messing with bonuses or terrains.

oh i forgot the artdefines_improvement files and some text files. You may have to dig back into the vanilla folder to find all the text.

and welcome to the forums

PS if your having a specific problem just post it here and me or The_J or somebody else will help you
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Last edited by Shiggs713; Feb 01, 2010 at 09:36 AM.
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Old Feb 01, 2010, 06:15 PM   #3
b1o2b3456
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Thanks for the help Shiggs!

Quote:
redundancies: you can't with xml only
hmm sdk is more than I was hoping to get into, since I'm adding to a mod that already adds a futuristic worker I might get around it by having that only able to build the late improvements and the regular worker only able to build the old ones.

Quote:
oh i forgot the artdefines_improvement files and some text files. You may have to dig back into the vanilla folder to find all the text.
Yeh I forgot to mention the art files, I didn't need to edit them though since I'm just pinching existing, unused graphics from them by adding the reference to improvmentinfos. Thanks for the tip on checking the vanilla folder too, might save me some hassle when i get to updating the pedia
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Old Feb 13, 2010, 08:55 AM   #4
b1o2b3456
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Hmm well i got my future era farms and mines going, added a few oceanic improvements and a few other things all with no more problems but adding a road type has got me stumped.

I can add it in in terms of functionality, set the movement rate, what can build it, prereq tech etc. but im having a lot of trouble with 2 things.

Firstly is there a way to prevent a builder unit that can move over land & water from building roads etc on the water? (a terrainmakesinvalid type tag in routeinfos would have been handy but i couldn't get it to work).

Secondly im having a lot of trouble getting the graphics to work, it seems to be using a single square road image (wont change to connected roads when 2 are built next to each other). The mod I got this idea from is taking the graphic from final frontier but i cant find the reference in the xml's to the graphics file, or any graphic other than the UI button (which i have working).

Thanks for any help!
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Old Feb 13, 2010, 01:05 PM   #5
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whether a unit can build something or not is determined in the unitInfos.xml. you can specify each improvement individually.

secondly, CIV4ArtDefines_Misc.xml, you may have to dig back to warlords or vanilla to find that file

you should also start using notepad++ and the search in files function. It actually works as opposed to windows search
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Old Feb 13, 2010, 05:09 PM   #6
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Quote:
Originally Posted by b1o2b3456 View Post
Firstly is there a way to prevent a builder unit that can move over land & water from building roads etc on the water? (a terrainmakesinvalid type tag in routeinfos would have been handy but i couldn't get it to work).
No, not really .
What i did in mod (a very dirty hack):
Add an feature for water, and only make your water roads buildable on that (look at BuildInfos.xml for the forest), and give the normal roads and railroads TECH_FUTURE_TECH as requirement for that. Also add the water roads as roads with the lowest priority, so that they will not be build on land.
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Old Feb 13, 2010, 07:00 PM   #7
b1o2b3456
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Thank you both for the help! I discovered the problem with the graphics after going through the vanilla/wl folders... the mod I'm adding to didn't have a CIV4RouteModelInfos.xml in it. Just had to copy that file in and copy the art references from Final Frontier.

Quote:
No, not really .
What i did in mod (a very dirty hack):
Add an feature for water, and only make your water roads buildable on that (look at BuildInfos.xml for the forest), and give the normal roads and railroads TECH_FUTURE_TECH as requirement for that. Also add the water roads as roads with the lowest priority, so that they will not be build on land.
I'm trying to go the other way, at the moment I have a hovering construction ship, works like a gunship for movement except it can move over water, so I'm trying to prevent it from building roads on water. Having said that, I am going to try reversing your idea, I don't see why i cant give all land tiles a property and make that a requirement of all the roads!
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Old Feb 13, 2010, 11:43 PM   #8
b1o2b3456
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I cant seem to get your method to work The_J. I can see what makes forests allowable but it doesn't seem to be usable in routeinfos, i tired terrainboolean but that just causes errors and terrainmakesvalid does the same.

I admit I'm probably overlooking something simple here but the buildinfos list doesn't seem to have any limitations in it other than prereqtech, taking a farm as example... buildinfos has the tech requirement but improvmentinfos holds the terrain limitations. Following that pattern routeinfos should hold the restrictions for routes but doesn't seen to allow any to be placed there.

In short, I can't seem to allow or disallow since even if I add a property I cant see how its referenced
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Old Feb 14, 2010, 11:34 AM   #9
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Not in routeInfos, in BuildInfos .

In BuildInfos, you can see the entry for choping, and how you can directly build things in a feature, right? (so that you can't build a farm on a tile with forests before having bronze working).
Same thing can be done in BuildInfos for the roads. Just enter there "TECH_FUTURE_TECH" as tech requirement, so you'll never be able to do that.
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Old Feb 14, 2010, 07:14 PM   #10
b1o2b3456
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ooooh now i see what you mean. When I looked up the <FeatureStruct> tag it was described as features that are removed so i kinda skimmed over and didn't notice that bremove tag >.<

Thanks again for the help!
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