Recent content by Lear19

  1. L

    Define specific garrisoned unit requirement

    The real problem here, in my opinion, is that I don't recall any good modifier that would change city yields when unit is in the city center. There's policy card that gives amenities when unit is inside of a city, but amenities are not yields. As for your question, that policy card giving you...
  2. L

    How can I remove the green outline around the National parks?

    Okay, I figured it out. This one works fine without any bugs. <Element> <m_Fields> <m_Values/> </m_Fields> <m_ChildCollections> <Element> <m_CollectionName text="Filled"/>...
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    Unique Improvement adjacencies won't work.

    Oh, that should be an easy fix. Try: <Improvement_YieldChanges> <!--Unique Improvements --> <Row ImprovementType="IMPROVEMENT_FLOWER_FIELD" YieldType="YIELD_FOOD" YieldChange="1"/> <Row ImprovementType="IMPROVEMENT_FLOWER_FIELD" YieldType="YIELD_FAITH" YieldChange="0"/>...
  4. L

    How can I remove the green outline around the National parks?

    So I found the right code in Overlay.artdef <Element> <m_Fields> <m_Values/> </m_Fields> <m_ChildCollections> <Element> <m_CollectionName text="Filled"/>...
  5. L

    How can I remove the green outline around the National parks?

    Is it through editing .artdefs?
  6. L

    Natural disaster traits are a mess. How can I effectively prevent damage to structures?

    Yeah, I also thought that would be the way to go. I'm trying it out on uncooked Poland, so there's not too much to go on. <BuildingModifiers> <Row> <BuildingType>BUILDING_SUKIENNICE</BuildingType> <ModifierId>SUKIENNICE_IMMUNITY_TO_DISASTERS</ModifierId>...
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    Natural disaster traits are a mess. How can I effectively prevent damage to structures?

    I started with modifier that Liang uses, by linking it to a building. It didn't work at all. I suppose it makes sense, since the modifier had the word "GOVERNOR" in it, suggesting it has a very narrow use. So then I tried to use the modifier right for Iteru -...
  8. L

    Golden (heroic) and dark ages saturation

    If Database file stores graphical errors, too, then there were none.
  9. L

    Golden (heroic) and dark ages saturation

    There used to be a mod called "Era No Change Brightness" that removes the enhanced/decreased saturation to the map, if you get gold/dark age. The problem is, it wasn't updated and doesn't work anymore. Does anyone have any clue what new ArtDef could possibly require a change? I couldn't find...
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