isau
Deity
- Joined
- Jan 15, 2007
- Messages
- 3,071
Hey guys,
I need some basic pointers on where to look for converting tile yield conversions to a mod. I am well versed in XML from experience with Civ 4, but am having trouble making the leap to the method used in 5/6 where we need to set up XML to overwrite what already exists versus simply replacing it. I was able to edit the XML in my game directly to produce changes in Yields, but how do I do it in a mod? Changed lines are highlighted.
<Terrain_YieldChanges>
<Row TerrainType="TERRAIN_GRASS" YieldType="YIELD_FOOD" YieldChange="2"/>
<Row TerrainType="TERRAIN_GRASS_HILLS" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_PLAINS" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_PLAINS_HILLS" YieldType="YIELD_FOOD" YieldChange="0"/>
<Row TerrainType="TERRAIN_TUNDRA" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_TUNDRA_HILLS" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_COAST" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_COAST" YieldType="YIELD_GOLD" YieldChange="2"/>
<Row TerrainType="TERRAIN_OCEAN" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_GRASS_HILLS" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_PLAINS" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_PLAINS_HILLS" YieldType="YIELD_PRODUCTION" YieldChange="2"/>
<Row TerrainType="TERRAIN_TUNDRA" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_TUNDRA_HILLS" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_SNOW_HILLS" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_DESERT" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_DESERT_HILLS" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
</Terrain_YieldChanges>
I need some basic pointers on where to look for converting tile yield conversions to a mod. I am well versed in XML from experience with Civ 4, but am having trouble making the leap to the method used in 5/6 where we need to set up XML to overwrite what already exists versus simply replacing it. I was able to edit the XML in my game directly to produce changes in Yields, but how do I do it in a mod? Changed lines are highlighted.
<Terrain_YieldChanges>
<Row TerrainType="TERRAIN_GRASS" YieldType="YIELD_FOOD" YieldChange="2"/>
<Row TerrainType="TERRAIN_GRASS_HILLS" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_PLAINS" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_PLAINS_HILLS" YieldType="YIELD_FOOD" YieldChange="0"/>
<Row TerrainType="TERRAIN_TUNDRA" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_TUNDRA_HILLS" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_COAST" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_COAST" YieldType="YIELD_GOLD" YieldChange="2"/>
<Row TerrainType="TERRAIN_OCEAN" YieldType="YIELD_FOOD" YieldChange="1"/>
<Row TerrainType="TERRAIN_GRASS_HILLS" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_PLAINS" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_PLAINS_HILLS" YieldType="YIELD_PRODUCTION" YieldChange="2"/>
<Row TerrainType="TERRAIN_TUNDRA" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_TUNDRA_HILLS" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_SNOW_HILLS" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_DESERT" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
<Row TerrainType="TERRAIN_DESERT_HILLS" YieldType="YIELD_PRODUCTION" YieldChange="1"/>
</Terrain_YieldChanges>