stgchuckles13
Chieftain
- Joined
- Aug 30, 2008
- Messages
- 15
I had my original post here:
http://forums.civfanatics.com/showthread.php?p=8068824#post8068824
but That was in the wrong spot.
I'm having trouble with trying to get it possible for Bronze working and Iron working to get farms +1 food.
Here's what I have:
<Type>IMPROVEMENT_FARM</Type>
<Description>TXT_KEY_IMPROVEMENT_FARM</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_FARM_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_FARM</ArtDefineTag>
- <PrereqNatureYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</PrereqNatureYields>
- <IrrigatedYieldChange>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</IrrigatedYieldChange>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>1</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>1</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>1</bRequiresIrrigation>
<bCarriesIrrigation>1</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>5</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iPillageGold>5</iPillageGold>
- <TerrainMakesValids>
- <TerrainMakesValid>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
- <TerrainMakesValid>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids />
- <BonusTypeStructs>
- <BonusTypeStruct>
<BonusType>BONUS_CORN</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
- <YieldChanges>
<iYieldChange>2</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
- <BonusTypeStruct>
<BonusType>BONUS_RICE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
- <YieldChanges>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
- <BonusTypeStruct>
<BonusType>BONUS_WHEAT</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
- <YieldChanges>
<iYieldChange>2</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage />
<ImprovementUpgrade />
- <TechYieldChanges>
- <TechYieldChange>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
- <TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
- <TechYieldChange>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
- <TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
- <TechYieldChange>
<PrereqTech>TECH_BIOLOGY</PrereqTech>
- <TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
</TechYieldChanges>
<RouteYieldChanges />
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
- <ImprovementInfo>
If possible I want to get it to a point, where if you have a(n) Iron or copper mine you get the bonus for the farm.
And if this isn't in the right spot( the Thread) please tell we were to put it.
http://forums.civfanatics.com/showthread.php?p=8068824#post8068824
but That was in the wrong spot.
I'm having trouble with trying to get it possible for Bronze working and Iron working to get farms +1 food.
Here's what I have:
<Type>IMPROVEMENT_FARM</Type>
<Description>TXT_KEY_IMPROVEMENT_FARM</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_FARM_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_FARM</ArtDefineTag>
- <PrereqNatureYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</PrereqNatureYields>
- <IrrigatedYieldChange>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</IrrigatedYieldChange>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>1</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>1</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>1</bRequiresIrrigation>
<bCarriesIrrigation>1</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>5</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iPillageGold>5</iPillageGold>
- <TerrainMakesValids>
- <TerrainMakesValid>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
- <TerrainMakesValid>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids />
- <BonusTypeStructs>
- <BonusTypeStruct>
<BonusType>BONUS_CORN</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
- <YieldChanges>
<iYieldChange>2</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
- <BonusTypeStruct>
<BonusType>BONUS_RICE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
- <YieldChanges>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
- <BonusTypeStruct>
<BonusType>BONUS_WHEAT</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
- <YieldChanges>
<iYieldChange>2</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage />
<ImprovementUpgrade />
- <TechYieldChanges>
- <TechYieldChange>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
- <TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
- <TechYieldChange>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
- <TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
- <TechYieldChange>
<PrereqTech>TECH_BIOLOGY</PrereqTech>
- <TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
</TechYieldChanges>
<RouteYieldChanges />
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
- <ImprovementInfo>
If possible I want to get it to a point, where if you have a(n) Iron or copper mine you get the bonus for the farm.
And if this isn't in the right spot( the Thread) please tell we were to put it.
.
boost. You'd still need to write a lot of C++ code to make it happen.
are given to a mine on top of those resources with just XML.
.
, hope the next tiem I post it's working or 90% there.