phungus420
Deity
- Joined
- Mar 1, 2003
- Messages
- 6,296
I've tried to add in an improvement, Desert Farm. Late game, to allow you to build farms on desert. It's strange, it shows up in the civilopedia fine and all, but wol't let me build it, no button even shows up in the worker's actions. At first I thought this might be some SDK coded thing, where you just can't irrigate deserts, but when I tried to add in TERRAIN_GRASS as a valid spot, the button still failed to show up. I used VS2005 to search all instances of FARM in the XML (have all XML files in a VS2005 project, so I can search the whole XML quickly for things), and it only shot back files I had already added in fields for. So I'm at a loss. Here is the XML from the relevant files:
ImprovementsInvos
ArtDefinesImprovements:
BuildInfos:
GameTextInfos:
There are a couple more Txt files, but they shouldn't be important. I mean, if I screwed them up, I'd just expect one of those TXT_KEY things, but everything shows up fine in the Civilopedia.
Also if I force it through World Builder, the art looks strange, I just see a little hut, like the hut from a rice farm, not the normal art. Which seems wierd to me, since everything in the artdefines is pointing to the normal farm. A forced ECF from WB does add in the +1 food and +1 commerce as expected.
ImprovementsInvos
Spoiler :
Code:
<ImprovementInfo>
<Type>IMPROVEMENT_EXTREME_CLIMATE_FARM</Type>
<Description>TXT_KEY_IMPROVEMENT_EXTREME_CLIMATE_FARM</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_EXTREME_CLIMATE_FARM_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_EXTREME_CLIMATE_FARM</ArtDefineTag>
<PrereqNatureYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</PrereqNatureYields>
<IrrigatedYieldChange>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>1</iYield>
</IrrigatedYieldChange>
<bActsAsCity>0</bActsAsCity>
<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>0</bUseLSystem>
<iAdvancedStartCost>30</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>5</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>5</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_DESERT</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids/>
<ImprovementPillage/>
<ImprovementUpgrade/>
<TechYieldChanges>
<TechYieldChange>
<PrereqTech>TECH_HYDROPONICS</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
</TechYieldChanges>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>[/spoiler]
ArtDefinesImprovements:
Spoiler :
Code:
<ImprovementArtInfo>
<Type>ART_DEF_IMPROVEMENT_EXTREME_CLIMATE_FARM</Type>
<bExtraAnimations>1</bExtraAnimations>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Structures/Improvements/Farm/an_eu_farm01.nif</NIF>
<KFM>Art/Structures/Improvements/Farm/an_eu_farm01.kfm</KFM>
<Button>,Art/Interface/Buttons/Builds/BuildFarm.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,3,7</Button>
</ImprovementArtInfo>
BuildInfos:
Spoiler :
Code:
<BuildInfo>
<Type>BUILD_EXTREME_CLIMATE_FARM</Type>
<Description>TXT_KEY_BUILD_EXTREME_CLIMATE_FARM</Description>
<Help/>
<PrereqTech>TECH_BIOLOGY</PrereqTech>
<iTime>500</iTime>
<iCost>0</iCost>
<bKill>0</bKill>
<ImprovementType>IMPROVEMENT_EXTREME_CLIMATE_FARM</ImprovementType>
<RouteType>NONE</RouteType>
<EntityEvent>ENTITY_EVENT_IRRIGATE</EntityEvent>
<FeatureStructs>
<FeatureStruct>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>400</iTime>
<iProduction>0</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST</FeatureType>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<iTime>300</iTime>
<iProduction>30</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_BATTLE3</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>400</iTime>
<iProduction>0</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_BATTLE6</FeatureType>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<iTime>300</iTime>
<iProduction>30</iProduction>
<bRemove>1</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>
Spoiler :
Code:
<TEXT>
<Tag>TXT_KEY_BUILD_EXTREME_CLIMATE_FARM</Tag>
<English>Build a extreme climate [LINK=IMPROVEMENT_FARM]Farm[\LINK]</English>
<French>construire une [LINK=IMPROVEMENT_FARM]ferme[\LINK]</French>
<German>[LINK=IMPROVEMENT_FARM]Bauernhof[\LINK] bauen</German>
<Italian>Costruire una [LINK=IMPROVEMENT_FARM]fattoria[\LINK]</Italian>
<Spanish>Construir una [LINK=IMPROVEMENT_FARM]granja[\LINK]</Spanish>
</TEXT>
Also if I force it through World Builder, the art looks strange, I just see a little hut, like the hut from a rice farm, not the normal art. Which seems wierd to me, since everything in the artdefines is pointing to the normal farm. A forced ECF from WB does add in the +1 food and +1 commerce as expected.