whoward69
DLL Minion
Many thanks JFD
The CP already has a plotyieldchanges table for buildings and policies, if that helps.(I'm sure you already knew this.)
G
I know I'm talking with the big league here, but is there something I can do to help with this without any knowledge in C++? I mean, with a bit of guidance can I be of some use? It seems to be brute work from my (tainted) perspective; basically ordering tables and seeing how they react?
I wasn't certain whether local [food/production] yields should be considered N/A for this [unit] table, so I left them blank
Unit_YieldFromKills - really surprised Culture didn't work
There's nothing in the code to indicate that it won't. And if it doesn't the trait shouldn't work either. Very odd.
Obviously culture, faith, science, gold or golden age points are much simpler. But the option might be attractive.
But it seems like a more sensible thing Firaxis should've done.
Improvement_PrereqNatureYields - Not sure what this is supposed to do, but it didn't seem to do anything.
CvPlot::canHaveImprovement()
for (iI = 0; iI < NUM_YIELD_TYPES; ++iI) {
if (calculateNatureYield(((YieldTypes)iI), eTeam) < pkImprovementInfo->GetPrereqNatureYield(iI)) {
return false;
}
}
Improvement_YieldPerEra - IIRC, this is hardcoded in some way (to Landmarks, to being built over Archaeological Digs, I'm not sure)
pPlot:AddArchaeologicalRecord(iArtifactClass, iEra, iPlayer1, iPlayer2)
Beliefs
Mostly just Science did not seem to work, nor the YieldModifierNaturalWonder table, nor culture and faith for Belief_MaxYieldModifierPerFollower.