Doing Myths

Joined
Dec 19, 2016
Messages
122
I've been modding recently, readjusting the myths to have a :culture: bonus when Writing is researched and wont give :science: when Biology is researched. All myths go obsolete when Compulsory Education is researched. For the most part it works, but sometimes it spits errors out at me.
 
That's a good idea. If you need help with the errors, feel free to post the modmod and hopefully someone can take a look at it.
 
That's a good idea. If you need help with the errors, feel free to post the modmod and hopefully someone can take a look at it.
I am not getting what i want however. The code for zAnimals_CIV4BuildingInfos.xml is:
<TechCommerceChanges>
<PrereqTech>TECH_WRITING</PrereqTech>
<TechCommerceChange>
<TechCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
</TechCommerce>
</TechCommerceChange>
<TechCommerceChange>
<PrereqTech>TECH_BIOLOGY</PrereqTech>
<TechCommerce>
<iCommerce>0</iCommerce>
<iCommerce>-1</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
</TechCommerceChanges>
The code for Animal_Myth_CIV4BuildingInfos.xml in DH is:
TechCommerceChanges>
<TechCommerceChange>
<PrereqTech>TECH_WRITING</PrereqTech>
<TechCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
</TechCommerce>
</TechCommerceChange>
<TechCommerceChange>
<PrereqTech>TECH_BIOLOGY</PrereqTech>
<TechCommerce>
<iCommerce>0</iCommerce>
<iCommerce>-1</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
</TechCommerceChanges>​
What im getting is that it says -1:science: with Biology, but not +1:culture: with Writing. It does not spit errors at me, but Im not getting the result I want. Im not done either, it still gotta do <ObsoleteTech>TECH_COMPULSORY_EDUCATION</ObsoleteTech> with the myths, and I want the earth, and metal myths to have -1:science: with Geology, not to mention the myths of volcanoes, stone from the sky, etc to have -1:science: with their respective techs.
 
Last edited:
It looks right to me but it may suffer from being a modular adjustment not flowing quite right somehow. I'll let someone else take a look further.
 
Bad idea. Even assuming you are only talking about the animal myths.Some myths are and probably will be relevant for a long time because they provide morale to the unit eg ships mascot which if I remember correctly requires myth of the Sea.
  1. It is OK sort of for Land Animals but if they provide nothing then the AI wont build them once it gets writing. This is true because the Story and Stories buildings mostly can't be built in a city and so the AI does not know about them and so can't value the myth correctly.
  2. Sea Critter myths mostly become available after Writing so have Marine Biology not Biology as their change so this will make problems there.
  3. Making them obsolete at Compulsory Education has similar problems problems for Sea Critters
  4. Remains requires myths and affects the tech/building Paleontology
  5. Some myths affect building costs, buildings that don't go obsolete.
  6. Story and Stories buildings may be affected, in particular the Sea Critter ones.
The reason it is not working is because it is in a list and the transaction update method we use (WoC) just adds the new list elements in. You need to have all the XML for the building and add the bForceOverwrite tag set to 1 for it to have an affect
 
Im not obsoleting all myths by Compulsory Education, just the animal myths. Biology in regular C2C, obsoletes all animal myths any way, im just moving that to the Industrial era and the stories get obsolete by the time Education is completed in the base mod also. I would make sense that Writing would add :culture: as the AI seems to be biased towards it. The eras would move smoothly until the :science: techs (Biology, Geology, etc) any way, but they would still be useful later on. Besides, why would Writing remove :science: from them anyway, after all, its not like these things are recognized as myths as soon as Writing is researched and the sea otters thing, is mostly benign anyway, seeing as how all myth buildings in my modmod, would require Oral Tradition/Langue anyway.
 
This does the same thing, expect later the myths provide :culture: bonuses instead of :science: and :culture: bonuses. This simply moves the obsolescence to the Industrial era, instead of the Renaissance, which just removes the :science: bonuses.
 
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