NeseryozniyVET
Chieftain
new version
http://www.4shared.com/archive/WXtyyVN8/EoW_12.html
http://www.4shared.com/archive/WXtyyVN8/EoW_12.html
Spoiler :
Assets\XML\Terrain
CIV4TerrainSchema.xml - (look for on labels <!-- VET AmountResourses -->)
CIV4YieldInfos.xml
CIV4FeatureInfos.xml
CIV4BonusInfos.xml
CIV4ImprovementInfos.xml
Icons for resources
CvGameTextMgr.cpp
void CvGameTextMgr::assignFontIds(int iFirstSymbolCode, int iPadAmount) (look for on labels VET AmountResourses)
Load XML tags
CvXMLLoadUtilitySet.cpp
void CvXMLLoadUtility::SetImprovementBonuses(CvImprovementBonusInfo** ppImprovementBonus) (look for on labels VET AmountResourses)
CvInfos.cpp (look for on labels VET AmountResourses)
Algorithms
CvPlot.cpp
void CvPlot::doTurn()
void CvPlot::updateYield(YieldTypes eUpdateYield)
int CvPlot::calculateImprovementYieldChange(ImprovementTypes eImprovement, YieldTypes eYield, PlayerTypes ePlayer, bool bOptimal, bool bBestRoute, bool bWithBonus, bool bForRealCity) const
int CvPlot::calculateNatureYield(YieldTypes eYield, TeamTypes eTeam, char cModFeature) const
int CvPlot::getYieldParametr(PlotYieldFunc Func, YieldTypes eYield) const
CvPlayer.cpp
void CvPlayer::changeExpensesByPlot(CvPlot* pPlot, char cMod)
CvGameCoreUtils.cpp (look for on labels VET AmountResourses)
CIV4TerrainSchema.xml - (look for on labels <!-- VET AmountResourses -->)
CIV4YieldInfos.xml
Code:
[B]<iFontButtonIndex>2</iFontButtonIndex>[/B]
CIV4FeatureInfos.xml
Code:
<ArtDefineTag>ART_DEF_FEATURE_JUNGLE</ArtDefineTag>
[B]<YieldTypeStructs>
<YieldTypeStruct>
<YieldType>YIELD_WOOD</YieldType>
<iYieldChange>60</iYieldChange>
<iYieldPrice>1</iYieldPrice>
</YieldTypeStruct>
</YieldTypeStructs>[/B]
</YieldChanges>
CIV4BonusInfos.xml
Code:
<TechObsolete>NONE</TechObsolete>
[B]<YieldTypeStructs>
<YieldTypeStruct>
<YieldType>YIELD_MARBLE</YieldType>
<iYieldChange>0</iYieldChange> Produced resources without improvement
<iYieldMinAmount>30000</iYieldMinAmount>
<iYieldMaxAmount>120000</iYieldMaxAmount>
</YieldTypeStruct>
</YieldTypeStructs>[/B]
</YieldChanges>
CIV4ImprovementInfos.xml
Code:
[B]<YieldTypeStructs>
<YieldTypeStruct>
<YieldType>YIELD_COAL</YieldType>
<iYieldPrice>4</iYieldPrice>
<iYieldForPrice>400</iYieldForPrice>
</YieldTypeStruct>
</YieldTypeStructs>[/B]
.....
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_COAL</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>0</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
[B]<YieldTypeStructs>
<YieldTypeStruct>
<YieldType>YIELD_COAL</YieldType>
<iYieldChange>400</iYieldChange>
</YieldTypeStruct>
</YieldTypeStructs>[/B]
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStructs>
Icons for resources
CvGameTextMgr.cpp
void CvGameTextMgr::assignFontIds(int iFirstSymbolCode, int iPadAmount) (look for on labels VET AmountResourses)
Load XML tags
CvXMLLoadUtilitySet.cpp
void CvXMLLoadUtility::SetImprovementBonuses(CvImprovementBonusInfo** ppImprovementBonus) (look for on labels VET AmountResourses)
CvInfos.cpp (look for on labels VET AmountResourses)
Algorithms
CvPlot.cpp
void CvPlot::doTurn()
void CvPlot::updateYield(YieldTypes eUpdateYield)
int CvPlot::calculateImprovementYieldChange(ImprovementTypes eImprovement, YieldTypes eYield, PlayerTypes ePlayer, bool bOptimal, bool bBestRoute, bool bWithBonus, bool bForRealCity) const
int CvPlot::calculateNatureYield(YieldTypes eYield, TeamTypes eTeam, char cModFeature) const
int CvPlot::getYieldParametr(PlotYieldFunc Func, YieldTypes eYield) const
CvPlayer.cpp
void CvPlayer::changeExpensesByPlot(CvPlot* pPlot, char cMod)
CvGameCoreUtils.cpp (look for on labels VET AmountResourses)