Extra Traits for C2C

I don't know. Where is the pollution coming from then?

Can't you just do
Spoiler :
<PropertyManipulators>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_ATTRIBUTE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_*POLLUTION HERE*</PropertyType>
<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
<RelationType>RELATION_ASSOCIATED</RelationType>
<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
<iAmountPerTurn>-2</iAmountPerTurn>
<Active>
<Greater>
<PropertyType>PROPERTY_*POLLUTION HERE*</PropertyType>
<Mult>
<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
<Constant>10</Constant>
</Mult>
</Greater>
</Active>
</PropertySource>
</PropertyManipulators>
 
Can't you just do
Spoiler :
<PropertyManipulators>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_ATTRIBUTE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_*POLLUTION HERE*</PropertyType>
<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
<RelationType>RELATION_ASSOCIATED</RelationType>
<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
<iAmountPerTurn>-2</iAmountPerTurn>
<Active>
<Greater>
<PropertyType>PROPERTY_*POLLUTION HERE*</PropertyType>
<Mult>
<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
<Constant>10</Constant>
</Mult>
</Greater>
</Active>
</PropertySource>
</PropertyManipulators>
Interesting, this will do: In each city of the player with that trait, reduce pollution by 2 per population and turn if pollution is larger than 10 per population.
So that would mean some cleaning up effort when there is a certain amount of pollution?
 
Interesting, this will do: In each city of the player with that trait, reduce pollution by 2 per population if pollution is larger than 10 per population.
So that would mean some cleaning up effort when there is a certain amount of pollution?

Yeah was just an example using the same code as crime whereby -
This property source reduces crime (pollution) by 2 per population in all cities of the one with the trait if the city has more than 10 crime per population

Couldn't we just change it to like

<PropertyManipulators>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_ATTRIBUTE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_POLLUTION</PropertyType>
<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
<RelationType>RELATION_ASSOCIATED</RelationType>
<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
<iAmountPerTurn>4</iAmountPerTurn>
<Active>
<Greater>
<PropertyType>PROPERTY_POLLUTION</PropertyType>
<Mult>
<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
<Constant>6</Constant>
</Mult>
</Greater>
</Active>
</PropertySource>
</PropertyManipulators>

So this would add 4 pollution when/if a cities pollution became &#8805;6 per pop yeah? The actual figures don't matter I guess, just wondering if we simply use the same code but change the values around and the actual PROPERTY.
 
Oh and maybe you can explain to me why my code in aggressive didn't show up in the civilopedia? Does it still actually work - just a civilopedia problem or is it broken altogether?
 
While your at it, can you see if my 'slower granaries for hunter gatherers' is still in the building code? If it is why doesn't it show up in the civilopedia? Can I give you a list of buildings that I wanted to be sped up or slowed by traits? I did put in a few already (I thought) but they never worked I don't think - so I didn't do any more, and since your the buildings guru - I'd be more comfortable if you implemented them.
That code is wrong:
Spoiler :
Code:
<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_AGRICULTURAL</ProductionTraitType>
					<iProductionTrait>100</iProductionTrait>
					<ProductionTraitType>TRAIT_HUNTER_GATHERER</ProductionTraitType>
					<iProductionTrait>100</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
The second ProductionTraitType and iProductionTrait need to be in separate ProductionTrait tags (inside the ProductionTraits tags).

EDIT: In regards to the property manipulator in aggressive I probably just forgot to add the display code.
 
No no. Not in the code I mean gamewise. Where would the pollution come from? Is the leader really stinky or something? :p

I want to replace the civic maintenance negative with pollution negatives. In terms of where the pollution comes from, financial - agricultural - industrious civs would naturally cause more pollution due to there tendency to exploit the land more than others. Being more industrious and having a bigger economy and having more agricultural infrastructure causes more pollution than those with less of this, it seems logical doesn't it?
 
@Hydro, I want to put together a list of building modifiers (faster/slower construction of a bunch of buildings) and give it to you to look over/give the ok for. Rather than do it bit by bit and risk editing stuff while other people are working on it, I will do it in one hit.
Do you have any buildings that you want to see included/excluded?

Also did you want to do this property stuff or leave it to me? Pollution im totally unsure of what would be good amounts - in terms of balance, and my instinct is to therefore get you to do it, if thats ok.
 
@Hydro, I want to put together a list of building modifiers (faster/slower construction of a bunch of buildings) and give it to you to look over/give the ok for. Rather than do it bit by bit and risk editing stuff while other people are working on it, I will do it in one hit.
Do you have any buildings that you want to see included/excluded?

Also did you want to do this property stuff or leave it to me? Pollution im totally unsure of what would be good amounts - in terms of balance, and my instinct is to therefore get you to do it, if thats ok.

Hmm I don't know. Just don't have too many buildings in any one civic or it will become pointless. I can understand if seafaring gets faster sea related buildings but for instance Industrious should not have every single :hammers: building or Agricultural every single type of Farm building.
 
The orignal ones don't need any more, maybe a couple of negative ones (slower building modifier) but thats it. Its more progressist, political that need some faster buildings and stuff to flesh them out a bit, and the negative traits which need some slower buildings, such as hunter gatherer= slower granaries.
* Oh and I asked this to strategyonly but maybe you can help.
"You know how Nomad's get +1 food on scavenger hut improvements or whatever it is, perhaps we could give some negatives this way, such as -1 hammer on iron/bronze etc for creative, or -1 commerce for scientific on diamond/ruby tiles etc."
Is this viable, and would you be agree with implementing something like this? And if so, - could you please implement something like this for me :)

All the -30% civic maintenance was merely a quickfix to patch the fact I couldn't get property manipulators to show up, couldn't get building modifiers to show up etc.
Now that I can do these things, I plan on changing them around and they will all be less similar as a result, yay :D

_____________________________________________

Can I ask everyone else too:

What are some building you would like to be built faster with progressist + political traits?

What buildings should be built slower because of each negative trait?
 
Um why would iron/bronze give -hammer to creative? And why would diamond/ruby give less for scientific?

Also what exactly did you have in mind for the property manipulators?

Its just a way to be a bit more creative with the negative aspect of the original traits. Instead of them all being -civic maintainence, +-:) +-:health: They were just examples anyway, I didn't decide on anything specific.


In terms of the property stuff, pollution I wouldn't have a clue and was hoping you would do it or at least suggest values. Crime I was thinking -for protective, +for nomad, aggressive and probably a few others.
These sound fine.
+ Crime
- Barbaric
- Revolutionary
- Schemer

- Crime
- [Charismatic - Deceiver] not sure about these two though.
- Protective
 
You do know it might not be a bad idea to continue adding some more right? How about a Just leader that is primarily about controlling crime? Or a Scoundrel? Etc...
 
Maybe have a crime penalty for nomad that is only active in a city if it has more than X population.
 
You do know it might not be a bad idea to continue adding some more right?
huh? :confused:

Maybe have a crime penalty for nomad that is only active in a city if it has more than X population.

How would I do this? Im a noob remember.. :p

- Oh and are you able to get the property stuff to show up in the civilopedia? Is it just a cosmetic thing? Nothing to do with the code yeah?
 
How would I do this? Im a noob remember.. :p
Property manipulators can have an Active tag, which is a boolean expression that activates the manipulator if it is true.
So with the following added to a source it will activate when the is greater than 8:
Code:
<Active>
  <Greater>
    <AttributeType>ATTRIBUTE_POPULATION</AttributeType>
    <Constant>8</Constant>
  </Greater>
</Active>

- Oh and are you able to get the property stuff to show up in the civilopedia? Is it just a cosmetic thing? Nothing to do with the code yeah?
Just a cosmetic thing, should be added soon.
 
I meant some new traits could be designed to help round things out rather than trying to make the existing ones cover everything.
 
There are already too many if you ask me. If we had more TAG's and stuff like those I requested in the tag request thread - adding more traits would be ok. As it is, there aren't enough tags to give each trait its own individualism (to some extent anyway).
 
I like lots of traits. That said, your tag requests are fairly high on my priority list as they won't require anything that would intrude upon any other developers, no AI necessary, and fairly easy to implement in the code. (And I can see you chomping at the bit wanting them! ;) )
 
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