FoL & Bloom

Niveras

Prince
Joined
Dec 28, 2006
Messages
362
So apparently, this can only be cast on improvements if you are an elven civilization?

I had thought half the spell's purpose was to allow non-elf civilizations to benefit from ancient forests without sacrificing improvements. That it simply took a little more work because you had to clear any forests when making improvements, starting 'fresh' from new forests rather than building directly into forests when playing Ljos or Svart.

Or perhaps I confused this functionality with FF?
 
It only works on improved tiles when cast by civs that have this in their CIV4CivilizationInfos.xml defines.
Code:
            <MaintainFeatures>
                <MaintainFeature>
                    <FeatureType>FEATURE_FOREST</FeatureType>
                    <bMaintain>1</bMaintain>
                </MaintainFeature>
                <MaintainFeature>
                    <FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
                    <bMaintain>1</bMaintain>
                </MaintainFeature>
                <MaintainFeature>
                    <FeatureType>FEATURE_FOREST_NEW</FeatureType>
                    <bMaintain>1</bMaintain>
                </MaintainFeature>
            </MaintainFeatures>

Unless you mod it yourself, that is only the Ljosalfar and Svartalfar. (I typically let the Kuriotates build in forests too.)



What annoys me is that you cannot cast bloom over improvements like Camps that can be built over forests.


To allow others to make forests on improved tiles (without giving them MaintainFeatures) you'll need to use a little basic python.



Oh, you can also get new forests on improved tiles by having Treants die in combat there. (In my version I modded it so that when they die on New Forests they upgrade them to Forests, and when they die on Forests they have a chance of upgrading them to Ancient Forests. I also allow Bloom outside of the caster's territory, and make it IgnoreHasCasted instead of HasCasted by increase the delay by, just so the caster will be useful as soon as it can move.)
 
Cool, thanks for the help, Cultuum. Are there any other effects of adding those tags to the civ? I'm guessing it will allow the civ to build improvements in forests just like the elves?

I have some minor experience with programming - enough to read the flow of code - but my (lack of) knowledge of functions and procedures would make it hard for me to add the necessary code by myself. Do you have the necessary lines handy, and will that require any further sort of fiddling (such as having to start a new game) before it takes effect?
 
I'm guessing it will allow the civ to build improvements in forests just like the elves?

Yeah.
 
Yeah, it will let them build in forests too.

Actually, if you want other civs to be able to cast bloom over improvements but not build in forests normally you just give them
Code:
            <MaintainFeatures>
                
                <MaintainFeature>
                    <FeatureType>FEATURE_FOREST_NEW</FeatureType>
                    <bMaintain>1</bMaintain>
                </MaintainFeature>
            </MaintainFeatures>
That would also let them build in New Forests like the elves can, but New Forests are not naturally occurring so it shouldn't matter too much. They'd still have to clear Forests and Ancient Forests in order to build there, but could have improvements on thse features f they wait for New Forests to mature.
 
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