Forests-as-roads

You'll probably have to change the tech that roads are granted at.
 
Agreed. The trait element itself is
<MoveFriendlyWoodsAsRoad>true</MoveFriendlyWoodsAsRoad>.

I believe it's basically saying, whatever the rules are for road (including when they get discovered), apply it to friendly woods as well. I also think that if we were able to change the tech at trait level, there would have been another line after the one above containing the tech, ready for us to modify.

So...it seems, like Putmalk said, it looks like you'd need to change the tech roads are available at.
 
I moved roads to a "Trade" tech in my mod, but the leader trait still activates at The Wheel. I guess it's hardcoded. :think:

Well, if that's the case then I think it must be hard-coded to either the Type text "TECH_WHEEL" or the base game ID for that tech, probably the former. Assuming it is the Type TECH_WHEEL that triggers the game engine, then all you need to do is associate that Type with a different Description, and use TECH_THE_ACTUAL_FOR_REAL_WHEEL in its place. (IDs can also be swapped around if it is hard coded to that.)
 
We don't yet have access to the DLL source code, but I searched for TECH_THE_WHEEL in the DLL file itself using a hex editor, and it appears there indeed, along with lots of (probably all) other tech types. I wonder what's the purpose of including the tech identifiers from the base game in the code...
 
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