freebuilding / bridges

wuTz

Warlord
Joined
Jan 12, 2012
Messages
160
Where is the mistake? in the xml?

Doesn't it work like this? I want the Colossus to build one free harbor in each city.

Code:
<Buildings>
	<Update>
		<Where Type="BUILDING_COLOSSUS"/>
		<Set FreeBuilding="BUILDINGCLASS_HARBOR"/>
	</Update>
</Buildings>
Is this possible, will there also be a harbor in a city that is not connected to coast?! :crazyeye:

And another problem: In tech tree, Engeneering AND Physics both show enables bridges over rivers:confused:... I want to have bridges on physics

Code:
<Technologies>
		<Update>
			<Where Type="TECH_ENGINEERING"/>
			<Set BridgeBuilding="false"/>
		</Update>
		<Update>
			<Where Type="TECH_PHYSICS"/>
			<Set BridgeBuilding="true"/>
		</Update>
</Technologies>

Thanks for your help.
 
Since I change the effect of the COLOSSUS, I also want to remove the original effect:

Code:
<GameData>
	<Buildings>
		<Update>
			<Where BuildingClass="BUILDINGCLASS_WALLS"/>
			<Set GoldMaintenance="1"
				 Defense="500"/>
		</Update>
		<Update>
			<Where Buildingclass="BUILDINGCLASS_MONUMENT"/>
			<Set Cost="45"/>
		</Update>
		<Update>
			<Where Type="BUILDING_STONE_WORKS"/>
			<Set HurryCostModifier="25"/>
		</Update>
	</Buildings>
[COLOR="Blue"]
	<Building_FeatureYieldChanges>
		<Where BuildingType="BUILDING_COLOSSUS"/>
		<Set Yield="0"/>
	</Building_FeatureYieldChanges>

	<Building_SeaPlotYieldChanges>
		<Where BuildingType="BUILDING_COLOSSUS"/>
		<Set Yield="0"/>
	</Building_SeaPlotYieldChanges>
	
	<Building_Flavors>
		<Update>
			<Where BuildingType="BUILDING_COLOSSUS"
				   FlavorType="FLAVOR_GOLD"/>
			<Set Flavor="0"/>
		</Update>
	</Building_Flavors>[/COLOR]
</GameData>

After adding those info in the xml file and debugging the new version of my mod, this xml seems to be broken. Nothing happens. Even the changes which worked properly (monument cost 45 :c5production: and the wall gives 5 defense, but costs 1 :c5gold: to maintain) dont't work anymore... I don't know what to do here...
 
Well, you don;t have update tags in either feature yield changes or sea plot yield changes, which would fail the file.
 
ooops ...

I'm blind as a bat ^_^

thank you. Just started modding so maybe that's an excuse :p

still i wonder what is wrong with the changes in my first post...
 
The FreeBuilding attribute is not used by any of the core game code, so it's possible its not hooked-up in the DLL to do anything.
 
Thank you! The FreeBuilding is working, it's quite powerfull, because it's FREE FREE (no building cost and no maintenance).

The other problems are also solved. It was Building_YieldChanges instead of Building_FeatureYieldChanges...
And thank you for the 1 / 0 hint, didn't know that yet. But also won't need it, because I saw the change wasn't so good.

Thanks!:goodjob:
 
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