I've been playing around with some basic modding and have been trying to add this tag to pastures and plantations
However this brings up an error due to the schema, and my only fix seems to be changing the schema from
to this
This seems really messy and also lengthens my loading times (at least i think it does). Having said that it does actually work and creates no errors in the game itself.
If anyone has a cleaner solution i'd love to hear it.
thanks
Code:
<IrrigatedYieldChange>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</IrrigatedYieldChange>
However this brings up an error due to the schema, and my only fix seems to be changing the schema from
Code:
<element type="PrereqNatureYields" minOccurs="0"/>
<element type="YieldChanges" minOccurs="0"/>
<element type="RiverSideYieldChange" minOccurs="0"/>
<element type="HillsYieldChange" minOccurs="0"/>
<element type="IrrigatedYieldChange" minOccurs="0"/>
<element type="bHillsMakesValid"/>
<element type="bFreshWaterMakesValid"/>
<element type="bRiverSideMakesValid"/>
<element type="bNoFreshWater"/>
<element type="bRequiresFlatlands"/>
<element type="bRequiresRiverSide"/>
<element type="bRequiresIrrigation"/>
<element type="bCarriesIrrigation"/>
<element type="bRequiresFeature"/>
<element type="bWater"/>
<element type="bGoody"/>
<element type="bPermanent"/>
<element type="bUseLSystem" minOccurs="0"/>
<element type="iTilesPerGoody"/>
<element type="iGoodyRange"/>
<element type="iUpgradeTime"/>
<element type="iAirBombDefense"/>
<element type="iDefenseModifier"/>
<element type="iPillageGold"/>
<element type="TerrainMakesValids"/>
<element type="FeatureMakesValids"/>
<element type="BonusTypeStructs" minOccurs="0" maxOccurs="*"/>
<element type="ImprovementPillage"/>
<element type="ImprovementUpgrade"/>
<element type="TechYieldChanges"/>
<element type="RouteYieldChanges"/>
<element type="WorldSoundscapeAudioScript" minOccurs="0"/>
<element type="bGraphicalOnly"/>
Code:
<element type="HillsYieldChange" minOccurs="0"/>
<element type="IrrigatedYieldChange" minOccurs="0"/>
<element type="bHillsMakesValid" minOccurs="0"/>
<element type="bFreshWaterMakesValid" minOccurs="0"/>
<element type="bRiverSideMakesValid" minOccurs="0"/>
<element type="bNoFreshWater" minOccurs="0"/>
<element type="bRequiresFlatlands" minOccurs="0"/>
<element type="bRequiresRiverSide" minOccurs="0"/>
<element type="bRequiresIrrigation" minOccurs="0"/>
<element type="bCarriesIrrigation" minOccurs="0"/>
<element type="bRequiresFeature" minOccurs="0"/>
<element type="bWater" minOccurs="0"/>
<element type="bGoody" minOccurs="0"/>
<element type="bPermanent" minOccurs="0"/>
<element type="bUseLSystem" minOccurs="0"/>
<element type="iTilesPerGoody" minOccurs="0"/>
<element type="iGoodyRange" minOccurs="0"/>
<element type="iUpgradeTime" minOccurs="0"/>
<element type="iAirBombDefense" minOccurs="0"/>
<element type="iDefenseModifier" minOccurs="0"/>
etc
This seems really messy and also lengthens my loading times (at least i think it does). Having said that it does actually work and creates no errors in the game itself.
If anyone has a cleaner solution i'd love to hear it.
thanks