Improvement Art & Build Events?

daviiadams

Prince
Joined
Jul 7, 2011
Messages
369
Location
London
I've become frustrated with improvement art and build animations with a long standing mod, especially because I cannot for the life of me find anything wrong/missing :sad:

Art define and entity tags are correct, load correctly, yet one insists on using a different animation in game and leaves behind no visible improvement graphic when completed and others insist on using standard versions when better ones have become available.

All yields and tech enhancements work correctly, additional entries for Workers to make use of them are there and working, no TXT_KEY issues and so on, so...um?

Any ideas :confused:
 
I can't tell you much without seeing the details of your mod, AFAIK the modders weren't very successful in implementing new improvement art so far...

Do you have "reload landmark system" enabled?
 
I can't tell you much without seeing the details of your mod, AFAIK the modders weren't very successful in implementing new improvement art so far...

Do you have "reload landmark system" enabled?

I have enabled that, although on/off doesn't appear to change anything.

I'm not trying to introduce any new artwork, but to make use of what's there already. For some, there's no issue in doing that, but for a Farm styled improvement - the game uses a different entity event to that which is defined and results in just a terrain tile without the fields graphic, yet both are correct.

For example:

Code:
<Builds>
    <Row>
	<Type>BUILD_FARMLAND_ESTATE</Type>
	<PrereqTech>TECH_STEAM_POWER</PrereqTech>
	<Time>1000</Time>
	<ImprovementType>IMPROVEMENT_FARMLAND_ESTATE</ImprovementType>
	<Description>TXT_KEY_BUILD_FARMLAND_ESTATE</Description>
	<EntityEvent>ENTITY_EVENT_IRRIGATE</EntityEvent>
	<OrderPriority>97</OrderPriority>
	<IconIndex>21</IconIndex>
	<IconAtlas>UNIT_ACTION_ATLAS</IconAtlas>
    </Row>
</Builds>

The entity event there is clearly IRRIGATE, yet the game shows "BUILD" instead. Debug database shows it correctly loaded as irrigate, xml is correct, so at a loss. Similar issue with the art improvement as previously mentioned :sad:
 
Maybe the game is hardcoded to limit things to one irrigate build. I think no one has tried before to do what you are trying to do (and yours is a rather interesting idea, by the way).

They've been part of my Government Buildings mod since last year, so a long standing niggle now and no doubt will either turn out to be attempting an impossibility (a la hardcoded) or I've missed something...somewhere.

Don't think it's a limitation on the number of times a tile can have an entity event, as later game developed city tiles suffer the same way without a previous improvement etc.

I've uploaded it to the Workshop anyway "Improvement Upgrades", along with a few other component parts of the GB mod, so as to try to figure some of these things out without having to put the whole mod on ice in the meantime :)
 
I've just realised that with regard to standard improvements being favoured over the latter upgrade version appears to be tied to resources that are tradeable.

Non-tradeable resources, like Bananas and Wheat, are automatically re-improved by workers, without issue.

No idea where to address that though :confused:
 
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