Improvement for Peak

Melendor

Warlord
Joined
Aug 7, 2008
Messages
185
Location
Rio de Janeiro, Brazil
I’m trying to do an Improvement that can only be constructed on Peaks. (There will be a incan worker that can move to impassible terrain. )

I was thinking that would be easy, but I cannot do that.

I included it in Civ4ImprovementsInfos:
Spoiler :
<ImprovementInfo>
<Type>IMPROVEMENT_REFUGE</Type>
<Description>TXT_KEY_IMPROVEMENT_REFUGE</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_FOREST_PRESERVE_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_COTTAGE</ArtDefineTag>
<YieldChanges>
<iYieldChange>2</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>1</iYieldChange>
</YieldChanges>
<RiverSideYieldChange/>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>10000</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>50</iAirBombDefense>
<iDefenseModifier>25</iDefenseModifier>
<iHappiness>1</iHappiness>
<iPillageGold>15</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_PEAK</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids/>
<ImprovementPillage/>
<ImprovementUpgrade/>
<TechYieldChanges/>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
</ImprovementInfos>


I included it in Civ4Buildinfos:
Spoiler :
<BuildInfo>
<Type>BUILD_REFUGE</Type>
<Description>TXT_KEY_BUILD_REFUGE</Description>
<Help/>
<PrereqTech>TECH_CALENDAR</PrereqTech>
<iTime>0</iTime>
<iCost>0</iCost>
<bKill>0</bKill>
<ImprovementType>IMPROVEMENT_REFUGE</ImprovementType>
<RouteType>NONE</RouteType>
<EntityEvent>ENTITY_EVENT_BUILD</EntityEvent>
<FeatureStructs>
<FeatureStruct>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<PrereqTech>TECH_IRON_WORKING</PrereqTech>
<iTime>400</iTime>
<iProduction>30</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
<FeatureStruct>
<FeatureType>FEATURE_FOREST</FeatureType>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<iTime>300</iTime>
<iProduction>30</iProduction>
<bRemove>1</bRemove>
</FeatureStruct>
</FeatureStructs>
<HotKey>NONE</HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/Builds/BuildCottage.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,2,7</Button>
</BuildInfo>


And I included it in Civ4Unitinfos:
Spoiler :
<Build>
<BuildType>BUILD_REFUGE</BuildType>
<bBuild>1</bBuild>
</Build>


During the text, the option of the Build doesn’t appear (on the Peaks with correct Tech). And worse, the game collapses in some turns! (I mean, the game stops, some seconds of black scream, the game closes and windows error message).
 
Peaks are coded in the SDK that they are impassible and nothing can be built on them. Look in the ModComps forum for Mountains, Back to Service.
 
In the original terraforming mod that let you change any type of terrain there was code that when a road was built on a peak it changed it into a different type that still looked like a mountain. Then improvements could be built on it. You might want to look at that.
 
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