<Improvement_TechYieldChanges> is easy, but <Feature_TechYieldChanges> ...

Ryika

Lazy Wannabe Artista
Joined
Aug 30, 2013
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... seems to be really hard. Until now just doing enough research (or just testing again and again like an idiot until it somehow worked) has always got me some solutions, but this thing just seems to be too specific and I'm not really getting anywhere.

So, basically, I want Miasma to yield extra food, but only after researching an lategame-harmony-tech. That what <Feature_TechYieldChanges> would do, right?

So just creating a table doesn't seem to work (Because, uhm..?) and Civ 5 "DLL - Unified Yields"-Thread I get that I, as a rookie, may just be better off accepting that getting this to work is WAY more than I am capable of right now?

So, advice needed. Am I just too stupid and there is a way to make <Feature_TechYieldChanges> work (as a rookie when it comes to modding)? If so... please explain! Slowly. Very slowly.

/edit - And an related question: <Building_FeatureYieldChanges> doesn't seem to work with Miasma either? Any way to get around that?
 
You can not just create a new database table and expect the game core to magically know what to do with it. You must also add all the code (C++ or Lua) to do something with that table.

At the moment doing a massive project such as "DLL - Unified Yields" for Civ:BE is more than anyone is capable of right now as it requires the game core C++ source code - which Firaxis have not released.

So, without massive amounts of Lua code, you're stuck with the database tables (and columns within those tables) as supplied with the game core. That is, those where the table (and column) definitions already exist within a CivBE*.xml file
 
/edit - And an related question: <Building_FeatureYieldChanges> doesn't seem to work with Miasma either? Any way to get around that?

At a (good) guess, miasma has been coded as a special case.

You don't do pPlot:SetFeatureType(GameInfoTypes.FEATURE_MIASMA), but pPlot:SetMiasma(true), to place miasma on a plot. Almost certainly because in CivV a plot can only have one feature, so placing miasma on a forest plot would remove the forest - which is clearly not the case in CivBE. This would mean that all the standard code for detecting the feature on a plot ignores miasma - as pPlot:GetFeatureType() never returns GameInfoTypes.FEATURE_MIASMA. To detect miasma you use pPlot:HasMiasma(), and it's highly likely (based on the truism "if Firaxis didn't need it they didn't code it") that the C++ code in the game core does not include additional checks for the miasma to make it behave as a true feature. In much the same way that rivers and lakes are not features either.
 
Mhhh... I see. This is very, very sad. But thanks a lot for all the information!
 
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