Improvements, features etc.

Sure, here you go. Uses lion animations.
So I tested it and it's a little off:
Névtelen.png

As you see the whiskers ar off and the light glitch is still there
 
That's why I've put the lynx_hroch file for download. The body, beard, etc. are all from the same model and I've also merged all the textures into one.
 
The amazing flying lynx is no more! It were not the whiskers that are off, but the lynx itself! The whiskers were doing exactly what was expected of them. As for the light glitch, whatever it is, I am not getting it on my side, so my guess is it must be somehow XML-related. Try using a fresh artdefine from lion and just replace the nif paths there.
 

Attachments

Well, I have tried a couple of xm variations, like the one below but the light glitch is still there.
Could you copy-paste the one you use, please? Thx

XML:
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_LYNX</Type>
            <Button>Art/Interface/Buttons/Units/Lynx.dds</Button>
            <fScale>14.8</fScale>
            <fInterfaceScale>1.3</fInterfaceScale>
            <NIF>Art/Units/Animals/Lynx/lynx.nif</NIF>
            <KFM>Art/Units/Lion/Lion.kfm</KFM>
            <!--KFM>Art/Units/Panther/Panther.kfm</KFM-->
            <SHADERNIF>Art/Units/Lion/lynx.nif</SHADERNIF>
            <!--ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/LionShadow.nif</ShadowNIF>
                <ShadowAttachNode>LionBip Spine1</ShadowAttachNode>
                <fShadowScale>1.0</fShadowScale>
            </ShadowDef-->
            <fBattleDistance>0.35</fBattleDistance>
            <fRangedDeathTime>0.31</fRangedDeathTime>
            <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
        </UnitArtInfo>
 
The nif works without any issues, as you can see in the screenshot (with the obvious caveat of the gigantic size that you specified in your snipped for some reason), but I have to ask, is that XML snippet actually well-formed on your side? Is that the one you're actually using? Have you modified the schema to omit lots of fields? It lacked about half a dozen elements to be parsed correctly on my end. I gave up trying to get your XML to work after trying to launch three times, each time a new missing element error (not to mention your <Nif> and <ShaderNif> pointing to different folders), so I ended up taking a modified vanilla one:

XML:
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_LYNX</Type>
            <Button>Art/Interface/Buttons/Units/Lynx.dds</Button>
            <fScale>14.8</fScale>
            <fInterfaceScale>1.3</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/Animals/Lynx/lynx.nif</NIF>
            <KFM>Art/Units/Lion/Lion.kfm</KFM>
            <SHADERNIF>Art/Units/Animals/Lynx/lynx.nif</SHADERNIF>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/LionShadow.nif</ShadowNIF>
                <ShadowAttachNode>LionBip Spine1</ShadowAttachNode>
                <fShadowScale>1.0</fShadowScale>
            </ShadowDef>
            <fBattleDistance>0.35</fBattleDistance>
            <fRangedDeathTime>0.28</fRangedDeathTime>
            <bActAsRanged>0</bActAsRanged>
            <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>
After which, I also tried a normal scale. Both screenshots below:
Spoiler Big screenshots :


1762130129788.png

1762130294141.png

 
Actually it was all of a copy-paste from C2C along with a dozen other animals that work perfectly fine. And no, the mod never gave any errors about the xml.
Thank you again for looking into it. I'll check it ASAP.
 
And here's an other thing I'm trying to achieve:
1762300500378.png

A new improvement (Preserve) that works similarly to Farm: have some buildings and land fields placed randomly on the tile.
Any advise?
 
Strangely I still have the light glitch:

If it's neither the nif nor the xml, than what can it be?
It might still be XML, just not the ArtDefine - have you tried assigning the same ART_DEFINE to a different unit, for instance? Basically, isolate different factors to see what causes the issue to go away and reappear.
And here's an other thing I'm trying to achieve:

A new improvement (Preserve) that works similarly to Farm: have some buildings and land fields placed randomly on the tile.
Any advise?
LSystem is definitely your friend here, but the easiest way to do that without going too in-depth, I feel, would literally be copying the farm's nif structure and LSystem entries.
 
It might still be XML, just not the ArtDefine - have you tried assigning the same ART_DEFINE to a different unit, for instance? Basically, isolate different factors to see what causes the issue to go away and reappear.
I have switched Lion and Lynx models for the units, ant it's still on the Lynx model, although it is on the Lion unit now, while the Lynx unit has no issues with the Lion model. very confusing :shifty:


LSystem is definitely your friend here, but the easiest way to do that without going too in-depth, I feel, would literally be copying the farm's nif structure and LSystem entries.
A rather confusing friend I'd say :lol:
There are a lot of entries. I obviously won't need different eras, artstyles and bonuses (like wheat and rice)
Do I need to edit LNode and LProduction both?
1762351115621.png


EDIT:
I have uploaded the CIV4PlotLSystem.xml I have in CoM, just in case.
 

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Last edited:
Ok, so I was trying to avoid exactly that, but it seems like I'll have to do some in-depth explaining.

LSystem deals in "leaf" structures, which are basically pieces arranged on a square grid - a farm is an excellent illustration of how it works, as all farm plots are effectively squares or rectangles, but in case of everything else it's equally true even if the squares themselves are invisible. So you have, say, a Farm_4x4 node. This will be our root node (real root nodes are bigger than 4x4, but for the purpose of this explanation I chose a smaller example), from which we're starting to build the improvement graphics on the tile. LSystem then plays "tetris" on this 4x4 grid by putting two 4x2 nodes on it, and each 4x2 node can in turn resolve into a 3x2 + 1x2 or into 2x2 + 2x2 nodes, and 2x2 subdivide into two 2x1... you get the drift. Finally, when we get granular enough, a small enough node instead of subdividing further places a leaf node (from which the "L" in the LSystem comes) of the same size - so, say, a 2x1 node will not subdivide into two 1x1 nodes, but rather place a 2x1 leaf, in this particular case GLeaf2x1. If you look at "GLeaf_ smth x smth" entries, you'll see that for no-bonus farms, they reference crops_... nifs (there are four of those, for each combo of worked/non-worked irrigated/non-irrigated; in your case you'll probably want to use one or two for worked/non-worked as I doubt you need to irrigate nature preserves).

So the LSystem file basically has two big parts: one that instructs each leaf what models to place if it is used in which improvement/era/artstyle etc., and another part that instructs the game how to assemble the nodes on a Civ 4 plot and which leaf configurations to use. So to answer your question: you have to instruct the LNode entries for the same GLeaf nodes that are used for farm crops to read from your new file in case of the new improvement, AND you have to mention the new improvement in its "root" LProduction entry (the same one as no-bonus farm), which point to the root node. Since the appropriate children for this node already exist (which is why I recommended you to go with the farm), you don't have to go through the hassle of drawing up the full node structure. Hope that was easy enough to follow.
 
Ok, so I was trying to avoid exactly that, but it seems like I'll have to do some in-depth explaining.
I'm gracious you did. Thanks! :)
I think this information should be added to the Modiki page.
 
So I finally liked your cat and assimilated it. I tried to force my own cat into the file, but I couldn't. I haven't been able to do this for years. If there's a really good guide on CF somewhere on how to swap out a model for a model so that it doesn't stop moving, please direct me.
Thanks...
 

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@Walter Hawkwood could you take look at my CIV4PlotLSystem file? Something is not okay with it. It's not urgent though.
 

Attachments

@Walter Hawkwood could you take look at my CIV4PlotLSystem file? Something is not okay with it. It's not urgent though.
I can't as obviously I can't test it in-game, and you don't even mention what is not ok. A couple of general tips though: 1) LSystem has its own error log file, 2) all edits to LSystem XML are applied real-time to a running game, so it's very easy to fine-tune on the fly.
 
don't even mention what is not ok
Oh, sorry, you are right.
It just doesn't change how the new improvement appears in game: just one model without any sign of the LSysytem.

1) and 2)
Thank you these are very useful information 🙂
 
Just a quick thought: did you set <bUseLSystem>1</bUseLSystem> in CIV4ImprovementInfos.xml?
Well, yes, that is set to 1.

So this is what I have:
XML:
        <ImprovementArtInfo>
            <Type>ART_DEF_IMPROVEMENT_PRESERVE</Type>
            <bExtraAnimations>1</bExtraAnimations>
            <fScale>1.0</fScale>
            <fInterfaceScale>1.0</fInterfaceScale>
            <NIF>Modules/Natural Wonders/Art/Natural Wonders/Preserve/an_eu_farm01.nif</NIF>
            <KFM>Modules/Natural Wonders/Art/Natural Wonders/Preserve/an_eu_farm01.kfm</KFM>
            <Button>,Art/Interface/Buttons/Builds/BuildFarm.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,3,7</Button>
        </ImprovementArtInfo>

XML:
    <LNode Name="GLeaf_2x1">
        <Width>2</Width>
        <Height>1</Height>
        <Attribute Class="RegionTest">0</Attribute>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_w.nif::2x1</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
        </ArtRef>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_uw.nif::2x1</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
        </ArtRef>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_w.nif::2x1</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
        </ArtRef>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_uw.nif::2x1</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
        </ArtRef>
    </LNode>
    <LNode Name="GLeaf_2x2">
        <Width>2</Width>
        <Height>2</Height>
        <Attribute Class="RegionTest">0</Attribute>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_w.nif::2x2</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
        </ArtRef>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_uw.nif::2x2</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
        </ArtRef>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_w.nif::2x2</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
        </ArtRef>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_uw.nif::2x2</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
        </ArtRef>
<!--        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Art/Terrain/Resources/rice/rice.nif</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL,!BONUS_WHEAT,!BONUS_CORN,!BONUS_POTATO</Attribute>
            <Attribute Class="ArtStyle">ARTSTYLE_JAPAN,ARTSTYLE_SOUTH_EAST_ASIA</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
        </ArtRef> -->
    </LNode>
    <LNode Name="GLeaf_3x2">
        <Width>3</Width>
        <Height>2</Height>
        <Attribute Class="RegionTest">0</Attribute>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_w.nif::2x3</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
            <Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
            <Rotate>90</Rotate>
        </ArtRef>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_uw.nif::2x3</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
            <Rotate>90</Rotate>
        </ArtRef>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_w.nif::2x3</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
            <Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
            <Rotate>90</Rotate>
        </ArtRef>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_uw.nif::2x3</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
            <Rotate>90</Rotate>
        </ArtRef>
    </LNode>
    <LNode Name="GLeaf_4x2">
        <Width>4</Width>
        <Height>2</Height>
        <Attribute Class="RegionTest">0</Attribute>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_w.nif::4x2</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
        </ArtRef>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_uw.nif::4x2</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
        </ArtRef>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_w.nif::4x2</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
        </ArtRef>
        <ArtRef Name="art:crop">
            <Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_uw.nif::4x2</Attribute>
            <Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
            <Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">bForceGround:1</Attribute>
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
            <Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
            <Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
            <Scale>0.5</Scale>
        </ArtRef>
    </LNode>
and
XML:
    <!-- Regular Non-rice farm:     Place a farm in the mix -->
    <LProduction From="Node_4x4">
        <Attribute Class="Improvement">IMPROVEMENT_FARM,IMPROVEMENT_VERTICAL_FARM,IMPROVEMENT_PRESERVE</Attribute>
        <Attribute Class="Bonus">NO_BONUS,BONUS_ALL,!BONUS_RICE,!BONUS_WHEAT,!BONUS_POTATO</Attribute>
        <Attribute Class="Scalar">bNotBFS:1</Attribute>
        <To Name="Farm_4x4"/>
        <To Name="GNode_4x4"/>
    </LProduction>
    <LProduction From="GNode_4x4">
        <To Name="GLeaf_4x2">
            <Translate>0,1</Translate>
        </To>
        <To Name="GLeaf_4x2">
            <Translate>0,-1</Translate>
        </To>
    </LProduction>
    <!-- SPECIAL Rice & wheat farm:            Place a farm in the top-right of the plot -->
    <LProduction Name="4x4_Farm_Rice" From="Node_12x12">
        <Attribute Class="Improvement">IMPROVEMENT_FARM,IMPROVEMENT_VERTICAL_FARM,IMPROVEMENT_PRESERVE</Attribute>
        <Attribute Class="Bonus">BONUS_RICE,BONUS_WHEAT,BONUS_POTATO</Attribute>
        <To Name="Farm_4x4">
            <Translate>3,3</Translate>
        </To>
    </LProduction>
    <LProduction Name="4x4_Farm_Rice2" From="Node_12x12">
        <Attribute Class="Improvement">IMPROVEMENT_FARM,IMPROVEMENT_VERTICAL_FARM,IMPROVEMENT_PRESERVE</Attribute>
        <Attribute Class="Bonus">BONUS_RICE,BONUS_WHEAT,BONUS_POTATO</Attribute>
        <To Name="Farm_4x4">
            <Translate>-3,3</Translate>
        </To>
    </LProduction>
    <LProduction Name="4x4_Farm_Rice3" From="Node_12x12">
        <Attribute Class="Improvement">IMPROVEMENT_FARM,IMPROVEMENT_VERTICAL_FARM,IMPROVEMENT_PRESERVE</Attribute>
        <Attribute Class="Bonus">BONUS_RICE,BONUS_WHEAT,BONUS_POTATO</Attribute>
        <To Name="Farm_4x4">
            <Translate>-3,-3</Translate>
        </To>
    </LProduction>
    <LProduction Name="4x4_Farm_Rice4" From="Node_12x12">
        <Attribute Class="Improvement">IMPROVEMENT_FARM,IMPROVEMENT_VERTICAL_FARM,IMPROVEMENT_PRESERVE</Attribute>
        <Attribute Class="Bonus">BONUS_RICE,BONUS_WHEAT,BONUS_POTATO</Attribute>
        <To Name="Farm_4x4">
            <Translate>3,-3</Translate>
        </To>
    </LProduction>

(...)

    <LProduction From="Node_4x2" Name="P4x2_A">
        <Attribute Class="Improvement">IMPROVEMENT_FARM,IMPROVEMENT_VERTICAL_FARM,IMPROVEMENT_PRESERVE</Attribute>
        <Attribute Class="RegionTest">0</Attribute>
        <To Name="GLeaf_4x2"/>
        <To Name="BLeaf_4x2"/>
    </LProduction>


And this is what I see in game in all eras:
1762883943141.png


That little hut is an_eu_farm01.nif
1762884215361.png
 
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