Minor question on industry art-define.

Terxpahseyton

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Sep 9, 2006
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To get right to the point: I find the look of the improvement "Dense Industry" a poor choice and would like to exchange it with the look of "Heavy Industry", which actually looks modern (and not like early 20th century as the Dense one does) and hence fits way better into the Transhuman setting I finally reached in the game.

But I just can't find the xml-file where the art of the industry-improvements is defined. Please someone knowledgeable tell me.

O and you people really should consider adapting this for the standard version. The Dense-look just doesn't look like an upgrade at all but like a time travel of 70 years back into the past.

Love this mod
 
Thanks a lot, found it. It is just a minor thing, but the minor things are the ones that bug you most ;)

And well I don't happen to have a new module, but you seriously don't need one. Just exchange the graphics of heavy and dense. Heavy looks very modern and efficient and therefor would make a perfect "dense industry" while heavy looks old and massive, which makes a perfect "heavy industry".

That the current "dense"-graphic is within the game mechanics superior to the current "heavy"-graphic is like letting the upgrades of Modern Armors look like WWI tanks.

Maybe my personal interpretation is just off the norm, but I actually don't think so. ;)
 
Dear Sir,

The improvement of industry was and is,i must say very clever.
However,i want it to add in a rival mod...(History in the making).
Please dont take it bad.
Is there any way to add this improvement,growing just like the hamlet/village etc?
Can this be done by editing xml or i have to deal with other files as well or, ROM?
 
Even though this question is absolutely misplaced in this thread :

As the industry-improvement follows the same basic rules as cottages do, the editing of XML-files should suffice. In order to do that you need to simply copy every cottage-XML-entry and adjust it to the qualities of your new improvement. If you know your way around in XML this shouldn't be a problem.

edit: Oh actually the industry-improvement does at least one thing cottages don't as I just recalled (workers can build advanced industry levels after the discovery of certain techs, cottages can only be build in their very first stage). So maybe I am wrong. Though it seems unlikely that for such a tiny feature the creator got into Python or even SEK.
 
Nope. Industry is purely XML. So it should be fairly easy to use in another mod. The main differences could be in the schema files, but again the industry doesn't use any fancy stuff there either. The main difference between the cottage and industry is that if pillaged the industry will become a ruin which can be rebuild to an industry.
 
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