Modding DLCs

Thalassicus

Bytes and Nibblers
Joined
Nov 9, 2005
Messages
11,057
Location
Texas
I've encountered an odd situation when modding Mongolia.

Code:
<UnitPromotions>
    <Update>
        <Where Type="PROMOTION_MEDIC_GENERAL" />
        <Set SameTileHealChange="2" />
    </Update>
</UnitPromotions>
<Traits>
    <Update>
        <Where Type="TRAIT_TERROR" />
        <Set MinorCivCaptureBonus="30" />
    </Update>
</Traits>
<Language_en_US>
    <Update>
        <Where Type="TXT_KEY_PROMOTION_MEDIC_GENERAL_HELP" />
        <Set Text="Units within 1 tile [COLOR_POSITIVE_TEXT]Heal 2 Additional HP[ENDCOLOR] per turn." />
    </Update>
    <Update>
        <Where Tag="TXT_KEY_TRAIT_TERROR" />
        <Set Text="+30% [ICON_STRENGTH] Combat Strength and Capture Bonus vs City-States. All mounted units have +1 [ICON_MOVES] Movement." />
    </Update>
</Language_en_US>

The trait changes work great, but the promotion changes have no effect (not even the tooltip change). The other trait and promotion changes I've done work properly. It's all in the same files so I know it's not a situation where the file fails to load. Does anyone have an idea of what might be wrong and how to fix this?
 
One of your text updates uses <Where Tag=... /> and the other uses <Where Type=.../> which could explain why the tooltip is not updating. But other than that, I don't know.
 
The medic healing originally applied to the same tile as well as adjacent but patch 1.0.0.62 changed that. I can't say for sure that it actually used SameTileHealChange to do that, though.
 
The odd thing is that change was made before the Khan was added. Since it can stack with a combat unit, it's weird that he heals himself (why give a non-combat unit a self-healing buff?) and everyone nearby except the person right on top of him.
 
why give a non-combat unit a self-healing buff?

Noncombatants can be injured by bombardment without being killed; they defend as if they have a baseline Combat rating. It's only when a unit attacks them in melee that they're auto-destroyed. This has led to some strange balance points, where a Work Boat can absorb more hits from a land-based artillery unit than a Battleship can, but that's more an indictment of the balance of naval units than anything else. (Why are their combat and ranged combat ratings so low, requiring air units and such to have a -50% penalty just to keep from overpowering them?)

But yes, it's badly handled. Anyone who can heal an adjacent hex SHOULD be able to heal units stacked in the current hex. On that note, have you confirmed that it's actually supposed to do what you think it does? That is, are you sure that the Khan doesn't actually heal units in the same hex? (It could be that the "adjacent hex" healing now also applies to the current hex, on the assumption that it'd be stupid not to. So maybe the reason the SameTileHealChange is 0 is because it's not needed.) It should be easy enough to generate a test case in FireTuner for this.
 
I added the SameTileHealChange="2" change indicated above and a warrior I had stacked with the Khan still healed 1 hp per turn. I know the rest of the file the edit was in worked properly, so it did load... so unless anyone's confirmed they got it to work, I suspect SameTileHealChange is just not implemented.
 
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