Valkrionn
The Hamster King
Here is what I use for Paint.net:
DXT3
Iterative Fit
Perceptual
Generate MipMaps
DXT3
Iterative Fit
Perceptual
Generate MipMaps
<ImprovementInfo>
<Type>IMPROVEMENT_GRAVEYARD</Type>
<iUpgradeTime>60</iUpgradeTime>
<ImprovementUpgrade>IMPROVEMENT_NECROPOLIS</ImprovementUpgrade>
</ImprovementInfo>
<ImprovementInfo>
<Type>IMPROVEMENT_BRADELINES_WELL_EXPLORED</Type>
<Description>TXT_KEY_IMPROVEMENT_BRADELINES_WELL_EXPLORED</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_BRADELINES_WELL_PEDIA</Civilopedia>
<Help></Help>
<ArtDefineTag>ART_DEF_IMPROVEMENT_BRADELINES_WELL</ArtDefineTag>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>1</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>1</bPermanent>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>100</iUpgradeTime>
<iAirBombDefense>0</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>0</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids>
</TerrainMakesValids>
<FeatureMakesValids>
</FeatureMakesValids>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_MANA_ENTROPY</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage></ImprovementPillage>
<ImprovementUpgrade>IMPROVEMENT_BRADELINES_WELL</ImprovementUpgrade>
<TechYieldChanges>
</TechYieldChanges>
<RouteYieldChanges>
</RouteYieldChanges>
<bGraphicalOnly>0</bGraphicalOnly>
<bRequiresPeak>0</bRequiresPeak>
<bUnique>1</bUnique>
<iAppearanceProbability>0</iAppearanceProbability>
<iHealRateChange>0</iHealRateChange>
<iRange>0</iRange>
<iRangeDefenseModifier>0</iRangeDefenseModifier>
<iVisibilityChange>0</iVisibilityChange>
<BonusConvert>BONUS_MANA_ENTROPY</BonusConvert>
<FeatureUpgrade>NONE</FeatureUpgrade>
<PrereqCivilization>NONE</PrereqCivilization>
<PythonAtRange></PythonAtRange>
<PythonOnMove></PythonOnMove>
<SpawnUnitType>NONE</SpawnUnitType>
</ImprovementInfo>
<ImprovementInfo>
<Type>IMPROVEMENT_AIFON_ISLE_EXPLORED</Type>
<Description>TXT_KEY_IMPROVEMENT_AIFON_ISLE_EXPLORED</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_AIFON_ISLE_PEDIA</Civilopedia>
<Help></Help>
<ArtDefineTag>ART_DEF_IMPROVEMENT_AIFON_ISLE</ArtDefineTag>
<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>1</bWater>
<bGoody>0</bGoody>
<bPermanent>1</bPermanent>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>100</iUpgradeTime>
<iAirBombDefense>0</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>0</iPillageGold>
<bOutsideBorders>1</bOutsideBorders>
<TerrainMakesValids>
</TerrainMakesValids>
<FeatureMakesValids>
</FeatureMakesValids>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_MANA_WATER</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage></ImprovementPillage>
<ImprovementUpgrade>IMPROVEMENT_AIFON_ISLE</ImprovementUpgrade>
<TechYieldChanges>
</TechYieldChanges>
<RouteYieldChanges>
</RouteYieldChanges>
<bGraphicalOnly>0</bGraphicalOnly>
<bRequiresPeak>0</bRequiresPeak>
<bUnique>1</bUnique>
<iAppearanceProbability>0</iAppearanceProbability>
<iHealRateChange>0</iHealRateChange>
<iRange>0</iRange>
<iRangeDefenseModifier>0</iRangeDefenseModifier>
<iVisibilityChange>0</iVisibilityChange>
<BonusConvert>BONUS_MANA_WATER</BonusConvert>
<FeatureUpgrade>NONE</FeatureUpgrade>
<PrereqCivilization>NONE</PrereqCivilization>
<PythonAtRange></PythonAtRange>
<PythonOnMove></PythonOnMove>
<SpawnUnitType>NONE</SpawnUnitType>
</ImprovementInfo>
Thanks, I put these in a quickfix for my mod (although I won't be able to try them until tonight).
One question for you: Can <PythonAtRange> and <PythonOnMove> in the Improvements XML import python functions modularly? (I could try, but easier to ask.)
I thought they were just Boolean. I'll take an integer though if that's possible -- much more possibility. (One for each of the 19 UFs, including the ones that already have one.)
Edit: I don't necessarily need a "feat". I'm looking for a memory system that I can access and change from python.