More Wonders

Don't really know. I'm screwing around with them more to get my sea-legs if you will, playing with the .xml files as I was doing the basic culture tag update required.
 
The best thing about buildings.xml is 95% of the codes tell you what they do, it's just a matter of trying them out ingame to get the right balance. And then you figure out a brand new way to do an effect, such as the policies as a building effect - it's just plain awesome. If you ever need any help, or would like to try make your own wonder, I'll be more than happy to assist
 
Well I can't figure out for the life of me why the Duomo bonus I'm trying to do isn't working. I've read over it dozen times, and compared it to the golden pavillion which works, and also against .xml of Cheomseongdae for a third party (haven't tried to load that one).
Is there another file that would need to be updated with the Duomo set, or should the building.xml be enough to run the bonus?
 
So weird - I swear those two tags don't work in that code. I've now gotten the Duomo to give +1/+1 per 4 citizens with production and science, gold and science, but when one is YIELD_CULTURE or YIELD_FAITH, it stops working. I even tried culture and science, and only the science yield per pop was recognized. I'm changing nothing but the YIELD_tag each time.
 
So so weird. The YIELD_CULTURE and YIELD_FAITH tags work fine as a direct building yield, but as a building yield per pop, the code isn't recognized. Not true for _PRODUCTION, _SCIENCE, or _GOLD which work in both. I give up.
 
So so weird

Not really. There is no core building that adds culture or faith on a per population basis so why would Firaxis implement this?

To us modders it would seem "logical" perhaps even "reasonable" but for the devs it's just unnecessary extra code to implement and test.

Time and time again it has been shown that "if it's not in the core game it's almost certainly not in the code base" - despite what we may request or expect or demand or even complain about.

Even if by some miracle it is in the code base, but not used in a particular way by the core game, don't expect it to remain that way from one patch to another (CombatSim events anyone!)
 
Not really. There is no core building that adds culture or faith on a per population basis so why would Firaxis implement this?

I don't think that's why he thought it is strange. It is strange because considering the way XML fields are usually handled, it makes more sense to expect for yield production to be handled on a dynamic basis, rather than a case-by-case basis.
 
I'm with you both - its odd to me that if YIELD_PRODUCTION, _SCIENCE, _GOLD can be used equally effectively as a single yield add-on or a per population based add on, but _CULTURE and _FAITH can only do the simple yield add-on. However, I figured there is an additional code set missing for _CULTURE and _FAITH, because when I do per pop with Prod/Sci/Gold, there is text in the itemization of the per-city total yield in the city screen which says something like "X prod/Sci/gold from Citizens" - and I assume some simple code is require to render that text.
I suppose if you found the file that ran the per-pop yield for prod/sci/gold you could re-write it to add in culture and faith. Wouldn't imagine they make that easy to find though.
 
also, what core building adds gold/production per population? It must be a flexible code. The only ones I can think that actually has a yield per population are library & public school.
 
There's no reason why it shouldn't work IMO - it goes from the Yields table. And yet, it doesn't. The code was flexible in Vanilla, and the Culture and faith work for all other yield codes - yields on sea tiles, resources, features, everything. MattyG, have you tried Food, and then Culture and Faith seperately?
 
It must be a flexible code.

Why must it? Gold/Food/Production were handled differently to Culture. Look at the CIV5Buildings.xml file and you will see an unused table in there that implies that Faith was being added in the same manner as Culture, and then it was changed - there is ZERO indication that Culture and Faith have been implemented by extending the Gold/Food/Production code, the only thing we do know is that they store data in the same Yield tables.

If it MUST be flexible, why is Happiness still handled differently, as you would think if they were making such sweeping changes to Culture they would have included Happiness at the same time.

We know precisely nothing about the internal workings of the dll code, nothing at all must be anything, it could any pile of **** in there, which is probably why it's taking so long to release the dll source.
 
If it MUST be flexible, why is Happiness still handled differently, as you would think if they were making such sweeping changes to Culture they would have included Happiness at the same time.

Happiness is not produced per turn, nor is it stored; that's why it can't be a yield.

We know precisely nothing about the internal workings of the dll code, nothing at all must be anything, it could any pile of **** in there, which is probably why it's taking so long to release the dll source.

Judging from the Civ4 and Civ4Col DLLs, most things (Units, Buildings and etc.) would be handled in a completely dynamic manner, while yields and the things that are defined in the BasicInfos xml files would suffer a lot of special cases. But certain XML fields working for some yields and simply not working for others is something that didn't happen (or extremely rare) in those DLLs, so I imagine that culture and faith not being able to make use of that particular XML field is probably an oversight, rather than an intended decision. Specially since most likely, it would be extremely easy and fast to code that xml feature to include those 2 yields.
 
there is ZERO indication that Culture and Faith have been implemented by extending the Gold/Food/Production code

Except that the old culture tag no longer works and requires the same tags as the aforementioned yields?
 
Except that the old culture tag no longer works and requires the same tags as the aforementioned yields?

"the only thing we do know is that they store data in the same Yield tables"
 
Happiness is not produced per turn, nor is it stored; that's why it can't be a yield.

If you zero the count at the start of every turn, there is no reason why Happiness can't be a yield and generated like any other source - it is "earnt" from buildings, wonders, policies, etc and "spent" on cities, citizens, etc.

The only difference is that it doesn't carry over from turn to turn and that is easily solved.
 
whoward: Ah, okay. Misunderstood that point, my mistake

hpahbp: Eventually yes, although I can't see that happening until my summer (Northern Hemisphere winter) when exams have finished, as I need to do an 'all-in-one' pack first for Vanilla.
 
What about Udvada Atash-Behram for a new Religious Wonder in future?

Holiest site for the Zoroastrians; Supposedly supposed to house one of their sacred fires. Home of both pilgrimages and refugees over the centuries.

3.jpg


Fire%20Temple.jpg

Its going to be interesting I bet dealing with some of the past wonders and shifting them to meet GK Pouakai!

I am quoting an earlier request for a wonder now that GK is out.

I think it would be an interesting project to have one world wonder for each of the 11 religions out there.

For the Udvada Atash-Behram it could provide a missionary for every city razed. Each Shrine provides +1 culture.
 
It's on the list, just a matter of when sukritact can make the icon.

I would like to have one for each of the religions, I've already got (IIRC) - Buddhism, Christianity, Islam, Shinto, (with that) Zorastrianism, and Taoism - there might be more
 
Back
Top Bottom