Need help with my UB

icemanjsg

Warlord
Joined
Feb 8, 2006
Messages
231
Location
Earth
Hello everyone,

I am making an UB for my civilization it is replacing Supermarket.

What I want the building to do is add 1 :hammers: for every farm within the city raddius , very similar to William van Oranges and Jao's buildings, However I can't figure out the xml for it? I have tried editing the text from a Dike and it didn't work?

Can anyone help me out here I am a little bit stuck as to how to do this but I am sure it is possible, I just have lack of know how. Thanks to any help ya'all can provide
 
Hello everyone,

I am making an UB for my civilization it is replacing Supermarket.

What I want the building to do is add 1 :hammers: for every farm within the city raddius , very similar to William van Oranges and Jao's buildings, However I can't figure out the xml for it? I have tried editing the text from a Dike and it didn't work?

Can anyone help me out here I am a little bit stuck as to how to do this but I am sure it is possible, I just have lack of know how. Thanks to any help ya'all can provide

I don't know much about modding, but if you start from the file for either Willem's or Jao's UB then you've got most of it there already.
 
I don't know much about modding, but if you start from the file for either Willem's or Jao's UB then you've got most of it there already.

I tried this already but in the script it already has a built in part for rivers and sea.
which looks like this:

PHP:
<bWater>1</bWater>
<bRiver>1</bRiver>
<bPower>0</bPower>

So I tried to edit it for farm , and added this:

PHP:
<bFarm>1</bFarm>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>

And it didn't work?

Any suggestions thanks for the help! :)
 
<bWater>1</bWater>
<bRiver>1</bRiver>
<bPower>0</bPower>

This has nothing to do with productions. These lines mean that the improvement can only be build in cities at a river or at the coast.

<SeaPlotYieldChanges>
<iYield>0</iYield>
<iYield>1</iYield>
</SeaPlotYieldChanges>
<RiverPlotYieldChanges>
<iYield>0</iYield>
<iYield>1</iYield>
</RiverPlotYieldChanges>

There is the xtra production of the Dutch dike.

Unfortuneately, there is no nice xml way for free hammers from farms. You need to do some severe coding to achieve this. :(

But you can get free specalists from improvements. Check the xml of the National park:

<ImprovementFreeSpecialists>
<ImprovementFreeSpecialist>
<ImprovementType>IMPROVEMENT_FOREST_PRESERVE</ImprovementType>
<iFreeSpecialistCount>1</iFreeSpecialistCount>
</ImprovementFreeSpecialist>
</ImprovementFreeSpecialists>

Change forest preserve to farm and you get a free specalist for every farm in the city radius. ;)
 
Any help? anyone? Is it impossible and, I should give up or is it doable?:(:confused:


Through XML only? Not possible.

You would have to do SDK work to add a new tag and to then make the new tag actually do something useful.
 
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