Orcs, Lizardmen, elves, and other foul things

Tasunke

Crazy Horse
Joined
Mar 20, 2009
Messages
2,805
Location
the 1800s
So, it appears that some mods can change the health and happiness that features provide (namely forests and jungles), and perhaps even food (yield) values of features?

By that I mean civ-specific feature yield modifiers?

I've heard that it can't be done, but then I see that it can? How does one accomplish this?

Also, fall further used to have Mazatl Jungles upgrade into deep jungle ... how can you have features evolve like that without using a religion set up?

Thank you.
 
For Yields: DLL work is probably needed for most cases. It may be possible to fudge some stuff in Python, but that seems like it could get complicated.

For transformation: Python can probably do a lot of that, though I'm not sure if actual examples you're thinking of use Python or DLL. I do think I've seen some sort of transformation happen in Python, though.
 
As Pickly said, the yields require DLL work. If you are based on pure FfH, the work does not exist, and the civ-specific yield modifiers are impossible, short of a civ-specific civic.

Fall Further used python for the feature change. Orbis added a tag allowing them to upgrade when controlled by a specific civilization,
 
so ... using Base FFH, I can't have my Clan of Embers gain +0.25 health from Jungles? (or at least remove the jungle health penalty for them?)
 
No, you can't do this directly.

You might be able to fudge it by, say, having the terrain within orc territory transform to a new feature that acts exactly like a jungle, but doesn't have a health penalty, than have it remove if cities are captured or destroyed. This would involve a lot of XML changes though (Not just the terrain, but also build orders, civics, promotions, etc.)

As a DLL change, the health adjustment is probably one of the simpler ones to do, either by copying happiness code and adjusting. or by borrowing from another mod that does this. Though even if you do go the DLL route, it does involve adjusting a number of files.
 
How (in the XML) does it specify that Elves can build improvements in Forest features?

and ... is that a boolean where its all or none ... or can you modify it to only being certain improvements?

(for instance, making a special type of camp that only Orcs can build in Jungle ... or having Lizardpeople able to build any improvements in Jungle)

the first of which might be possible by just making a new type of improvement and giving it to Orcs, while the latter might need the Elven code.
 
In CivilizationInfos.xml:

Code:
			<MaintainFeatures>
				<MaintainFeature>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bMaintain>1</bMaintain>
				</MaintainFeature>
				<MaintainFeature>
					<FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
					<bMaintain>1</bMaintain>
				</MaintainFeature>
				<MaintainFeature>
					<FeatureType>FEATURE_FOREST_NEW</FeatureType>
					<bMaintain>1</bMaintain>
				</MaintainFeature>
			</MaintainFeatures>

All or nothing. If you want a specific improvement, make a new improvement, set it's build order to not clear forests, and give it to a UU worker.
 
Back
Top Bottom