Palmyra, Collab Mod

The Bazaar from Arabia gives +2 Gold on Oasis, though.
 
Can you actually modify improvements through buildings, though? Not sure if you can do that.
 
If you can get an improvement model to look like an oasis, you can just use plot:SetImprovementType(improvementID). Of course you have to figure out the logic behind choosing which plots to be 'improved', and then fire the function with the CityConstructed game event (or what ever it's called - can't remember). Possibly also a good idea to include a PlayerDoTurn check to 'catch' new tiles at border expansion.
 
Uuh. What's all this Oasis talk about? i thought we agreed on a UA.

Also, what was the progress on the UI model from ldvh. We found a tower in a Civ IV city set that works.
 
Can you actually modify improvements through buildings, though? Not sure if you can do that.

If you can get an improvement model to look like an oasis, you can just use plot:SetImprovementType(improvementID). Of course you have to figure out the logic behind choosing which plots to be 'improved', and then fire the function with the CityConstructed game event (or what ever it's called - can't remember). Possibly also a good idea to include a PlayerDoTurn check to 'catch' new tiles at border expansion.

I think GPuzzle was asking if it's possible to alter the yields of improvements through buildings, which would be required to make this fake-oasis dummy work properly if a Palmyrene city is captured by Arabia and a Bazaar is built. There's no Building_ImprovementYieldChanges table, in any case.
 
Ah okay.. Isn't there a Trait_ImprovementYieldChanges table though? Might be misremembering..

Yes, but that wouldn't help with making Bazaars affect fake oases, since that's a building and not a trait (not even dummy building for a trait).
 
Ah okay.. Isn't there a Trait_ImprovementYieldChanges table though? Might be misremembering..

It's used for Belgium in the Scramble for Africa scenario, as well as the Huns and Japan in the main game. It's one of the few things in the XML tags that actually works properly with everything.

There's, of course, the extremely redundant way of checking if the city has a Bazaar, if it does, then it scans for that specific Improvement in all tiles that the city owns, and if it find our theoretical Oasis Improvement in any plots, it just replaces it with a version of it which grants an additional +2 Gold.

Complicated, yeah. Impossible, no. Am I able to code it? Not quite.
 
It's used for Belgium in the Scramble for Africa scenario, as well as the Huns and Japan in the main game.

Also for Korea. Rather than having a Trait_GreatPersonImprovementYieldChanges, TRAIT_SCHOLARS_JADE_HALL just has a row in regular Trait_ImprovementYieldChanges for every Great Person improvement. (Similar story with Trait_SpecialistYieldChanges.)
 
Oh, yeah, I forgot that entirely.
 
Thank you for working on making this mod a reality! I hope and pray that all eroded, decayed, defaced, or destroyed UNESCO sites could be rebuilt at least as good as they were when they were declared UNESCO sites.
 
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