I thought that's what I was doing. Unless I need to break them out by handicap. The GoodyHuts file doesn't have anything useful. In fact, the only files in the whole structure which has "goody_culture" (for example) are the goodyhuts file and the handicapinfos file.
The CIV5GoodyHuts.xml file has this entry (using goody_culture as an example):
The CIV5HandicapInfos.xml file has this:
NOTE: For clarity, I've removed the extra entries (ellipses indicates removed lines). This is the one for the settler handicap and for the culture goody hut value. Depending on which goody hut value you're looking at, there are other entries under the various handicap levels.
Remember that this is a test mod to see if the concept works. I'm only removing all of the other goody hut values to find out if I can force it to technology values. If this works, then I can use it to test my REAL mod (coming later), which will allow techs in the classical (and possibly later) eras.
See my previous code (two posts back from this one): Perhaps I need to overtly state that I want the entries removed from the prince handicap (the one I'm playing with)? If so, would I need to have a separate entry for each of the six handicaps I'm trying to remove? If so, what's the syntax? My guess is one of these two
The CIV5GoodyHuts.xml file has this entry (using goody_culture as an example):
Code:
<Row>
<Type>GOODY_CULTURE</Type>
<Description>TXT_KEY_GOODY_CULTURE</Description>
<Sound/>
<Culture>30</Culture>
</Row>
The CIV5HandicapInfos.xml file has this:
Code:
<HandicapInfo_Goodies>
...
<Row>
<HandicapType>HANDICAP_SETTLER</HandicapType>
<GoodyType>GOODY_CULTURE</GoodyType>
</Row>
...
</HandicapInfo_Goodies>
NOTE: For clarity, I've removed the extra entries (ellipses indicates removed lines). This is the one for the settler handicap and for the culture goody hut value. Depending on which goody hut value you're looking at, there are other entries under the various handicap levels.
Remember that this is a test mod to see if the concept works. I'm only removing all of the other goody hut values to find out if I can force it to technology values. If this works, then I can use it to test my REAL mod (coming later), which will allow techs in the classical (and possibly later) eras.
See my previous code (two posts back from this one): Perhaps I need to overtly state that I want the entries removed from the prince handicap (the one I'm playing with)? If so, would I need to have a separate entry for each of the six handicaps I'm trying to remove? If so, what's the syntax? My guess is one of these two
Code:
<HandicapInfo_Goodies>
<Delete GoodyType="GOODY_MAP" HandicapType="HANDICAP_Prince"/>
</HandicapInfo_Goodies>
Code:
<HandicapInfo_Goodies>
<Delete>
<Where GoodyType="GOODY_MAP" />
<where HandicapType="HANDICAP_PRINCE"/>
</Delete>
</HandicapInfo_Goodies>