@Toffer90 looks like something got invertedThere is something wrong with the last SVN update: I can build a Wetlands Camp on a mountain - and no Early Mountain Mine.View attachment 551159
Ah, I understand why, these tags makes it valid there, terrain makes valid tags needs to be ignored when it's a peak.@Toffer90 looks like something got inverted
Pedia shows, that you can't build wetland camps on peaks...
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_MARSH</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_MUDDY</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
Not seeing that as a problem because, as it always does, it's listing the simplest possible solution first but then lists yields with other solutions as well and farm is one of the better improvements shown.At this point in first screenshot it should be "requires farm" not "requires seed camp"
In this case Seed Camp build is obsoleted, when farms are availableNot seeing that as a problem because, as it always does, it's listing the simplest possible solution first but then lists yields with other solutions as well and farm is one of the better improvements shown.
Do you have the tech that enables trade for that bonus? It's not the same tech that reveals them in many cases.Stone Tool Workshop tends to fail to provide the resource it's build on.
Can't show a save since it's old story, but I was utterly confused when my STWed metals still showed "You own 0" on the resource tool-tip (and in the city).
SVN is last week, and I have no save - but it's a fact that repeated itself several times.
And I did build a Path as well (though I hate that you need roads to resources that sit next to your city to begin with).
I thought so as well.Do you have the tech that enables trade for that bonus? It's not the same tech that reveals them in many cases.
You know it's there, just not able to produce it. If you were able to produce it you would have the bonus.I mean, what's the point of SEEING without being able to USE?
Good example would be precisely metals - you can get them from others even without knowing how to melt them.
Do explain, please.
All manufactured resources have same tech reveal and tech enable.You know it's there, just not able to produce it. If you were able to produce it you would have the bonus.
You should be able to get iron wares before you are able to do anything useful with iron ore yourself, if someone else do know what to do with iron ore.
Not sure if iron wares are enabled earlier than iron working, but it should be if the modder setting the enable tech for it had any sense.
The seed camp never obsolete, if you don't believe me then check out first couple lines in zCaptives_CIV4BuildInfos.xmlIn this case Seed Camp build is obsoleted, when farms are available
Some early worker builds do obsolete.
Only two things obsolete in zcaptives buildinfos as if someone forgot to do that for everything elseThe seed camp never obsolete, if you don't believe me then check out first couple lines in zCaptives_CIV4BuildInfos.xml
I'll be fixing that along with some other stuff in my next commit in a few minutes.
Early mountain mine can only be built if there's a valid bonus there.SVN 11152 is still not good concerning improvements on peaks: I can't build Wetlands Camps anymore (good) but now I can't build anything (bad). Early Mountain Mines should be possible at this stage of the game (and they can be built with SVN 11149).
That was a bug or imo a bad design decision by someone; we only added in the early mountain mine so that players would stop whining about not getting mountain bonuses between TECH_MINING and TECH_MOUNTAINEERING.As I said I can build with older SVN (with Work Mules) on every single mountain. That has been the case for quite a while. Has this changed?
My intention for Early Mountain Mine was being buildable on peaks, that have resources on them.As I said I can build with older SVN (with Work Mules) on every single mountain. That has been the case for quite a while. Has this changed?
Yeah, the peak related improvement tags were not easy to work with; I made them far more intuitive today.My intention for Early Mountain Mine was being buildable on peaks, that have resources on them.
So no peaks without resources.