Tables <...Booleans>

Axeles

Chieftain
Joined
Jun 20, 2004
Messages
4
Hi,
I'm creating a mod and I started by changing the yields of terrain, features, resources and improvements.
Everything is working, except what I've changed in <...Booleans> tables.
For example, I want cow to appear also on plains and I want sheep to not appear in desert, so I wrote these lines in a modbuddy .xml file:
<Resource_TerrainBooleans>
<Row>
<ResourceType>RESOURCE_COW</ResourceType>
<TerrainType>TERRAIN_PLAINS</TerrainType>
</Row>
<Delete ResourceType="RESOURCE_SHEEP" TerrainType="TERRAIN_DESERT" />
</Resource_TerrainBooleans>
What's the trick with these booleans tables or what am I doing wrong, 'cause I can't see any effect :confused:
I must mention that other features that I've implemented in other tables are working correctly, so there's no problem with the file or with the project.
Please help me
And sorry for creating a thread again in the wrong place. These should have been in Civ5 - Creation & Customization...:eekdance:
How may I move threads ? :D
 
I can't speak to the specifics of your problem, but I'd point out that many of those particular XML tables aren't actually used. Instead, you often need to edit the .lua files responsible for creating the maps.

For instance, take the strategic resources. In the CIV5Resources.xml file it'll say how many units of resource are in a single deposit... except that value is never used, because the resources are placed in an .lua file and the deposit sizes are set within that script (with some randomness added).

So it's easily possible that the thing you're changing is similar, and that you'd need to go into the .lua scripts to see if there's some hardcoded thing saying that Cows have to be on grassland and such.
 
It's true that the vanilla AssignStartingPlots.lua doesn't use the Booleans.
 
Thanks for your help, guys
It sucks that I have to use lua to change such simple things :(
In civ 3 editor, all you have to do was to de/select the terrain/feature in a list...
 
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