Tag requests

I mentioned this before but did not give much detail.

1) Wild sea creatures are getting damage from terrain features ie reefs and coral whereas they should not.

2) Is it possible to reduce the damage received from terrain features based on technologies and or promotions. For example tech= astrolabe reduces chance of damage (or damage) by 50%. Promotion "Coastal Defense" reduces chance of damage (or damage) by 10%.
 
I have at least five Wonder ideas that are waiting on the <BuildingExtraCommerces> tag for their complete implementation.

These are the ones that I know just need that XML tag:
  • Giverny (Monet's Garden): +4 culture from Art Gallery
  • Orient Express: +2 espionage from Railroad Station
  • Pleistocene Park: +5 gold and science from all Megafauna Trainers
  • Dinosaur Park: +10 science from Paleontology Lab
  • Monte Carlo: +4 culture from Casino
I had a look into it but this tag is a rather difficult one. Especially I am unsure how this should be implemented to interact properly with the modifier recalculation.
So since I have very little time for modding at the moment I pass on this one.
 
I had a look into it but this tag is a rather difficult one. Especially I am unsure how this should be implemented to interact properly with the modifier recalculation.
So since I have very little time for modding at the moment I pass on this one.

OK. It can wait until someone has time to work on it properly. I think this is a huge area that is missing in the ability to code: you can adjust building commerces with events and technologies but not other buildings.
 
OK. It can wait until someone has time to work on it properly. I think this is a huge area that is missing in the ability to code: you can adjust building commerces with events and technologies but not other buildings.

Ok, I've done this and it's now active in the latest SVN.

I only modified the core schema in assets/xml/buildings/C2C_CIV4BuildingsSchema.xml, so if you need it in a module be sure to update the schema copy there also. The extra schema element is:
Code:
	<ElementType name="BuildingExtraCommerce" content="eltOnly">
		<element type="BuildingClass"/>
		<element type="CommerceType"/>
		<element type="iExtraCommerce"/>
	</ElementType>
	<ElementType name="GlobalBuildingExtraCommerces" content="eltOnly">
		<element type="BuildingExtraCommerce" minOccurs="0" maxOccurs="*"/>
	</ElementType>

I just did a simplistic test, adding this to an existing building, and checking that when one is built it grants the culture/research effects on the building player's forges and granaries everywhere:
Code:
			<GlobalBuildingExtraCommerces>
				<BuildingExtraCommerce>
					<BuildingClass>BUILDINGCLASS_FORGE</BuildingClass>
					<CommerceType>COMMERCE_CULTURE</CommerceType>
					<iExtraCommerce>1</iExtraCommerce>
				</BuildingExtraCommerce>
				<BuildingExtraCommerce>
					<BuildingClass>BUILDINGCLASS_GRANARY</BuildingClass>
					<CommerceType>COMMERCE_RESEARCH</CommerceType>
					<iExtraCommerce>1</iExtraCommerce>
				</BuildingExtraCommerce>
			</GlobalBuildingExtraCommerces>

Note - at least for now use of this tag should be restricted to wonders (national or great), because if you put it on a normal building then EACH one you build will grant the global effect!

Also note that I decided to call it 'GlobalBuildingExtraCommerces' not just 'BuildingExtraCommerces', to reflect the fact that its effect is in all the player's cities, not just the one the triggering building is built in.

I have updated the building hover text generation to take account of this new tag also, but not yet updated the AI to evaluate it (will do that once the Wonders are in - let me know)
 
Since you can do this, you might as well do it for ExtraYield, ExtraHappiness and ExtraHealth since these are all what python can do besides ExtraCommerce :D
 
Ok, I've done this and it's now active in the latest SVN.

I only modified the core schema in assets/xml/buildings/C2C_CIV4BuildingsSchema.xml, so if you need it in a module be sure to update the schema copy there also. The extra schema element is:
Code:
	<ElementType name="BuildingExtraCommerce" content="eltOnly">
		<element type="BuildingClass"/>
		<element type="CommerceType"/>
		<element type="iExtraCommerce"/>
	</ElementType>
	<ElementType name="GlobalBuildingExtraCommerces" content="eltOnly">
		<element type="BuildingExtraCommerce" minOccurs="0" maxOccurs="*"/>
	</ElementType>

I just did a simplistic test, adding this to an existing building, and checking that when one is built it grants the culture/research effects on the building player's forges and granaries everywhere:
Code:
			<GlobalBuildingExtraCommerces>
				<BuildingExtraCommerce>
					<BuildingClass>BUILDINGCLASS_FORGE</BuildingClass>
					<CommerceType>COMMERCE_CULTURE</CommerceType>
					<iExtraCommerce>1</iExtraCommerce>
				</BuildingExtraCommerce>
				<BuildingExtraCommerce>
					<BuildingClass>BUILDINGCLASS_GRANARY</BuildingClass>
					<CommerceType>COMMERCE_RESEARCH</CommerceType>
					<iExtraCommerce>1</iExtraCommerce>
				</BuildingExtraCommerce>
			</GlobalBuildingExtraCommerces>

Note - at least for now use of this tag should be restricted to wonders (national or great), because if you put it on a normal building then EACH one you build will grant the global effect!

Also note that I decided to call it 'GlobalBuildingExtraCommerces' not just 'BuildingExtraCommerces', to reflect the fact that its effect is in all the player's cities, not just the one the triggering building is built in.

I have updated the building hover text generation to take account of this new tag also, but not yet updated the AI to evaluate it (will do that once the Wonders are in - let me know)

Thank you very, very much. I'm trying out my first Wonder with it now; looks like it's working great. I did notice a couple of minor graphical issues:
  • The commerce bonuses do not show up in the Civilopedia entry.
  • On the hovertext, could the commerce bonuses show up below the Wonder designation? I feel like that needs to be first.
  • Also, would it be possible to close up the space between the amount of commerce generated and the symbol? I don't think the Civilopedia puts spaces there whenever it has a number/symbol combination.

Here's a screenshot of a Wonder using this new tag. The TXT_KEY_FIRE_HANGER is a separate issue that I put in the v21 bugs thread.
 
Thank you very, very much. I'm trying out my first Wonder with it now; looks like it's working great. I did notice a couple of minor graphical issues:
  • The commerce bonuses do not show up in the Civilopedia entry.
  • On the hovertext, could the commerce bonuses show up below the Wonder designation? I feel like that needs to be first.
  • Also, would it be possible to close up the space between the amount of commerce generated and the symbol? I don't think the Civilopedia puts spaces there whenever it has a number/symbol combination.

Here's a screenshot of a Wonder using this new tag. The TXT_KEY_FIRE_HANGER is a separate issue that I put in the v21 bugs thread.

Pedia - sure np
Vertical positioning on hover text - sure
Spacing - not sure - this is making use of a common routine used in other places also
 
I have three ideas for tags for promotions.

1. Would it be possible to make a Replace_promo tag?

Right now one can only make a promotion req another, but not replace it, like port replace the harbour building. And the musketman replace heavy pikeman.

I was thinking of making a system of weapons, armour and other equipment promotions. And I would like it so that, for example Iron weapons replace bronze weapons, and plate armour replaces chain mail, and so on.
Otherwise one unit can end up with all kinds of weapons.

2. The other is a Not_upgradeable (boolean) tag.
When tag value is true, the unit looses the promotion in question when it is upgraded. That way when you upgrade from let's say heavy pikeman to musketman, your pike weapon promotion and possible armour, does not follow along.
That way the equipment promotions does not pile up over time. Like now when you can have mech inf. units with bamboo armour :crazyeye:

3. The last one is a Cost_per_turn tag
Like you can have extra unit cost per turn, I would like to have the same options to promotions. Chain mail and steel swords is very expensive, and I would like to able to reflect that in the equipment promotions. And if it is not to hard, would it be possible to make it work with decimal values? (ex. 0.2:gold:)

I hope my ideas make sense :)
 
I was thinking of making a system of weapons, armour and other equipment promotions. And I would like it so that, for example Iron weapons replace bronze weapons, and plate armour replaces chain mail, and so on.
Otherwise one unit can end up with all kinds of weapons.

I have been wanting to do this exact thing. Its kind of weird when future units still have bamboo armor. Perhaps an obsolete tech could be applied too to existing units where their promotions won't work anymore.
 
I have been wanting to do this exact thing. Its kind of weird when future units still have bamboo armor. Perhaps an obsolete tech could be applied too to existing units where their promotions won't work anymore.

What? Didn't you know bamboo has extraordinary laser-dissapation properties? :D
 
Hi. First post for me here. *smile*

AIAndy, is it possible to get a tag for improvements that makes the plot one wants to build it on require one side being coast? With other words <bRequiresCoastSide>.

Cheers
 
Hi. First post for me here. *smile*

AIAndy, is it possible to get a tag for improvements that makes the plot one wants to build it on require one side being coast? With other words <bRequiresCoastSide>.

Cheers
Yes, definitely possible.
I'll add it to the list.
 
@AIAndy

If its not already on your todo list, I request +/- crime per turn given to unit promotions for where units with a promotion that has that feature will generate +/- crime they standing for that turn.

Is this not already possible with what the Extended Property System already offers? I know that Units can now be given those modifiers, and the PromotionInfos XML uses the same schema as the UnitInfos XML, so I'd assume that functionality is already in place.

At any rate, I'm thinking I'll hold off until after the freeze is over and V22 is out before adding any crime mods to units, as Koshling has hinted that would require significant AI work.
 
Is this not already possible with what the Extended Property System already offers? I know that Units can now be given those modifiers, and the PromotionInfos XML uses the same schema as the UnitInfos XML, so I'd assume that functionality is already in place.

At any rate, I'm thinking I'll hold off until after the freeze is over and V22 is out before adding any crime mods to units, as Koshling has hinted that would require significant AI work.

They are not the same thing, so I'm unsure if aiandy added property manipulators to promotions or not ( but it shouldnt be hard if not).

In regard to the AI, units that act as crime reducers shouldn't be too hard to cope with (though it will need a bunch of new routines, so I would prefer not before v22). Units that act as crime sources, will be a lot harder to deal with, because they imply entirely new strategies whereby to deliberately spread crime to your enemies.
 
@AIAndy

If its not already on your todo list, I request +/- crime per turn given to unit promotions for where units with a promotion that has that feature will generate +/- crime they standing for that turn.

Are you sure thata good method?, does it not require every unit to have an age in game play turns,so it can increase by 1, this sounds like a hugue drain on resources.
 
They are not the same thing, so I'm unsure if aiandy added property manipulators to promotions or not ( but it shouldnt be hard if not).
I have added property manipulators to most stuff including promotions, unit types, civics, traits, routes, improvements, features, resources, terrains, religions and corporations.
There is just a minor code change missing that makes the <GameObjectType> apply to non global property manipulators (I might go one step further and allow the RelationType tag for that as well). With that you can then have the property manipulator on the promotion not apply to the unit but to the city in which the unit is.
 
Back
Top Bottom