Tag requests

Not good idea because we waiting for civ inoc mod where stockpiling resources will be implemented. We waiting to copy that solution.

In gameplay it will give huge empires even more bonus and AI is not prepared to use that feauture

not necessarily . one town has a mine which is very deap and gives as much gold for example as 2 other nations mines
 
I think you can with "BuildingClassCommerceChanges"
Okay, I think I might be missing something, or I don't know. I asked this months ago, and now I'm searching for an example of this in the XML, but can't find it. Can someone tell me how you would code "BuildingClassCommerceChanges" ? Thank you. :confused:
 
For buildings, I'm looking for a tag that affects the yields of specialists, on a city level. Currently, the only tag that does this, does so across ALL cities in your civ. I need this, to implement the "Emancipation" building. Could someone do this for me?
 
For buildings, I'm looking for a tag that affects the yields of specialists, on a city level. Currently, the only tag that does this, does so across ALL cities in your civ. I need this, to implement the "Emancipation" building. Could someone do this for me?

On buildings? Then you would make it an auto-build building with those effects once the tag gets made.

Also, could you please post an outline of your plan for the Slavery civics in the Civics thread? (as well as outlines of other changes before you make them, that is very much appreciated).
 
:whew: I finally found this, about 6 pages back, anyways i need a NEW tag for FeaturesInfos:

Code:
			<[U]FeatureUpgrade[/U]>FEATURE_FOREST_NEW</[U]FeatureUpgrade[/U]>

Schema info:
Code:
	<ElementType name="FeatureUpgrade" content="textOnly"/>

		<element type="FeatureUpgrade"/>

		<element type="FeatureUpgrade"/>

FeatureUpgrade- If this improvement has a chance to turn into a feature.

Source Code in FfH2 from Kael here: http://forums.civfanatics.com/showpost.php?p=5817028&postcount=1 (about 1/3 of the page down)

(This is what was proposed?)from DH ???
The only solution I thought of was having a burnt forests (burnt_forest_n ... burnt_forest_0) where n was the number of turns on the slowest speed. Then put the correct burnt_forest_k for the game speed on the plot. Then every turn go throw every plot and if it has burnt_forest_i on it change it to burnt_forest_(i-1) and replace it with forest if it was burnt_forest_0.

Way to complicated for me, sorry, its better to have just 1 tag. . .
 
AIAndy has developed our multi-Feature feature. I'm going to suggest that this is probably in his realm so that it may be woven in with what he's already done without causing damage to either project.
 
:whew: I finally found this, about 6 pages back, anyways i need a NEW tag for FeaturesInfos:

Code:
			<[U]FeatureUpgrade[/U]>FEATURE_FOREST_NEW</[U]FeatureUpgrade[/U]>

Schema info:
Code:
	<ElementType name="FeatureUpgrade" content="textOnly"/>

		<element type="FeatureUpgrade"/>

		<element type="FeatureUpgrade"/>

FeatureUpgrade- If this improvement has a chance to turn into a feature.

Source Code in FfH2 from Kael here: http://forums.civfanatics.com/showpost.php?p=5817028&postcount=1 (about 1/3 of the page down)

(This is what was proposed?)from DH ???
The only solution I thought of was having a burnt forests (burnt_forest_n ... burnt_forest_0) where n was the number of turns on the slowest speed. Then put the correct burnt_forest_k for the game speed on the plot. Then every turn go throw every plot and if it has burnt_forest_i on it change it to burnt_forest_(i-1) and replace it with forest if it was burnt_forest_0.

Way to complicated for me, sorry, its better to have just 1 tag. . .

If you are going to have a feature upgrade tag there will be problems. Although it will solve more problems that it causes.

We currently have a New Forest feature which upgrades to a Forest feature when worked for x turns. It is not working quite right at the moment. This means that the upgrade should require a number of turns.

We also need the dll to keep track of the upgrade time on the feature. We can live without the requirement that the plot be worked.

We need two tags
  • FeatureUpgrade
  • UpgradeTime

Having Forest becoming Ancient Forest in this way would be a bad idea.
 
We also need the dll to keep track of the upgrade time on the feature. We can live without the requirement that the plot be worked.

We need two tags
  • FeatureUpgrade
  • UpgradeTime

Having Forest becoming Ancient Forest in this way would be a bad idea.

You are correct, i was re-looking at FfH2 and that was right underneath it, i just overlooked it, so 2 tags pls.

Code:
	<ElementType name="iUpgradeTime" content="textOnly" dt:type="int"/>
 
Is it possible for a building to have a requirement of a specific tile improvement in the city vicinity? If not can that be added? (with AND and OR support) And can the building be disabled if the improvement is lost?
 
Is it possible for a building to have a requirement of a specific tile improvement in the city vicinity? If not can that be added? (with AND and OR support) And can the building be disabled if the improvement is lost?

I believe we have something like this already don't we?
 
Ah... I haven't done anything with vicinities so I'm probably not the best qualified to address that one either. Yet. Soon perhaps... I've got a little project that sounds like it may relate to that so I MIGHT be able to fit this request in with that project.
 
Implemented Tags

Building
<GlobalBuildingExtraCommerces>: Changes the commerces of each instance of a building in your civilization.
Spoiler :
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>

How do you have it for :gold:? Do you use "GOLD" or "WEALTH" or something else?

EDIT: The answer is "GOLD". I tested it out.
 
You are correct, i was re-looking at FfH2 and that was right underneath it, i just overlooked it, so 2 tags pls.

We need two tags
  • FeatureUpgrade
  • UpgradeTime
Code:
	<ElementType name="iUpgradeTime" content="textOnly" dt:type="int"/>
Code:
	<ElementType name="FeatureUpgrade" content="textOnly"/>

		<element type="FeatureUpgrade"/>

		<element type="FeatureUpgrade"/>

I am still waiting for this?? (2 tags)
 
Hi!
I'm about to learn how to mod buildings in C2C to help Hydro and to create my own ones. ThereforeI could also use some Tags (please let me now if the Tagname is not good):

- iGlobalMaintenancePerPop: The value here should be multiplied with the total Pop of your empire.

- iMaintenancePerPop: The value here should be multiplied with the pop in the city.

- iFoodPerPop: The value here should be multiplied with the pop in the city. It is the food you GAIN.

- iCommercePerPop: The value here should be multiplied with the pop in the city. It is the Commerce you GAIN.

- iProductionPerPop: The value here should be multiplied with the pop in the city. It is the Production you GAIN.

- iIncomePerPop: The value here should be multiplied with the pop in the city. It is the Income you GAIN.
 
Hi!
I'm about to learn how to mod buildings in C2C to help Hydro and to create my own ones. ThereforeI could also use some Tags (please let me now if the Tagname is not good):

- iGlobalMaintenancePerPop: The value here should be multiplied with the total Pop of your empire.

- iMaintenancePerPop: The value here should be multiplied with the pop in the city.

- iFoodPerPop: The value here should be multiplied with the pop in the city. It is the food you GAIN.

- iCommercePerPop: The value here should be multiplied with the pop in the city. It is the Commerce you GAIN.

- iProductionPerPop: The value here should be multiplied with the pop in the city. It is the Production you GAIN.

- iIncomePerPop: The value here should be multiplied with the pop in the city. It is the Income you GAIN.

Unless I. Is understand your intent, the first be would be better named iMaintenancePerGlobalPop since (I assume??) it's the maintenance in the city you build the building in multiplied by he pop of your entire civ, NOT maintenance added in every city.

Edit - if someone does take these tags on, don't forget you'll need new AI to handle them too (shouldn't be too hard though)
 
Hi!
I'm about to learn how to mod buildings in C2C to help Hydro and to create my own ones. ThereforeI could also use some Tags (please let me now if the Tagname is not good):

- iGlobalMaintenancePerPop: The value here should be multiplied with the total Pop of your empire.

- iMaintenancePerPop: The value here should be multiplied with the pop in the city.

- iFoodPerPop: The value here should be multiplied with the pop in the city. It is the food you GAIN.

- iCommercePerPop: The value here should be multiplied with the pop in the city. It is the Commerce you GAIN.

- iProductionPerPop: The value here should be multiplied with the pop in the city. It is the Production you GAIN.

- iIncomePerPop: The value here should be multiplied with the pop in the city. It is the Income you GAIN.
I'm not available much right now and will be struggling to get anything done at all for a bit so though I could do it, I'm not going to make any promises.

Interesting tags... I'd suggest if we do them that we make them more granular than mere integer limitations would allow. aka, make them a float (decimal) value. Even +1 Food per population could be waaaay OP because if it added up to +3 Food per pop you'd have a total of well... your people would no longer have need of food.
 
I'm not available much right now and will be struggling to get anything done at all for a bit so though I could do it, I'm not going to make any promises.

Interesting tags... I'd suggest if we do them that we make them more granular than mere integer limitations would allow. aka, make them a float (decimal) value. Even +1 Food per population could be waaaay OP because if it added up to +3 Food per pop you'd have a total of well... your people would no longer have need of food.

Never use float if you can avoid it. Just 100ths should suffice in this case.
 
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