Tips on adding Improvement to my civ?

Narvana

Chieftain
Joined
Nov 20, 2016
Messages
62
I was trying to copy Chateau, so I took script from Improvement.artdefs, Improvements.xml and Civilizations.xml but when I load my civ in game, the fake Chateau is like non-existant.

Does anyone know what should I look up to?
 
Did you added icons? And you also have to say that Builder in validbuildunits? whats your tech/civic prereq (do you have it)?
Also do you use modbuddy? in that case maybe you missing improvements part in modart.xml
If not modbuddy, maybe you miss that part in .dep file.
 
Did you added icons?

No, not yet. Is this really gamebreaking?

Actually, "my civ" is a big thing to say, since I'm only editing civ&leader mod that I found here somewhere. It originally had unique building, not improvement, so I didn't really know what to do.

And you also have to say that Builder in validbuildunits?

Yup, got that one.

whats your tech/civic prereq (do you have it)?

Currently TECH_MINING, so I can easily test it.

Also do you use modbuddy? in that case maybe you missing improvements part in modart.xml

I was planning to use it just to change the art in the later stage, because editing basic files in it was much harder than just through C++.

maybe you miss that part in .dep file.

There is something like this there:

Code:
<Element>
            <ConsumerName text="Improvements"/>
            <ArtDefDependencyPaths/>
            <LibraryDependencies/>
            <LoadsLibraries>false</LoadsLibraries>
        </Element>

Will setting this to "true" do the trick? Currently I can't check it because some weird bugs came out and I had to restore the version of mod before I started trying to get Improvements working, so I'm starting from the beginning.
 
In case of improvements it can be game-breaking, since an icon appear at builder options, copying from chateau unitactions icon

Code:
<GameInfo>
  <IconDefinitions>
 <Row Name="ICON_IMPROVEMENT_YOURNEWONE"        Atlas="ICON_ATLAS_UNIT_ACTIONS"   Index="16"/>
  </IconDefinitions>
</GameInfo>

As for DEP file I checked when I used file editing only and I have this:

Code:
    <Element>
        <ConsumerName text="Landmarks"/>
        <ArtDefDependencyPaths>
          <Element text="Buildings.artdef"/>
          <Element text="Districts.artdef"/>
          <Element text="Improvements.artdef"/>
        </ArtDefDependencyPaths>
        <LibraryDependencies>
          <Element text="CityBuildings"/>
          <Element text="TileBase"/>
          <Element text="RouteDecalMaterial"/>
        </LibraryDependencies>
        <LoadsLibraries>true</LoadsLibraries>
      </Element>
 
There is something like this there:

Code:
<Element>
            <ConsumerName text="Improvements"/>
            <ArtDefDependencyPaths/>
            <LibraryDependencies/>
            <LoadsLibraries>false</LoadsLibraries>
        </Element>

Will setting this to "true" do the trick? Currently I can't check it because some weird bugs came out and I had to restore the version of mod before I started trying to get Improvements working, so I'm starting from the beginning.

Here you seem to be using modart.xml info in a DEP file.

You can check my mod v16.4 for more details: https://forums.civfanatics.com/resources/portugal-civilization-civ-6-vanilla-and-r-f.25478/history
 
Last edited:
Back
Top Bottom