I'm trying to add a small chance for worked water tiles to randomly spawn one of the water bonuses. The problem is it doesn't seem to be working. I managed to add the ability for farms to randomly spawn corn or wheat, and that works fine.
But water tiles seem to resist me...
See code in spoiler:
According to the documentation, (yeah I know) that should work. However... it doesn't. (note that the "100" for the iDiscoverRand is low on purpose for testing. I normally use 10000, which is the normal).
Suggestions?
Note: The above code loads fine in the xml. It just doesn't seem to do anything.
But water tiles seem to resist me...
See code in spoiler:
Spoiler :
Code:
<ImprovementInfo>
<Type>IMPROVEMENT_WATER_WORKED</Type>
<Description>TXT_KEY_IMPROVEMENT_WATER_WORKED</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_WATER_WORKED_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_WATER_WORKED</ArtDefineTag>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>-1</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>0</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids/>
<FeatureMakesValids/>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_CLAM</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>100</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_FISH</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>100</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_CRAB</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>100</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage/>
<ImprovementUpgrade/>
<TechYieldChanges/>
<RouteYieldChanges/>
<WorldSoundscapeAudioScript/>
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
According to the documentation, (yeah I know) that should work. However... it doesn't. (note that the "100" for the iDiscoverRand is low on purpose for testing. I normally use 10000, which is the normal).
Suggestions?
Note: The above code loads fine in the xml. It just doesn't seem to do anything.