• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

XML questions

hbar

Constant
Joined
Feb 6, 2008
Messages
1,307
Location
Wisconsin
So I'm trying out some new civic tweaks (see discussion here), and I went to change some XML values. However, I am confused. I am trying to change Agrarianism from what it is now in Wildmana (+20%:food:, -20%:hammers:) to what [to_XP] Gecko has proposed (+1:food: from farms, -1:hammers: from mines and workshops). When I look at the XML, I see this (from FFHWildMana/Assets/XML/Gameinfo/Civ4CivicInfos.xml)
Code:
            <ImprovementYieldChanges>
                <ImprovementYieldChange>
                    <ImprovementType>IMPROVEMENT_FARM</ImprovementType>
                    <ImprovementYields>
                        <iYield>1</iYield>
                        <iYield>-1</iYield>
                        <iYield>0</iYield>
                    </ImprovementYields>
                </ImprovementYieldChange>
            </ImprovementYieldChanges>
which to me looks like the base FfH implementation. I haven't fiddled much with XML before - where am I going wrong?
 
The code you quoted is +1 :food: from farms and -1 :hammer: from farms, not from mines/workshops.
 
Right, but I haven't changed anything yet. In Wildmana, Agrarianism gives +20% :food: and -20% :hammers: overall, without anything improvement-specific. This doesn't look like what I expected to find...

EDIT: I changed the above code to
Code:
            <ImprovementYieldChanges>
                <ImprovementYieldChange>
                    <ImprovementType>IMPROVEMENT_FARM</ImprovementType>
                    <ImprovementYields>
                        <iYield>1</iYield>
                        <iYield>0</iYield>
                        <iYield>0</iYield>
                    </ImprovementYields>
                </ImprovementYieldChange>
            </ImprovementYieldChanges>
            <ImprovementYieldChanges>
                <ImprovementYieldChange>
                    <ImprovementType>IMPROVEMENT_WORKSHOP</ImprovementType>
                    <ImprovementYields>
                        <iYield>0</iYield>
                        <iYield>-1</iYield>
                        <iYield>0</iYield>
                    </ImprovementYields>
                </ImprovementYieldChange>
            </ImprovementYieldChanges>
            <ImprovementYieldChanges>
                <ImprovementYieldChange>
                    <ImprovementType>IMPROVEMENT_MINE</ImprovementType>
                    <ImprovementYields>
                        <iYield>0</iYield>
                        <iYield>-1</iYield>
                        <iYield>0</iYield>
                    </ImprovementYields>
                </ImprovementYieldChange>
            </ImprovementYieldChanges>
and it did not do anything (i.e. Agrarianism is still +20%:food: and -20%:hammers:), but I added a new civic to the same file and it appears to have been added correctly and works. Where are the effects of Agrarianism stored?
 
Ah, I understand.

Overall food and production changes are in

<YieldModifiers>
<iYield>20</iYield>
<iYield>-20</iYield>
<iYield>0</iYield>
</YieldModifiers>
 
That's what I thought. Unfortunately, the XML for Agrarianism in Wildmana has nothing in the <YieldModifiers> tag
Code:
            <YieldModifiers>
            </YieldModifiers>

Another question: if I wanted to have a civic give +20% production speed for buildings, what tag would I use for that? I see the unit production and general production tags - would I have to do +20% general and -20% unit?
 
OK, now I'm completely puzzled. Are you sure that you're looking at the correct version of Wild Mana? Do the +20% :food: etc are in your civic screen in-game?

Or maybe the actual civic file is modular in Normalmodules/FFHPLUS/Civics?
 
Yep. I know it is the right file because I added a civic and it is showing up in-game.
Civ4ScreenShot0009.JPG
Unless there is another file that Civ reads civic info from, I am at a loss.

EDIT: aha. Ninja'd again. Thanks Valk
 
Or maybe the actual civic file is modular in Normalmodules/FFHPLUS/Civics?

The civic file is going to be Modular, as that's the way Sephi tends to make changes/additions. Any change to the base file for those tags will be ignored by the modular file.

Modular, then.
 
So I'm trying out some new civic tweaks (see discussion here), and I went to change some XML values. However, I am confused. I am trying to change Agrarianism from what it is now in Wildmana (+20%:food:, -20%:hammers:) to what [to_XP] Gecko has proposed (+1:food: from farms, -1:hammers: from mines and workshops). When I look at the XML, I see this (from FFHWildMana/Assets/XML/Gameinfo/Civ4CivicInfos.xml)
Code:
            <ImprovementYieldChanges>
                <ImprovementYieldChange>
                    <ImprovementType>IMPROVEMENT_FARM</ImprovementType>
                    <ImprovementYields>
                        <iYield>1</iYield>
                        <iYield>-1</iYield>
                        <iYield>0</iYield>
                    </ImprovementYields>
                </ImprovementYieldChange>
            </ImprovementYieldChanges>
which to me looks like the base FfH implementation. I haven't fiddled much with XML before - where am I going wrong?

Actually that's what Eko has proposed :p.

I manage fine with the excel editor, although I play vanilla FFH. Does wildmana have an editor?
 
after thinking about this for a while it seems like +1 to farms -1 to mines for agrarianism is the way to go. agrarianism is supposed to improve farms but right now it really doesnt. for example it's really good for the lanun who have lots of food and not many hammers, even if you don't build any farms. and as somebody else pointed out, the -20% hammers empirewide means that cities with 1 hammer will have no hammer at all, which is pretty bad :lol:
 
+1 to farms is really overpowered. maybe the civic should be renamed to survival and tie it to hunting (and give it +1 food from camps)?
 
I still feel that, in the early game with the improved barbarians, -20% hammers is suicide. I realized after starting another thread that it was Agrarianism that was keeping me from being competitive. Building defenders 20% more slowly prevented me from taking any proactive measures, which crippled my economy in a way that extra food could never help. Ultimately, it's your call, but I'll be mod^5ing continuously until I find a better option.
 
I find Agrarianism to be pretty well balanced with -1 hammers from mines and workshops, and +1 food from farms. In the early game, under Agrarianism mines only give 1 extra hammer, this can seriously damage your production. A mine on a hill becomes the same as a forest on a hill. This means that deforestation is discouraged which is quite appropriate for an early agricultural-based society, and it really lets the logging hut improvements shine (for once).
 
i have changed the rounding of city production now so that the -20% production will not be that bad (2 production -20% is 1.6 and rounded to 2).
 
Back
Top Bottom