Resource & improvement linking ( + possible faction restriction removal?)

This is to properly expand on the issue I noted in another post

I am currently working on two improvements that allow each faction to aqquire the other mounts (kingdom get warg, empire get horses) at a slightly lower rate (so that it's still preferential to go with your natural allies per se) however I have hit a roadblock when it comes to linking the improvement and resources together

The buildings themselves have the correct allegiance ( so that both sides don't get two of the same improvements :S ) and also the requirement that they need to be built on Warg/horse resource tiles.

The main issue I'm having is when I run the game (using a debugged ability to get wargs at the start no matter what :D) for some reason I can never get the build button on the warg tile to light up, and the tiles information card still states that my faction (in this example Kingdom) can not use this resource.

 

Does anybody know

A: How to link my improvements to that resource tiles build button

B: Remove the games faction (kingdom/Empire) check on mount resource tiles.

 

Thank you for reading and for any assistance you give

-

Dingbat

3,230 views 3 replies
Reply #1 Top

I'm not sure the exact problem you're having. If you add a new tile to Kingdom that looks like this

<?xml version="1.0" encoding="ISO-8859-1"?>
<ImprovementTypes>
    <DataChecksum NoParse="1">
        <Ignore>DisplayName</Ignore>
        <Translate>DisplayName</Translate>
    </DataChecksum>

<!-- ************ -->
    <!-- ** Stable ** -->
    <!-- ************ -->
    <ImprovementType InternalName="K_Stables2">
        <!-- Improvement Data -->
        <DisplayName>Stables</DisplayName>
        <Description>Stables can be built on Wild Horses to provide 1 Horse every 4 turns.</Description>
    <TileDesign>K_Stables_01</TileDesign>
        <ConstructionTileDesign>K_Stables_Build_01</ConstructionTileDesign>
        <SupportedTerrainType>Land</SupportedTerrainType>
        <SupportedTerrainType>City</SupportedTerrainType>
        <DrawnIcon>Gfx/TacticalIcons/K_Stable1.png</DrawnIcon>
        <DrawnIconConstruction>Gfx/TacticalIcons/K_Stable1_C.png</DrawnIconConstruction>
        <Thumbnail>Gfx/Medallions/Resource_Thumb.png</Thumbnail>
    <Medallions InternalName="">
      <All>Gfx/Medallions/Resource_Thumb.png</All>
      <Border_All></Border_All>
    </Medallions>
        <!-- Prerequisites -->
        <RequiresCity>False</RequiresCity>
        <RequiresResource>True</RequiresResource>
        <SupportedResourceType>Wargs</SupportedResourceType>
      <!-- Cost -->
        <LaborToBuild>5.0</LaborToBuild>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>Gold</Attribute>
            <Value>-50</Value>
            <PerTurn>0</PerTurn>
        </GameModifier>

    <!-- Production -->
    <GameModifier>
      <ModType>Resource</ModType>
      <Attribute>Wargs</Attribute>
      <Value>0.25</Value>
      <PerTurn>1</PerTurn>
    </GameModifier>

    <Prereq>
      <Type>Allegiance</Type>
      <Attribute>Kingdom</Attribute>
    </Prereq>
    <AIData AIPersonality="AI_General">
      <AITag>Farming</AITag>
    </AIData>
        <!-- Base Improvement Modifiers -->

    </ImprovementType>

End of quote

that will enable you to build a "stables" on a warg resource node

Edit: GOD, that code parser is horrible. switched to quote

Reply #2 Top

This is the issue, I also used the stable code as a template however the build icon is still unavailable for wargs.

 

here is my current code (it's linked up to custom tiles)

<ImprovementType InternalName="K__WargStables">
<!-- Improvement Data -->
<DisplayName>Warg Stables</DisplayName>
<Description>Stables can be built on Wild Wargs to provide 1 Warg every 4 turns.</Description>    
<TileDesign>K_Stable_warg_01</TileDesign>
<ConstructionTileDesign>K_Stable_warg_Build_01</ConstructionTileDesign>
<SupportedTerrainType>Land</SupportedTerrainType>
<SupportedTerrainType>City</SupportedTerrainType>
<DrawnIcon>Gfx/TacticalIcons/K_Stable1.png</DrawnIcon>
<DrawnIconConstruction>Gfx/TacticalIcons/K_Stable1_C.png</DrawnIconConstruction> <Thumbnail>Gfx/Medallions/Resource_Thumb.png</Thumbnail>    
<Medallions InternalName="">      
<All>Gfx/Medallions/Resource_Thumb.png</All>      
<Border_All></Border_All>    
</Medallions>
<!-- Prerequisites -->
<RequiresCity>False</RequiresCity>
<RequiresResource>True</RequiresResource>
<SupportedResourceType>Wargs</SupportedResourceType>  
<!-- Cost -->
<LaborToBuild>5.0</LaborToBuild>
<GameModifier>
<ModType>ConstructionResourceCost</ModType>
<Attribute>Gold</Attribute>
<Value>-50</Value>
<PerTurn>0</PerTurn>
</GameModifier>

<!-- Production -->    
<GameModifier>      
<ModType>Resource</ModType>      
<Attribute>Wargs</Attribute>      
<Value>0.20</Value>      
<PerTurn>1</PerTurn>    
</GameModifier>
    
<Prereq>      
<Type>Allegiance</Type>      
<Attribute>Kingdom</Attribute>    
</Prereq>    
<AIData AIPersonality="AI_General">      
<AITag>Farming</AITag>    
</AIData>
<!-- Base Improvement Modifiers -->
</ImprovementType>

End of quote
Reply #3 Top

If I run yours, I can build on warg resources with a kingdom. You must have something else messing it up.

Remember to include

<?xml version="1.0" encoding="ISO-8859-1"?>
<ImprovementTypes>
    <DataChecksum NoParse="1">
        <Ignore>DisplayName</Ignore>
        <Translate>DisplayName</Translate>
    </DataChecksum>

End of quote
in the start