Hi,
I was toying around attempting to add resource values to Hills, MountainSide, Cliff, and other terrain features.
This appears not to work.
For example, I have added this to the Hills TerrainType:
Code: xml
- <GameModifier InternalName="CityTileYield_HillsMaterial">
- <ModType>Resource</ModType>
- <Attribute>TileYieldMaterials</Attribute>
- <Value>.5</Value>
- <PerTurn>1</PerTurn>
- </GameModifier>
- <GameModifier InternalName="CityTileYield_HillsGrain">
- <ModType>Resource</ModType>
- <Attribute>TileYieldGrain</Attribute>
- <Value>.5</Value>
- <PerTurn>1</PerTurn>
- </GameModifier>
I noticed that other terrain types that have resource also have an entry like this, so I made this modification:
Code: xml
- <TerrainTypeEnvData>
- <Environment>Grassland</Environment>
- <GrantsTileYields>1</GrantsTileYields>
- <Texture>gfx/terrain/lush_mountain.dds</Texture>
- <TextureWeight>1.3000</TextureWeight>
- <TacticalMap>T_Grassland_Hills_01</TacticalMap>
- <ClothMapColor>130,150,85</ClothMapColor>
- </TerrainTypeEnvData>
- <TerrainSubTypeData>
I am not sure why this isn't working, but I did notice that Hills, MountainSide, and the like are different than regular land tiles as denoted here:
Code: xml
- <IsTerrainFeature>1</IsTerrainFeature>
- <IsBaseTerrain>0</IsBaseTerrain>
Hills are 1, 0. MountSide is 1,1. Fertile_Land is 0,1.
Has anyone successfully gotten various non-standard tile types to produce resources? (grain, materials, essence)?