First post: Step by step instruction for a simple Improvement.
Second post: Library of relevant tags (work in progress)
Alright, here is a quick guide on how to get all those nifty tiles you guys created to be available as build options in your cities.
Basics:
Tile Editor:
The tile editor is pretty self explanatory, the only thing I'd like to point out is that you might want to create two actual tiles per improvement you are planning. The first one should contain the finalized graphic (save this as YourTileName_01), while the second one should contain graphics for the building process (Like some workers, building materials, scaffolding, etc.) of your improvement (save this as YourTileName_Build_01) .
Main:
Example:
As you can see, the Improvement I'm adding has the name Malloreon_Sm_Dirt_Patch. To prevent confusion I'm adding my name at the beginning of each file I'm creating (File names are unimportant to the game, so feel free to do this).
Now, let's give our City Improvement an In-game name and description, and tell it which graphics to use:
A few more necessary tags include:
Let's get to the costs of construction:
Turns until build:
<LaborToBuild>#.#</LaborToBuild> - Replace #.# with numbers (such as 2.0 for 2 turns) the lowest number seems to be 1.0 (even putting 0.0 resulted in building requiring 1 turn to build)
Resource Cost:
<GameModifier>
<ModType>ConstructionResourceCost</ModType>
<Attribute>RESOURCE</Attribute>
<Value>#</Value>
</GameModifier>
Prerequisites:
<PreReq>
<Type>TYPE</Type>
<Attribute>Attribute</Attribute>
</PreReq>
Further Prerequisites can include:
<RequiresCity> - can be True or False
<RequiresResource> - can be True or False
<RequiresCityImprovement>InternalImprovementName</RequiresCityImprovement> - for example 'Malloreon_Sm_Dirt_Patch' is the internal name of the tile I created in my examples. I could use the presence of that improvement as a requirement to build something else.
Ok, it's way past my bedtime, I'll add some more to this later.
The <NewCityHubType> tag works for me.
You can give fallen or kingdom center to any city (capital and others can differ). For example you can give the resoln cities kingdom centers. I maked some nation, they worked fine. You can mix the center and the wallset, but the buildings won't change. And you can make new set for citycenter or wall.
My probel, that i am not able to give the special buildings to a faction (except the total new techtree generation method, but there must be an easire way).
You could try to combine a new cityhub list with RequiresCityImprovement. If your race builds a new type of cityhub, and the new buildings require that cityhub, you can limit your new buildings to that race.
great idea, i will try it if i get home, thanks
In the Core Improvements subdirectory (within data/English), the file K_City_Hubs contains an ImprovementType with the internal name of Outpost.
This is likely the reference, so I'll be testing this out a bit if someone doesn't beat me to it.
So I created two outpost types, First Outpost and Second Outpost:
I then modified the CoreRaceConfigs to reference each:
I created both a new city with my sovereign and a second city with a pioneer. Both reference "Outpost_Test" and the cities are both named "Second Outpost."
So the reference is correctly applied to new cities, but the capital hub (internal name "Outpost"/<CapitalHubType>) does not appear to be used at this time. It would be nice to get some official Stardock feedback on this.
That's what I said on the last page, heh.
I wasn't sure which tag you were referencing and I was not sure if you had found the improvement type with the Outpost internal name, so I just added some additional notes on it. It has a direct impact on my mod, so it was something I had to take a look at anyhow.
This is the kind of stuff that makes dissecting their XML so frustrating and time-consuming.
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