Creating a building: How to change tile production?

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blackarchon
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 45
Joined: Sat Oct 12, 2013 2:25 pm
Location: Germany

Creating a building: How to change tile production?

Post by blackarchon »

I want to create a building which increases the food per turn income from forest tiles for this city. So far I have this:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<building cost="120" icon="Buildings/PollutionIcon" tier="0" upkeep="3">
	<modifiers>
		<modifier>
			<effects>
				<pollutionMultiplier sub="0.25"/>
				<creditsPerTurnMultiplier add="0.5"/>
				<morale add="2"/>
				<score strategy="Build" add="0.5"/>
				<score strategy="ImprovePollution" add="0.5"/>
			</effects>
		</modifier>
		<modifier>
			<conditions>
				<territory>
					<features>
						<feature name="Forest"/>
					</features>
				</territory>
			</conditions>
			<effects>
				<foodPerTurn add="1"/>
			</effects>
		</modifier>
	</modifiers>
	<requirements>
		<group>
			<player>
				<technology name="EnvironmentalEconomics"/>
			</player>
		</group>
	</requirements>
</building>
But this doesn't change the forest food production. Is there a way to achieve this?
mrowka
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 59
Joined: Sat Feb 15, 2014 12:07 pm

Re: Creating a building: How to change tile production?

Post by mrowka »

Did few tries with this and didnt get any results, im not even sure you can add a bonus to selected titles. All games stuff mostly just add another feature with preset data.

Edit:
After 4h i did give up did try also trying to give a forest response to a attribute that this building would providebut it didnt work. Anyways i did got one thing working, i did put that <food per turn> on emp beam give it radius of 3 and that the effect should only affect forests. And it did work, althrugh effect ( blackout animation) was on each tile in range it did only affect forests.
So my understaing a bit is that you could make custom effect for custom operation and add a custom feature. Now as i assume you dont want a player to drop a nuke for this to work so in advencmets.xml are <acquisitionActions> that could auto cast that operation, not sure if they can be connected to buildings but i did run out of ideas atm :D
SephiRok
Proxy Studios
Proxy Studios
Posts: 1024
Joined: Thu Jul 19, 2012 10:19 am
Contact:

Re: Creating a building: How to change tile production?

Post by SephiRok »

Production, research and credits aren't currently possible for territory features, but they will be with the new tile improvements with the next update.
Rok Breulj
Designer and Programmer
Proxy Studios
blackarchon
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 45
Joined: Sat Oct 12, 2013 2:25 pm
Location: Germany

Re: Creating a building: How to change tile production?

Post by blackarchon »

@SephiRok:
So you mean that after the next (beta) patch it will be possible to define a building that, for example, improves food production of forest tiles the city has access to?

@mrowka:
This is an interesting procedure you found. ;)
But for now I think it may be a more feasible way to increase the production of a certain terrain feature with advancements, just like both of the fungus production in Pandora.
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