Figuring out what unit 42 is can be quite a hassle.Ĭlick to expand.That's a poor way to explain itĮach unit has a profession. The same goes for all the other xml files. It will be much easier if the debugger tells the name automatically. Food isn't that tricky, but when it says it's yield 18, then you have to think or research to figure out which yield it actually is. This mean when reading content of variables at runtime, it will write YIELD_FOOD instead of 0. The reason why I want to generate the header files from XML now is because it has the nice added bonus of telling the names to the debugger. I plan on auto adding yields to units at some point, but CivEffects takes priority. That might actually be good to mention here. When yields are in a transport, they turn into a unit, which is being transported and that unit has the yield graphics and name. well two, because I'm not fixing that yields are currently in both yields and units. The future perl script will then generate the C++ header files automatically. I'm writing it here because it affects yields too. I tried debugging, but realised I should improve the debugging tools before fixing the bug.īecause of this, my next goal is to autogenerate C++ header files based on XML data. My units get promoted with 0 XP and I can build all improvements from the start (oops). I played M:C again to remember why I got upset with CivEffects. Probably just the jump from Imperial to Industrial goods.Īlso many later goods required the 'foreign' materials like silk for tailored clothes, meaning you had to in some way have trade/colonies in order to make the best stuff.
![mods für imperialism 2 mods für imperialism 2](https://cdn.cloudflare.steamstatic.com/steam/apps/845530/ss_43a7b4fefa77d2b0e541bfdae1744a8b804cb9bd.1920x1080.jpg)
Making the player 'retool' their factories to take old yields and turn them into new shiny products in order to keep making money.Ī lot of that concept will be less necessary as you have less eras and 'retoolings' to go through as an Imperial Era Player. That would feed into various goods down the line.Ī lot of the Modern Goods were designed to reuse as many of the old resources as possible. You also had the Animal and Animal Products: (All to keep as many yields alive as possible throughout all eras) These were designed to be retools in the classic era from basic stone and wood for feeding into stuff like bows shields, castles, concepts made of 'concrete(Lots of Cut Stone)' as well as househld goods. You also had th 'upgrades' or some things like: (These weapons depend on how sophisticted you want troop manufacture(Equipment) to be)Īerial Parts(Maybe Keep Though I think in my plans for early aircraft(Bi/Tri-plane) used less sophisticated yields)Īlso Four kinds of food designed to generate more kinds of units throughout the eras: P Armour (Steel) (Maybe keep, again it depends where your troop equipment starts from could be for elite types)Ĭars (These were going to be a late Industrial Product for sale)Īrtillery Parts (keep?) can be used for boats and tanks as well. Iron Weapons (depends how far back you want to go for weapons upgrades) Iron Tools (I think these were just tools to keep the AI happy but can't remember how I wrangled it) Then there are thoses that were connected with the Ancient(and pre Imperial) and Modern Eras: Well, A lot of yields were designed to be for Terrain Specific Areas.
![mods für imperialism 2 mods für imperialism 2](https://img.youtube.com/vi/Jb-26Xoclqo/0.jpg)
Use vanilla Civ4Col formula for Sugar into Rum (change Rum name into Spirits? Yes, I know spirits are not made from Sugar.) Use vanilla Civ4Col formula for Tobacco into Cigars. (1 Cotton OR 1 Wool)+ 1 Labor+ 1 Weaver's Shop= 1 Cloth (I need to add Iron to YIELDS in addition to ORE) ********Just look at the picture I uploaded one post below*********ġ ORE + 1 blacksmith building + 1 Labor= 1 Iron?
![mods für imperialism 2 mods für imperialism 2](https://img.youtube.com/vi/lENtdImXgkE/0.jpg)
(1 Fruit AND 1 Grain OR 1 Cattle OR 1 Fish)+ 1 Labor+ 1 Cannery= 1 Canned Foodġ Lumber + 1 Bronze+ 1 Labor + 1 (Name of plant?)=1 FurnitureĢ Steel+1 expert labor+ 1 Metal Works=1 Armaments OR 1 Hardware /Knuckledragger change YIELD_GRAPES to YIELD_FRUITġ Coal+ 1 Iron +1 METALWORKER (or other profession)+Steel Mill= 1 Steelġ Copper+ 1 Tin + 1 METALWORKER (or other profession)+ Forge (New Building)= 1 Bronze (for Cannon, Tools, wooden ships?)ġ (or 2) Timber + 1 Labor + 1 Lumber Mill= 1 Paper or 1 Lumber