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Was that this mod or another one?
depends on wethier u want to gain oil without need of other buildings from other mods, mods that have refinary /refinary ethier subject to new alter or crash the game..
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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=307456073&searchtext=resource
i think will work with Useful Oil Mod since dose not have oil connection.
Assuming the above assumtion is true, I'd like to use the part for the refineries of your mod. Not the addition of resources required for units, since I'm also using the mod "Realistic Unit Resource Consumption". That mod, in addition to oil requirements, also adds iron/aluminum/coal/uranium requirements when necessary. However, you end up with low amounts of oil. is there a file I can delete to remove your oil requirements for units, or can you make a mod that complements the other one
Thanks
- Oil Fields - Oil Pipeline
It never shows the - Oil Refinery - Deep Drilling Platform
or the
NEW WONDER:
- OPEC world wonder
1. Oild pipelines require a nearby oil resource (within two tiles)
2. Oil refinery add 5 more oil.
This code in particular from the DeepDrillingPlatform.xml is the issue:
<Building_ResourceQuantity>
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<ResourceType>RESOURCE_OIL</ResourceType>
<Quantity>10</Quantity>
</Row>
</Building_ResourceQuantity>
I tried to simply make it look like this:
<Building_ResourceQuantity>
<Row>
<BuildingType>BUILDING_OIL_FIELDS</BuildingType>
<ResourceType>RESOURCE_OIL</ResourceType>
<Quantity>10</Quantity>
</Row>
</Building_ResourceQuantity>
However... that isn't working. Instead, when I place the DDP with that edit in place, it just doesn't provide the oil. How can I make the DDP need 5 Oil Fields in my various cities rather than 5 Refineries?
Ideally, I want it to cost 1 to make, but produce 2 when built. As a workaround, I've just set the cost to 8, which gives me +2 when I build it, however I don't know what effect this has for the AI building them, nor is it the proper fix...
I should actually be typing this to that mods author, so I'm going to begin that since I've isolated it to his mod not yours.
Thanks for the replies tho and any thoughts are still appreciated
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<Flavor>4</Flavor>
</Row>
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<Flavor>30</Flavor>
</Row>
</Building_Flavors>
<Building_ResourceQuantityRequirements>
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<ResourceType>RESOURCE_OIL</ResourceType>
<Cost>1</Cost>
</Row>
</Building_ResourceQuantityRequirements>
<Building_YieldChanges>
<Row>
<BuildingType>BUILDING_OIL_REFINERY</BuildingType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>4</Yield>
</Row>
</Building_YieldChanges>
<Type>BUILDING_OIL_REFINERY</Type>
<BuildingClass>BUILDINGCLASS_OIL_REFINERY</BuildingClass>
<Cost>600</Cost>
<GoldMaintenance>4</GoldMaintenance>
<PrereqTech>TECH_COMBUSTION</PrereqTech>
<Help>TXT_KEY_BUILDING_OIL_REFINERY_HELP</Help>
<Description>TXT_KEY_BUILDING_OIL_REFINERY_DESC</Description>
<Civilopedia>TXT_KEY_CIV5_BUILDINGS_OIL_REFINERY_TEXT</Civilopedia>
<Strategy>TXT_KEY_BUILDING_OIL_REFINERY_STRATEGY</Strategy>
<MutuallyExclusiveGroup>2</MutuallyExclusiveGroup>
<ArtDefineTag>ART_DEF_BUILDING_FACTORY</ArtDefineTag>
<SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
<SpecialistCount>1</SpecialistCount>
<MinAreaSize>-1</MinAreaSize>
<ConquestProb>33</ConquestProb>
<HurryCostModifier>0</HurryCostModifier>
<ArtInfoRandomVariation>true</ArtInfoRandomVariation>
<IconAtlas>CIV_COLOR_ATLAS_BTF</IconAtlas>
<PortraitIndex>19</PortraitIndex>
</Row>
The only difference for the code below is that its not in its own building file, but rather in a file called CIV5Buildings.xml, which has the code for all the buildings created in that mod. Nothing I can find in it references the Oil Refinery and a gain to oil resources.
cont'd again /sigh
So... I got my mod to work. the .modinfo just wasn't activating the .xml, so I also discovered I could just de-activiate your UnitResource.xml, easy peasy.
Now for the Refinery...
Without "Beyond the Future" activated, the +9 doesn't happen. For some reason, the Oil Refinery in that mod completely overwrites yours, tech placement, cost, bonuses, etc.
So... I simply edited that Mod, copied the lines of code I needed from yours into that to have the Oil Refinery as I desire it... de-activated yours from your .modinfo so its gone completely.
cont'd
For reasons unknown to me, editing UnitResourceUpdate.xml (with notepad) does not apply the changes into the game, either a loaded game, or a new one. When I made the range change to your ICBM mod from 110 to 50, I edited that (with notepad) successfully.
I'd already added the text for the nuclear submarine before I posted my comment the other day, it had no effect. I'm at a loss to explain why.
I need to just do some reading I think. I'd tried making a new mod yesterday, one that would just add oil to units. I started a new project in ModBuddy, copied line for line the code found in UnitResouceUpdate.xml, saved it, started a new game and loaded only the mod I'd just created, and it didn't work...
It's no problem, this is how to change the resource quantities: just go to UnitResourceUpdate.xml
There, you'll see a bunch of units with their resources under the Unit_ResourceQuantityRequirements like so:
<Unit_ResourceQuantityRequirements>
<Row>
<UnitType>UNIT_MISSILE_CRUISER</UnitType>
<ResourceType>RESOURCE_OIL</ResourceType>
</Row>
Just add these few lines of code in between the <Unit_ResourceQuantityRequirements> tags:
<Row>
<UnitType>UNIT_NUCLEAR_SUBMARINE</UnitType>
<ResourceType>RESOURCE_OIL</ResourceType>
</Row>
and save. that oughta do it
After some investigation, I discovered that the Oil Refinery from this mod was being overwritten by the Oil Refinery from the "Beyond the Future" mod. I changed the filename of the one in your mod to make it completely inactive, but still had the issue of gaining +9 per refinery from the other mod. The mod states that this Refinery uses 1 Oil and gives +10% Production and +4 Production. Somewhere in the code there is a +10 to oil that I can't see. There are only two lines in the code where the number 10 is used, and editing either doesn't decrease the oil generated upon build. However, increasing the cost from 1 to 10, did give a net increase of 0 when built, but that shouldn't be how to fix it.
<Row>
<UnitType>UNIT_SUBMARINE</UnitType>
<ResourceType>RESOURCE_OIL</ResourceType>
</Row>
<Row>
<UnitType>UNIT_NUCLEAR_SUBMARINE</UnitType>
<ResourceType>RESOURCE_OIL</ResourceType>
</Row>
<Row>
<UnitType>UNIT_DESTROYER</UnitType>
<ResourceType>RESOURCE_OIL</ResourceType>
</Row>
inserting that line of text into your already existing code. However, upon saving the file and restarting Civ5, the change had no effect, good or bad.
Any advice here would be great. I haven't had the time to dig into tutorials on making mods yet, so I'd like to tweak this Mod until I know how to put my own together that provides what I desire.