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Sorry to double-post but I hit the character limit.
Either the workbots need the embarkation promotion or the machinists need to not be rendered obsolete by the workbots. Personally I'd go with the latter since the workbots are already pretty obstructive thanks to their classification as combat units (meaning they can't move through and improved occupied tiles like a worker needs to be capable of).
Which is ridiculous because the workbots are useless anyway, the next step down, the Machinist, already builds every tile improvement in one turn. The workbots are expensive, redundant, and broken. And that really sucks because if it weren't for that I would love this mod dearly.
In the builder.xml file, for instance, there was a section that looked like this:
<Row>
<UnitType>UNIT_BUILDER</UnitType>
<BuildType>BUILD_CHATEAU</BuildType>
</Row>
From there it was just a matter of copying and pasting those four lines and then changing the BUILD_CHATEAU to BUILD_CHAMPA_MOD_WELL. Et voila, c'est magnifique. Do the same with the other two files and you're set, at least for this specific improvement.
I saw your last post about using SQL to streamline the process, and that does seem like a more elegant solution. I'll take a look one of these days at the conversation you referenced and see what I can make of it. Thanks for the suggestion!
Using the Champa mod, I poked around in the directories and files of the mod and eventually found a file in the xml/terrain subdirectory called "champa improvements mod.xml" and it had, in the subsection <BUILDS>, a line that said:
<Type>BUILD_CHAMPA_MOD_WELL</Type>
This kinda looked like what I needed, as it resembled what Cosar has in the files of his mod. So I went to the Evolving Workers mod directory, and there are three files there that looked like they needed to be modified: builder.xml, constructor.xml and workbot.xml.
an alternative (thanks to cicero225 for this) is to create an SQL that automatically adds anything added to the base worker's buildlist to this mods. useful if you have multiple mods adding stuff (like civs, future worlds, etc)
just go to the Multiplayer Mods Workaround (here on the workshop) and go back about 2-3 pages in the comments. the discussion he and i had should be there.
okay then, could you describe what you did, hes said something about adding it to the base game files, and i honestly dont quite get what he means by that. can you tell me WHERE you added the new BUILD data to the XMLs?
My biggest hurdle was just figuring out what the tile improvement was actually called in the source code of the civ mod. For instance, I use the Champa mod, which allows the building of square wells. I first tried adding BUILD_SQUARE_WELL to your XML files (in the appropriate places); however, the Champa code actually needed BUILD_CHAMPA_MOD_WELL. Just a pointer for anyone else who tried the same thing.
Again, great work!
Not to be the one to further bug you about this, but a little more clarification.
It seems to me that youre saying it needs to be added to the XML in base Gameplay directory.
I'm creating an Multiplayer modpack for use with a friend, and by default include this mod. However I'm trying to add Future Worlds, which has several unique improvements. Adding the "build_(improvement)" to your units data just causes them to vanish from the game. So do I need to add it elsewhere? And if so where?
Sorry about this. Chem I and Computer programming have left me a little fried today
This is actually a great idea.
@T4Tasha I still try to fix this bug... Sorry, i do my best.