Adding Resource Production on hills, mountainsides, coast, ...

Hi,

I was toying around attempting to add resource values to Hills, MountainSide, Cliff, and other terrain features.

This appears not to work.

For example, I have added this to the Hills TerrainType:

 

Code: xml
  1.     <GameModifier InternalName="CityTileYield_HillsMaterial">
  2.       <ModType>Resource</ModType>
  3.       <Attribute>TileYieldMaterials</Attribute>
  4.       <Value>.5</Value>
  5.       <PerTurn>1</PerTurn>
  6.     </GameModifier>
  7.     <GameModifier InternalName="CityTileYield_HillsGrain">
  8.       <ModType>Resource</ModType>
  9.       <Attribute>TileYieldGrain</Attribute>
  10.       <Value>.5</Value>
  11.       <PerTurn>1</PerTurn>
  12.     </GameModifier>

I noticed that other terrain types that have resource also have an entry like this, so I made this modification:

 

Code: xml
  1.     <TerrainTypeEnvData>
  2.       <Environment>Grassland</Environment>
  3.       <GrantsTileYields>1</GrantsTileYields>
  4.       <Texture>gfx/terrain/lush_mountain.dds</Texture>
  5.       <TextureWeight>1.3000</TextureWeight>
  6.       <TacticalMap>T_Grassland_Hills_01</TacticalMap>
  7.       <ClothMapColor>130,150,85</ClothMapColor>
  8.     </TerrainTypeEnvData>
  9.     <TerrainSubTypeData>

I am not sure why this isn't working, but I did notice that Hills, MountainSide, and the like are different than regular land tiles as denoted here:

Code: xml
  1.     <IsTerrainFeature>1</IsTerrainFeature>
  2.     <IsBaseTerrain>0</IsBaseTerrain>

Hills are 1, 0. MountSide is 1,1. Fertile_Land is 0,1.

Has anyone successfully gotten various non-standard tile types to produce resources? (grain, materials, essence)?

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