Khelvaster
Apr 11, 2007, 06:36 PM
I could only build three city hubs. Could someone explain why the city system isn't like in standard civ 4?
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View Full Version : Any way to remove limit on city number? Khelvaster Apr 11, 2007, 06:36 PM I could only build three city hubs. Could someone explain why the city system isn't like in standard civ 4? Gamestation Apr 11, 2007, 06:54 PM I could only build three city hubs. Could someone explain why the city system isn't like in standard civ 4? It's a special trait specific to the Kuriotates. They can only have a limited number of cities however each city is capable of utilizing a ring of tiles outside of the fatcross (more workable tiles for the city). Play as a different race if you don't like the limit. eerr Apr 11, 2007, 07:34 PM It's a special trait specific to the Kuriotates. They can only have a limited number of cities however each city is capable of utilizing a ring of tiles outside of the fatcross (more workable tiles for the city). Play as a different race if you don't like the limit. the sheaim get abashi, who's "almost" as good the eurabatres MagisterCultuum Apr 11, 2007, 08:50 PM In some ways better, since you can save the meteors he creates for a few turns before attacking (Sheaim leaders have the Summoning trait). eerr Apr 11, 2007, 09:19 PM In some ways better, since you can save the meteors he creates for a few turns before attacking (Sheaim leaders have the Summoning trait). that really shouldn't apply to meteors or fireballs... thapagan Apr 11, 2007, 11:17 PM but its magic:lol: mervvyn Apr 12, 2007, 03:38 AM if you really want to change it, I think it's defined in customfunctions.py in the assets/python/ folder. search for sprawling in that and you can fiddle there. loki1232 Apr 12, 2007, 04:43 AM It's also scaled by map size. xanaqui42 Apr 12, 2007, 05:09 AM I could only build three city hubs. Could someone explain why the city system isn't like in standard civ 4? Also note that the number is dependent on the map size (although 3 is the most common number). Here (http://civ4wiki.com/wiki/index.php/FfH_Sprawling_%28Trait%29)is some detail on the Sprawling Trait. Kael Apr 12, 2007, 08:28 AM if you really want to change it, I think it's defined in customfunctions.py in the assets/python/ folder. search for sprawling in that and you can fiddle there. Its actually even easier than that, just modify the SPRAWLING_NUMBER_OF_CITIES in the GlobalDefinesAlt.xml (or with the editor). coko Apr 12, 2007, 08:42 AM cheats! :) cvlowe Apr 12, 2007, 09:50 AM Is there a way to configure it so that if I (or any player) captures a supercity, it stays a supercity? Kael Apr 12, 2007, 09:53 AM Is there a way to configure it so that if I (or any player) captures a supercity, it stays a supercity? You can use the editor (or notepad) to change the conquest probability on the "CITY" building from 0 to 100. Love Apr 13, 2007, 08:43 AM Notepad owns XML editor... Khelvaster Apr 13, 2007, 03:23 PM Gah, sorry for being so noobish. Thanks for the flameless help. I just got into FFHII, and I didn't know about the sprawling trait. MayNilad Man Apr 13, 2007, 03:39 PM We be friendly in this forum. We were all once like you..going about FfH with nary an idea of what is going on...even the almighty QES was a n00b once, y'know. Kael Apr 13, 2007, 04:25 PM Thats okay, the team was talking about mana nodes on water tiles a few days ago and I replied sayign that it wouldnt be possible because you cant build roads on water tiles so you could never hook them up. There was a stunned silence from the team until they pointed out (and to their credit they pointed it out very nicely) that other water resourses somehow work without being hooked up by roads. Sometimes we are all noobs. |
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