View Full Version : asphalt roads for musketeers??? BTS mod request
SmiteMeister Aug 10, 2007, 01:38 PM I was stunned to see that the roads changed look to neat asphalt roads with yellow stripes already when industrial age begins (1800-1820 or whatever). They shouldn't come into existance until modern time as per real life.
Could someone plz tell me how i can delay that graphics change until the next age? it looks absolutely silly :confused: , and really ruins the feel of the game for me during that time period.
lionheart Aug 10, 2007, 02:16 PM I agree completely.. A much more logical road system would've been those cobblestone roads that are available in the Charlemagne scenario.. If anyone knows a way to change those graphics, I'd love to hear it, because I'm one of those people who absolutely dislikes those new road graphics..
Cobblestone roads are still available in many parts of the world and they were definitely the most likely form of street during the industrial area.. If possible, I don't think the road graphics should change to asphalt until Flight or Combustion, or any other technology that allows you to progress into the modern age..
EDIT: I figured out a way to change the roads from asphalt to cobblestone!
Go to whatever folder you installed Civilization IV in, followed by BeyondtheSword\Assets\Art\Terrain\Routes\Roman Roads and copy the contents of that folder into the 'Modern Roads' folder, which is also located in the main 'Routes' folder.. (One file will not be replaced, which is the way it should be)
Start up the game and presto: the modern roads are now cobblestone instead of asphalt.. And they look much, much better!
ripple01 Aug 10, 2007, 04:09 PM Is it possible to mod in the cobblestone roads for the industrial period and the asphalt roads for the modern era?
Cheers,
ripple01
LietIbmaSad Sep 25, 2009, 06:43 PM Tried to find out but with no success. Seems to be hardcoded, or does anybody know it better?
mechaerik Sep 25, 2009, 07:13 PM i'm fairly sure it's possible, you just need to define them by era.
phungus420 Sep 25, 2009, 07:26 PM i'm fairly sure it's possible, you just need to define them by era.
That's a Negative. From Civ4RouteModelInfos:
<RouteModelInfo>
<ModelFile>Art/Terrain/Routes/Roads/RoadA00.nif</ModelFile>
<LateModelFile>Art/Terrain/Routes/Roads/RoadA00.nif</LateModelFile>
<ModelFileKey>A00</ModelFileKey>
<Animated>0</Animated>
<RouteType>ROUTE_ROAD</RouteType>
<Connections>-</Connections>
<ModelConnections>-</ModelConnections>
<Rotations>0 90 180 270</Rotations>
</RouteModelInfo>
Routes only come in two types, standard and late. They are not in the LSystem, and thus cannot be defined by era.
Of course like alot of things with Civ4, you could do it. But this would definatly take SDK work, as you need to create new era tags, and get the gamecore to load the different tags for each era. It'd be a bit of work, nothing too extreme, but more then someone who is only comfortable with XML would want to tackle.
mechaerik Sep 25, 2009, 07:50 PM :/ Oh well, there goes that idea. It seems like too much work for too little effect to go into the SDK. I suppose the best idea is to go with the cobblestones mentioned above. They'll go away soon enough, once you start RRing everything, and if you can't RR for whatever reason, then they don't look too out of place.
The Capo Sep 25, 2009, 11:57 PM Hmm, I basically need to alter some roads in the future era (and I might as well improve on all others) so I want to do the same thing.
Could that modcomp that allows you to flavor units for specific eras (ancient, classical, medieval, renaissance, industrial, modern) rather than only three general ones be altered somehow to work on this?
GeoModder Sep 26, 2009, 12:56 PM I don't think so without SDK/Python. The roads use a different xml tag (<modelfile>) then the units.
What you could do is create enough fake era's in the erainfo xml and place them before the Ancient era so roads 'bump' up to a later era then industrial.
This can become confusing when working in the worldbuilder though.
zappara Sep 27, 2009, 08:41 AM I've changed the whole road system for my mod and it doesn't require SDK/python:
http://forums.civfanatics.com/attachment.php?attachmentid=207697&d=1237567986
Basically you need to make new route types and enable them with techs that belong to the era that you wish to enable the specific route type. You also need to set the modelfiles and latemodelfiles to point to same files so that routes do not change during the game - instead your workers will need to upgrade the routes to the newer one.
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