45°38'N-13°47'E
Deity
I know those RI features but it's way too complicated to add them at this stage. Basically I prefer polishing the mod than add new features. So I'm sorry but no, that's not going to be added.
What's the actual effect of the event referring to an aviator who flied solo over the North Pole and ... something else (i can't remember exactly the description)?
What's the actual effect of the event referring to an aviator who flied solo over the North Pole and ... something else (i can't remember exactly the description)?
It's not the best solution, I admit it, but I haven't found another workaround to accomplish this. Basically I want that if you wish to exploit benefits from all religious buildings (think about monasteries for example), you've got to at least run that religion for a few turns (unless you're running free church or secular); we could do it for every religious building, I've left out temples because it seems more balanced to leave a small chance for non state religions to spread. I've found no other way than coding this difference in the dll, although in theory I could add a new tag allowing buildings to be built even when not running free church or secular: in my view it would be applied to temples only, but you could easily mod it via XML for other buildings too. Do you think this would be better?I finally got around to looking at the Free Religion tag. Do you really think it's a good idea to implement the difference between Temples and Monasteries/Cathedrals all the way down at the DLL level and not as a tag on the building/special building types? Just a thought for people who might want to tweak it themselves.
45°38'N-13°47'E;14067625 said:It's not the best solution, I admit it, but I haven't found another workaround to accomplish this. Basically I want that if you wish to exploit benefits from all religious buildings (think about monasteries for example), you've got to at least run that religion for a few turns (unless you're running free church or secular); we could do it for every religious building, I've left out temples because it seems more balanced to leave a small chance for non state religions to spread. I've found no other way than coding this difference in the dll, although in theory I could add a new tag allowing buildings to be built even when not running free church or secular: in my view it would be applied to temples only, but you could easily mod it via XML for other buildings too. Do you think this would be better?
OK, I will add a tag. At least it might get useful if we want to apply a similar effect to other buildings.I think a tag for the buildings would be better. I'm not complaining about the effects. I think it's a good idea to restrict religious buildings. I just don't think that restrictions like the Free Religion restriction should be hard-coded at a level that's difficult to re-mod for someone that really wants to.
I got a question.
I'm playing revision 996 with One-City Challenge option, and AI currently on a stage of the game when nuclear weapons are available. And they using them a lot, it's really very hard now to take any of their cities without getting nuked lol.
I definitely need to do some preventive strikes, otherwise my tiny imperium with average -100 attitude to all leaders won't finish this game.
But warhead factory require at least 9 cities. So, how do I change this requirement to 1, in which file? Thanks in advance.
<iCitiesPrereq>6</iCitiesPrereq>
I've would have thought they already did it, I'll change it in my next commit, it should be easy I suppose.Civ4BuildingInfos.xml, line 111447.
Code:<iCitiesPrereq>6</iCitiesPrereq>
You should probably set it to 0. Most buildings that aren't city-limited use 0. It starts out at 6, but that number scales by map size.
Would it be possible to bypass the number of cities check in the DLL if the player is using One-City Challenge? There are some other buildings that can't be built in OCC: Manor, Treasury, World Bank, and Medical Center all have city counts. The others are government-center buildings that can't be built in a one-city civ that already has a Palace.
45°38'N-13°47'E;14073434 said:I've would have thought they already did it, I'll change it in my next commit, it should be easy I suppose.
So, I recently found "advanced nukes" option in game options file, weird that it's hidden by default. And currently having a lot of fun destroying neighboring continent lol.
But it will need a lot of time, since only one nova allowed, so how do I change number of allowed Fusion Novas to unlimited?