18/9/21
Hi everyone, a smallish request here.
Does anyone know how to set a date for dating Religion Foundiing?
In ...\Expansion2\Gameplay\XML\Religions\Religions.xml; the Schema looks like this:
<Table name="Religions">
<Column name="ID" type="integer" primarykey="true"...
Hi everyone, I seem to remember in Civ4 that it was possible to enter the Advanced set up info. which laid out the Civs one played/preferred in one of the Ini files.
When building and testing a mod, it is easier to do so with the same Civs in order to judge how the changes change the play...
8th July 21
Hi everyone. After a long hiatus from gaming and modding, I was last here in 2012/3, I began to play Civ again due to lock downs. To my dismay I find that almost all my old skills (Civ4) have sort of disappeared except some Algorithmic thinking capability.
I'll sound like a total...
Hi. I'm suddenly getting an x, y and i, j plot reading in all my maps just above the MiniMap and in the Tooltips.
Emptied my Mods Folder, and started a game with std CiV. Same result.
Database, xml and lua.logs all read normal as before this happened.
Somewhere while modding/testing I...
Hi everyone, wonder if you can help?
1) I'd like to spread a new Feature at the beginning of the game after Resource and placement allocations but before Turn1.
The function I found may or may not work, but I would also like a critique of the whole code and my thinking.
2) The code is...
Question1:
Are the Barbarian GoodyHut entries still viable?
ie. If the XML is correctly expanded to check (Iterate) around the Goody Plot and drop the Barb units in
'GOODY_BARBARIANS_WEAK' & 'GOODY_BARBARIANS_STRONG',
will it work? is the C++ code still present for these entries?
Also...
For example a Building bestows a FreeSpecialist. End this at end of Medieval Era.
or change Yields at end of Era?
<Update>
<Where BuildingType="BUILDING_AGORA" EraType="RENAISSANCE" SpecialistType="SPECIALIST_SCIENTIST />
<Set Count="0"/>
</Update>
<Update>
<Where...
I would like to instill a new Tech "VoidControl" that precedes Agriculture and thus becomes TechID "0".
This was tested as a possible idea directly with the original game files. It works.
If all the correct EN_US entries are included, the PrereqTechs, being itself for "VoidControl" and...
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