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  1. The_guy

    Quick Modding Questions Thread

    I stole the idea from Voykah, but is there a modcomp that allows me to speed up certain technologies for certain civilizations?
  2. The_guy

    Promotions

    The Hotkeys work like this afaik... <Hotkey>KB_R</Hotkey> <bAltDown>1</bAltDown> <bShiftDown>0</bShiftDown> <bCtrlDown>0</bCtrlDown> makes it that whenever possible, if Alt+R is pressed the selected unit will get this promotion. The <iHotKeyPriority> thingy is to my guesses to decide what...
  3. The_guy

    Modern World: Present Day mod in progress

    Always wondered, how are there these two buttons in the game? Are they overlapped, or something else?
  4. The_guy

    New civics

    Presumably the RoMaND file has been modded to fit some additional RoM settings and such. Try using the one provided in the Civics Mod: http://forums.civfanatics.com/showthread.php?t=402709 It works for me.
  5. The_guy

    Quick Modding Questions Thread

    Anyone knows if and how, in Civ4CivicOptions.xml TraitNoUpkeeps works? I just put TRAIT_INDUSTRIOUS between the tags, but it doesn't seem to have an effect. No errors though. EDIT: Also, is there somewhere to find a list of Icons to use for in Strategies especially, like [ICON_FOOD] and...
  6. The_guy

    Define name of save games?

    That was Rise Of Mankind, though it was probably included in the BUG mods. It named them like this: Cat_Chi_Sta_RoM_Epi_Anc_1565-BC_Tem_Med_Aug-05-2012_13-32-38.sav That means it named them by Leader, Civilization, Map Type, Mod, Game Speed, (Starting) Era, Time, Climate (I guess), Sea Level...
  7. The_guy

    xml modding questions

    Well, then, could you look at the row 1334, and perhaps copypaste it and the lines around it here? I think it is a problem with unit classes, since that is one of the first errors I fell over back when I started modding.
  8. The_guy

    Quick Modding Questions Thread

    I just redid the largest part of the upgrade system of my mod, which was (after I added a lot of units, recklessly) a mess. Now though, I have a problem with the Sevopedia, as the Unit Upgrades tab appears empty. Is there anything that I may've screwed up, or are the chains just too long now...
  9. The_guy

    Civdad's City List Request Thread

    I could use a Frysk list.
  10. The_guy

    Specific modifications to LoR - making sure these are possible

    Ah, wups. Concluded too quickly there.
  11. The_guy

    Specific modifications to LoR - making sure these are possible

    Actually, I just tested, and 1 is possible in XML too. Just set it to spread the religion it is for, and it will found that religion.
  12. The_guy

    Quick Modding Questions Thread

    Well, the tile bonus of +3 is for the mined tile, and the +1 is for the unworked version. Will put up some screenshots to proof this. As for your idea, maybe a dummy building? As you can see, the mine has 2:food:, 3:hammers:, whilst the unmined one has 2:food:, 1:hammers:. There is no...
  13. The_guy

    Quick Modding Questions Thread

    I just tested that out, and the +1:hammers: applies only to the tile it's in.
  14. The_guy

    Space Race Problem with my mod- can any one help?

    I've never messed with the space race before, but what it seems like to me is that in the project infos you missed a tag defining the project as a spaceship part. <bSpaceship>0</bSpaceship> If setting that to 1 doesn't fix it I would have no idea. (but that means very little)
  15. The_guy

    [BtS]40 civs-allows colonies AND 34 civs

    It's very possible. Just copy this mod folder's containts into the Slow Tech folder. There are no techs in common.
  16. The_guy

    nEW bUILDING

    Ah. So you have the State Capitol also as a class in the files? Then there is the FreeBuilding tag you can use, just place whatever class you have set for the State Capitol in that place, e.g. (At around this point in writing I noticed your second post) Or is the State Capitol a UB for the...
  17. The_guy

    nEW bUILDING

    Hmm, you have to add another Building Class for the State Capitol in the CIV4BuildingClassInfos.xml, otherwise the game won't recognize it as a building. To fix this, just copypaste the Courthouse entry in the CIV4BuildingClassInfos.xml, and change the values to say exactly what you have said in...
  18. The_guy

    Quick Modding Questions Thread

    Usually, if a mod has a custom dll, it's included in the mod folder. If not, it's the same. That is because the dll is usually quite big and left out if not needed anyway. (So Civ will select the vanilla dll). When in doubt I usually check the sizes of the one in the mod and the one in my BtS...
  19. The_guy

    [REQUEST] Minecraftian empire

    Coincidentally, I was just looking for an empty mod to start a mod to feel like Minecraft, having a tech tree similar to Minecraft, and indeed Skeleton Archers etcetera. It wouldn't add a Minecraft empire, since that's a bit silly, but it would add empires based on LP'ers. Though I'm not very...
  20. The_guy

    Civilization Tactical Combat Development Thread (Input/Suggestions Wanted)

    Couldn't it also be possible to make a special cargo allowing Triremes to carry Archers, and give those Archers a ranged combat, seeing that Archers would have a ranged combat on the tactical map anyway. Galleys would have ranged combat too, because I don't think Archers inside boats would be...
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