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  1. jkp1187

    Amphibious attack AI

    (This was cross-posted in the Unofficial Patch forum, too.) This is a save file from a current game. I'm posting this because I'm worried about the AI's ability to successfully launch a cross-sea invasion. I am using only 3.17 + Solver's 0.19. The Hammurabi/Frederick Permanent Alliance...
  2. jkp1187

    Question about AI amphibious attack ability

    This is a save file from a current game. I'm posting this because I'm worried about the AI's ability to successfully launch a cross-sea invasion. I am using only 3.17 + Solver's 0.19. The Hammurabi/Frederick Permanent Alliance declared war on me and launched an attack. H/F are threatening...
  3. jkp1187

    Capitulation threshold?

    Just wanted to continue the discussion from the original thread about capitulation threshold. Solver had mentioned that he didn't like the current level, as in a game he was recently playing, the AI capitulated after losing only one or two cities. On the other hand, I am currently playing a...
  4. jkp1187

    [BtS] Aggressive AI?

    Just curious how the new Better AI was going to handle the default normal AI setting versus "Aggressive AI". Does BAI currently affect these setting differently?
  5. jkp1187

    [BtS] Navy AI

    I wanted to start this thread so that issues directly related to how the AI uses (or mis-uses) its naval units could be discussed. I want to play a few games with basic 3.17 and the BAI 3.17 before I come up with any detailed commentary. But one thing that I've noticed in the past (and I...
  6. jkp1187

    Looking for a Middle Eastern/South Asian female leaderhead

    Perhaps along the lines of Indira Gandhi or Benazir Bhutto. I looked around, couldn't find one. Has anyone done something like this? Queen Rania of Jordan might be good too... http://en.wikipedia.org/wiki/Queen_Rania :)
  7. jkp1187

    Need help with translations! (French, German, Italian, Spanish)

    Hello, all. I need some help translating some text for my events mod into the four non-English languages that come standard with the game. (Looks like Babel Fish just isn't cutting it.) If anyone would be willing to help out with this, I would greatly appreciate it! I've already used Babel...
  8. jkp1187

    Question on Python Callback Defines

    In PythonCallbackDefines.xml, there is this definition: <Define> <DefineName>USE_CANNOT_CONSTRUCT_CALLBACK</DefineName> <iDefineIntVal>0</iDefineIntVal> </Define> Can someone explain to me what this refers to? Thanks in advance.
  9. jkp1187

    NextWar: Revolutions

    Hello, all. With jdog's permission, I have merged JKP1187's Not Just Another NextWar Mod with Revolution. The result is NextWar: Revolutions! See this thread for details: http://forums.civfanatics.com/showthread.php?t=264935
  10. jkp1187

    [BtS] NextWar: Revolutions

    NOTE: This mod was built using patch v.3.13. As a result, it will crash if the new v.3.17 patch is installed. I will update this as soon as I can, but things are very busy in real life for me at the moment. (If all goes well, when the update is done, it will also incorporate the most recent...
  11. jkp1187

    Need help with special unit

    Okay, I posted this question in the general forum, but am posting here, too, because I think the answer is going to require an SDK or Python solution. (Though I'm not sure how, exactly.) I want to create a special unit (part of, say, UNITCLASS_INFANTRY) that can never be actually constructed...
  12. jkp1187

    Icons appear small -- how to fix?

    I've been able to add new technologies and new buildings/projects successfully. However, the icons representing those additions appear oddly small in the Civilopedia. Does anyone know how I can correct this? Thanks.
  13. jkp1187

    Question about adding units

    Here's the situation: I want to create a unit that cannot ever be constructed by any civilization, but can only be received via a random event. (And, even if the event is triggered, I don't want the units to be build-able...if the civ is lucky enough to receive the unit via the event, the...
  14. jkp1187

    [XML] Need LSystem help

    I am trying to adjust the Arcology graphics from NextWar. The Arcologies seem to 'grow' along with the city, and I'm trying to put an end to that...I'd prefer the Arcologies to simply assume a static size (which I want to be sufficient to encompass most of the city/tall enough to encompass the...
  15. jkp1187

    [Python or SDK] - Unhealthiness on missile use

    Hello, all. I am looking for a way to create a missile unit that, when used, create unhealthiness in a city (akin to the espionage "poison water" mission). Not sure where to begin on this one. I'm just trying to fix the biowarfare missile from NextWar (whose civilopedia entry claims that it...
  16. jkp1187

    [BtS] XML Question -- iVictoryDelayPercent

    Can anyone please tell me what <iVictoryDelayPercent> in CIV4GameSpeedInfo.xml controls? Thanks.
  17. jkp1187

    Unit Request: Any Airborne Early Warning(Hawkeye, Sentry, Mainstay, Nimrod, E-767)

    I searched around the forum and could not find what I was looking for: any sort of modern-era Airborne Early Warning aircraft, like the American AWACS E-2 Hawkeye or E-3 Sentry, Russian Mainstay, British Nimrod, Japanese E-767, Indian ASP, Embraer R-99, Australian/Turkish/Korean 737AEW&C...
  18. jkp1187

    Are Victory conditions considered "options"?

    I want to do a check to see if the Space Race victory condition has been enabled from the Custom Game menu. Are these considered game options? In other words, could I just do a check like this? if gc.getGame().isOption(GameOptionTypes.VICTORY_SPACE_RACE): return True Thanks.
  19. jkp1187

    Need Help -- Tech Tree and Civilopedia icons/links

    Hello all. I have run into three issues in my NextWar mod relating to the Civilopedia and Tech Tree. 1.) The Space Elevator now requires Satellites, Robotics, and Fusion as prerequisites. The problem is that the Space Elevator icon DOES NOT show up in Fusion's box on the tech tree...
  20. jkp1187

    [Python] Need a toggle in CivilizationIV.ini for code

    I need to set up an on/off toggle in the CivilizationIV.ini file for the resource depletion code I've set up for NextWar. I'm still on the fence as to whether or not I want to include it, but I'm still going to play around with it, but want people to have the option to turn it on/off without...
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