Caveman 2 Cosmos

I was thinking of making the trained dog into a animal unit instead of melee just to get some fun out of the dog kennels, but I cant find the file for the trained dogs.
Do you know where it is?
Will it be easy to change it from a melee unit to animal?
 
Thanks for the answer :)
While I was looking into the files here I noticed dog kennels give +2 experience points to animal units.

When I look in civopedia the only animal unit you can make is the "hell's mouth dog" and that is if you also have voodoo religion.

Is this actually meant to be mounted units?
If not, is there alot of work to change this?

( I tried changing the string: <UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType> into:
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
in the "Subdue_Animals_CIV4BuildingInfos.xml" file
but this only make the text say it gives +2 experience ponts to melee units while not actually giving it )

Oh i thought they were. Yeah the canine units should be under "Animal" category I think. Though i seem to recall that there was a "Canine" category back in RoM at some point.
 
Hi, thanks for a great mod. I am not gonna read through all the replies, so sorry if already mentioned, but, when I attempt to place a barbarian crossbowman on the map the game crashes. I can add crossbowmen to myself without a problem, but barbarians make it crash
 
what file contains the new units? (all units)
what file contains wonders?

Specially looking for trireme, trained animal (dog unit), longboat.
Want to make the more advanced boats require shipbuilding building to be able to build :)

Nwm: I figured it out :)
 
CIV4GameOptionInfos.xml
in the assets/xml/gameinfo folder

changed almost all of the
<bVisible>0</bVisible>
into
<bVisible>1</bVisible>

now I can choose everything in the game :)
 
Spoiler :
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_MAMMOTH_TRAINER</BuildingClass>
<Type>BUILDING_MAMMOTH_TRAINER</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_MAMMOTH_TRAINER</Description>
<Civilopedia>TXT_KEY_BUILDING_MAMMOTH_TRAINER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_MAMMOTH_TRAINER_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_MAMMOTH_TRAINER</ArtDefineTag>
<ObsoleteTech>TECH_CLONING</ObsoleteTech>
<PrereqTech>TECH_MEGAFAUNA_DOMESTICATION</PrereqTech>
<TechTypes/>
<Bonus>BONUS_IVORY</Bonus>
<PrereqAndTerrain>
<PrereqTerrain>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bPrereqTerrain>1</bPrereqTerrain>
</PrereqTerrain>
</PrereqAndTerrain>
<ProductionTraits>
</ProductionTraits>
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<bWater>0</bWater>
<bRiver>0</bRiver>
<iAIWeight>0</iAIWeight>
<iCost>200</iCost>
<iConquestProb>0</iConquestProb>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iHealth>-1</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>1</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iAsset>4</iAsset>
<iPower>2</iPower>
<fVisibilityPriority>0.0</fVisibilityPriority>
<YieldChanges>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</YieldChanges>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChanges>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>
<TechHappinessChanges>
<TechHappinessChange>
<PrereqTech>TECH_BIOLOGY</PrereqTech>
<iHappiness>1</iHappiness>
</TechHappinessChange>
</TechHappinessChanges>
<TechYieldModifiers>
<TechYieldModifier>
<PrereqTech>TECH_ELEPHANT_RIDING</PrereqTech>
<TechYield>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYield>
</TechYieldModifier>
<TechYieldModifier>
<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
<TechYield>
<iYield>0</iYield>
<iYield>5</iYield>
<iYield>0</iYield>
</TechYield>
</TechYieldModifier>
</TechYieldModifiers>
<TechCommerceChanges>
<TechCommerceChange>
<PrereqTech>TECH_MOTION_PICTURES</PrereqTech>
<TechCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
<TechCommerceChange>
<PrereqTech>TECH_TOURISM</PrereqTech>
<TechCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
</TechCommerceChanges>
<ConstructSound>AS2D_BUILD_GRANARY</ConstructSound>
<PrereqBuildingClasses/>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_ELEPHANT_HERD</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<iFlavor>7</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>5</iFlavor>
</Flavor>
</Flavors>

I made the mammoth trainer require elephant herd in the city and only tundra in city vicinity.
After I continued my game it took 40 sec between turns.
Can this be because of the change or something else?
 
Cool, Any chance of you uploading them separately so my game doens't crash suddenly? :D

OK here is the NEW VD_Barbarian_CIV4UnitArtStyleTypeInfos the way it should look:

Spoiler :
Code:
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Civilization Infos -->
<Civ4UnitArtStyleTypeInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">
	<UnitArtStyleTypeInfos>
<!--________________________________________________________________________________________________________________________________________________-->
<!--                                                                                                                                                -->
<!-- VD mod BEGIN Barbarian ArtStyle                                                                                                                -->
<!--________________________________________________________________________________________________________________________________________________-->

		<UnitArtStyleTypeInfo>
			<Type>UNIT_ARTSTYLE_BARBARIAN</Type>
			<StyleUnits>
				<StyleUnit>
					<UnitType>UNIT_WARRIOR</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>	
				
				<StyleUnit>
					<UnitType>UNIT_SPEARMAN</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SPEARMAN_LEADER_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SPEARMAN_LEADER_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SPEARMAN_LEADER_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>	
				
				<StyleUnit>
					<UnitType>UNIT_ARCHER</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_ARCHER_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_ARCHER_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_ARCHER_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>

				<StyleUnit>
					<UnitType>UNIT_SWORDSMAN</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>

				<StyleUnit>
					<UnitType>UNIT_AXEMAN</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_AXEMAN_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_AXEMAN_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>

				<StyleUnit>
					<UnitType>UNIT_KNIGHT</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_KNIGHT_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_KNIGHT_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_KNIGHT_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>
				<StyleUnit>
					<UnitType>UNIT_AT_INFANTRY</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_AT_INFANTRY_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_AT_INFANTRY_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_AT_INFANTRY_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>		
				
				<StyleUnit>
					<UnitType>UNIT_MARINE</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_AK47_PUNK</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_AK47_PUNK</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_AK47_PUNK</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>		
				
				<StyleUnit>
					<UnitType>UNIT_ARTILLERY</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_ARTILLERY_ALTERNATE</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_ARTILLERY_ALTERNATE</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_ARTILLERY_ALTERNATE</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>												
				
				<StyleUnit>
					<UnitType>UNIT_FRIGATE</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_PIRATE_BRIGANTINE</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_PIRATE_BRIGANTINE</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_PIRATE_BRIGANTINE</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>						

			</StyleUnits>
		</UnitArtStyleTypeInfo>

<!--________________________________________________________________________________________________________________________________________________-->
<!--                                                                                                                                                -->
<!-- VD mod END Barbarian ArtStyle                                                                                                                  -->
<!--________________________________________________________________________________________________________________________________________________-->
	</UnitArtStyleTypeInfos>
</Civ4UnitArtStyleTypeInfos>

Spoiler :
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_MAMMOTH_TRAINER</BuildingClass>
<Type>BUILDING_MAMMOTH_TRAINER</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_MAMMOTH_TRAINER</Description>
<Civilopedia>TXT_KEY_BUILDING_MAMMOTH_TRAINER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_MAMMOTH_TRAINER_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_MAMMOTH_TRAINER</ArtDefineTag>
<ObsoleteTech>TECH_CLONING</ObsoleteTech>
<PrereqTech>TECH_MEGAFAUNA_DOMESTICATION</PrereqTech>
<TechTypes/>
<Bonus>BONUS_IVORY</Bonus>
<PrereqAndTerrain>
<PrereqTerrain>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bPrereqTerrain>1</bPrereqTerrain>
</PrereqTerrain>
</PrereqAndTerrain>
<ProductionTraits>
</ProductionTraits>
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<bWater>0</bWater>
<bRiver>0</bRiver>
<iAIWeight>0</iAIWeight>
<iCost>200</iCost>
<iConquestProb>0</iConquestProb>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iHealth>-1</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>1</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iAsset>4</iAsset>
<iPower>2</iPower>
<fVisibilityPriority>0.0</fVisibilityPriority>
<YieldChanges>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</YieldChanges>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChanges>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>
<TechHappinessChanges>
<TechHappinessChange>
<PrereqTech>TECH_BIOLOGY</PrereqTech>
<iHappiness>1</iHappiness>
</TechHappinessChange>
</TechHappinessChanges>
<TechYieldModifiers>
<TechYieldModifier>
<PrereqTech>TECH_ELEPHANT_RIDING</PrereqTech>
<TechYield>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYield>
</TechYieldModifier>
<TechYieldModifier>
<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
<TechYield>
<iYield>0</iYield>
<iYield>5</iYield>
<iYield>0</iYield>
</TechYield>
</TechYieldModifier>
</TechYieldModifiers>
<TechCommerceChanges>
<TechCommerceChange>
<PrereqTech>TECH_MOTION_PICTURES</PrereqTech>
<TechCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
<TechCommerceChange>
<PrereqTech>TECH_TOURISM</PrereqTech>
<TechCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
</TechCommerceChanges>
<ConstructSound>AS2D_BUILD_GRANARY</ConstructSound>
<PrereqBuildingClasses/>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_ELEPHANT_HERD</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<iFlavor>7</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>5</iFlavor>
</Flavor>
</Flavors>

I made the mammoth trainer require elephant herd in the city and only tundra in city vicinity.
After I continued my game it took 40 sec between turns.
Can this be because of the change or something else?

Dont quite understand what your trying to say here, is the chance adding turn times or subtracting turn times?:crazyeye:


Noticed you added "dark ages" (opposite of golden age)
Does this work?

No, i dont believe so, thats why Afforess has it set that way, so no one can play with it.:confused: You'd have to ask in the AND forum Feedback area.
 
Spoiler :
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_MAMMOTH_TRAINER</BuildingClass>
<Type>BUILDING_MAMMOTH_TRAINER</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_MAMMOTH_TRAINER</Description>
<Civilopedia>TXT_KEY_BUILDING_MAMMOTH_TRAINER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_MAMMOTH_TRAINER_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_MAMMOTH_TRAINER</ArtDefineTag>
<ObsoleteTech>TECH_CLONING</ObsoleteTech>
<PrereqTech>TECH_MEGAFAUNA_DOMESTICATION</PrereqTech>
<TechTypes/>
<Bonus>BONUS_IVORY</Bonus>
<PrereqAndTerrain>
<PrereqTerrain>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bPrereqTerrain>1</bPrereqTerrain>
</PrereqTerrain>
</PrereqAndTerrain>
<ProductionTraits>
</ProductionTraits>
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<bWater>0</bWater>
<bRiver>0</bRiver>
<iAIWeight>0</iAIWeight>
<iCost>200</iCost>
<iConquestProb>0</iConquestProb>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iHealth>-1</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>1</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iAsset>4</iAsset>
<iPower>2</iPower>
<fVisibilityPriority>0.0</fVisibilityPriority>
<YieldChanges>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</YieldChanges>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChanges>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>
<TechHappinessChanges>
<TechHappinessChange>
<PrereqTech>TECH_BIOLOGY</PrereqTech>
<iHappiness>1</iHappiness>
</TechHappinessChange>
</TechHappinessChanges>
<TechYieldModifiers>
<TechYieldModifier>
<PrereqTech>TECH_ELEPHANT_RIDING</PrereqTech>
<TechYield>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYield>
</TechYieldModifier>
<TechYieldModifier>
<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
<TechYield>
<iYield>0</iYield>
<iYield>5</iYield>
<iYield>0</iYield>
</TechYield>
</TechYieldModifier>
</TechYieldModifiers>
<TechCommerceChanges>
<TechCommerceChange>
<PrereqTech>TECH_MOTION_PICTURES</PrereqTech>
<TechCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
<TechCommerceChange>
<PrereqTech>TECH_TOURISM</PrereqTech>
<TechCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
</TechCommerceChanges>
<ConstructSound>AS2D_BUILD_GRANARY</ConstructSound>
<PrereqBuildingClasses/>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_ELEPHANT_HERD</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<iFlavor>7</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>5</iFlavor>
</Flavor>
</Flavors>

I made the mammoth trainer require elephant herd in the city and only tundra in city vicinity.
After I continued my game it took 40 sec between turns.
Can this be because of the change or something else?

Just so you know i am not changing it to this since having an "elephant" herd makes so sense when your training "mammoths". Mammoths are suppose to be super rare which is why i made it both tundra + elephants in city vicinity.
 
I think I may have either found a bug with Civ4, or with the mod.

There is a battle going on in the centre of the screen, notice the swordsman running off in the bottom right.

I knew my men was athletic, but that's just insane :lol: .
 
I have a worker and a gather switching a lemon bonus back and forth between a orchard and a plantations, I could not recreate this a second time.
 
I have a worker and a gather switching a lemon bonus back and forth between a orchard and a plantations, I could not recreate this a second time.

That has been fixed, in the next release. When I moved it (lemons) to orchard I forgot to remove it from plantation.
 
I think I have found another bug. I all of the sudden got a crash to desktop, which could not be attributed to barbarians. I figured it might be because of a building, so I systematically removed the cities that were about to produce and after an hour of loading the mod after each crash I found something. when I deleted a german city about to build a dance hall the crashes stopped, however, I wanted to be sure about this so I tried to recreate the incident. this time I placed a spy near by, deleted the city, and got a crash. long story short I finally found the what might be the problem

the polynesian empire under salamasina had 4 units nearby, an axeman, a trained dog, a hunter and a hunter with a general attatched. I'm pretty sure it's the hunter with general attatched that's causing the problem. The general attatched is Dancing Hoskuld
 
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