Is there any way to disable animals? Disabling barbarians disables barb cities and Neanderthals, but not animals. I personally think they're annoying, especially early on and during colonization, when you're trying to settle on an island/continent that's untouched by humans and stacks of like 10 animals spawn in every single tile. Are there any files in the C2C folder, or do I have to disable them in XML? Or can they not be disabled at all?
Is there any way to disable animals? Are there any files in the C2C folder, or do I have to disable them in XML?
I want to make my CultureLevelPoor change, so that when you found a city it only starts with the 1 main city tile, an Option.
But I have no idea how. I would call it 1 Tile City Founding.
Any help would be greatly appreciated.
JosEPh
<ReplacementCondition>
<Has>
<GOMType>GOM_OPTION</GOMType>
<ID>GAMEOPTION_UPSCALED_BUILDING_AND_UNIT_COSTS</ID>
</Has>
</ReplacementCondition>
Ok, so obviously the first part is to setup the option in the gameoptioninfos.xml file. It used to be that this would require some adjustments in the code as well but AIAndy removed that requirement (though I do like to keep things nice and streamlined in the code as well so that code calls to the option can be made easier and it helps to avoid some potential issues that can crop up eventually later but I do that at various intervals now and then and it's not critical.)
This should be pretty straightforward. You'll need to also add the text entries for it of course. I think I can assume that's not unfamiliar stuff right? Let me know if you need any help with the options xml syntaxes. I THINK it's all straightforward.
After that, I would establish a Poor Culture Level that doesn't act any different at all from the first culture level after that. This one would operate for the non-option game.
Then create a replacement entry.
If you look at the replacement entry for GAMESPEED_NORMAL when GAMEOPTION_UPSCALED_BUILDING_AND_UNIT_COSTS is in play, you'll see that aside from all the tags that change and adjust the way the core GAMESPEED_NORMAL operates, there are a few new tags in use that declare it as an option replacement.
You'll notice of course that the <Type> tag is the same as the core version. Then:
1)
<ReplacementID>GAMESPEED_ALT_NORMAL</ReplacementID>
This tag is like a second name for the entry, a 'last name' if you will. You can basically name this whatever you want. CULTURE_ALT_POOR perhaps. What's important is that the tag is used and isn't used the same way again for any additional replacement options covering the same <Type> tag.
2)Put this tag in the xml entry and change only what option is used to activate this replacement entry.Code:<ReplacementCondition> <Has> <GOMType>GOM_OPTION</GOMType> <ID>GAMEOPTION_UPSCALED_BUILDING_AND_UNIT_COSTS</ID> </Has> </ReplacementCondition>
It's pretty simple really.
IF it doesn't work then it's because culture levels need to be made capable of being option replaced like that but MOST types have been made possible to option replace. Just let me know if you have any problems with it.
it's because culture levels need to be made capable of being option replaced
Question: Do you know if its possible to make the first rung grow out according to the delay rules in Realistic Culture spread or is that impossible without coding? I'm not sure without looking and I wondered if you would know. Just thinking here.
Not in the least. This is so that you make the feature make a difference for players who make differing decisions with their first build. Currently there is no way to influence how fast the first city grows its culture. (Ok, you make the point about an early subdual but it's a longshot and thus all the more imbalancing for the player that gets this unlikely advantage.) Therefore, usually all the change does at this first stage is slow things down equally for all players. That's an inert design choice that just frustrates.Question, is the perceived need for adding of a building for this option because of Rev?