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#1 |
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Chieftain
Join Date: Feb 2011
Posts: 4
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Preventing Cities from Being Founded on Certain Types of Terrain
Does anyone know how you can keep cities from being settled on forests until the civ discovers Bronze Working? Likewise with jungles until Iron Working is discovered?
I know you could just edit CIV4FeatureInfos.xml and prevent cities from being founded on forests and jungles altogether until a worker clears the tile. But I'd like to preserve the ability of settlers to clear the tile when they found cities. Plus I'm not sure the AI would know how to use workers that way. Are there any mods out there that do something similar? Thanks for all your help.
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#2 |
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Say No 2 Net Validations
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mmhh...i can't see a real good solution for this, unless you want to program it into the SDK.
One option would be to make forests/jungles impassable for settlers, unless you have the needed technology (the options are in the XML, like e.g. for the galley), but that would probably slow down the expansion. ...er....wait ...i know, there's a python callback for that.Because i'm to lazy to explain it, i've just hacked it together right now (only a few lines are really needed).See the attachement. But attention: That small mod will - slow down the game - will probably screw the AI on the city founding part, especially on maps with many forst/jungle tiles And welcome to CFC .
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#3 |
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Political Activist
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I'm pretty sure it would be real easy in SDK, if you learned.
Oh, and welcome to CivFanatics! ![]() I always enjoy new people to annoy about my mod!
__________________
Think things that I say are funny? That's okay, I didn't think so. But check out my Fake News Blog anyway! "I do not feel obliged to believe that the same god who has endowed us with sense, reason, and intellect, has intended us to forgo their use." -Galileo Every gun that is made, every warship launched, every rocket fired, signifies in the final sense a theft from those who hunger and are not fed, those who are cold and are not clothed. -Eisenhower Civilization IV:is Now Obscenely Complecated! Featuring Resource Stockpiling, Stratigems, Culture Families, Heroes, and more! I have Asperger's Syndrome. If you do too and you're willing to come out, copy and paste this into your sig. |
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#4 | |
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Chieftain
Join Date: Feb 2011
Posts: 4
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Quote:
![]() However, I don't want to do anything that would cripple the AI. Maybe something like this could apply only to the human player (and then not slow the game down as much). Is that possible to implement? |
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#5 |
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"Hit It"
Join Date: Dec 2009
Location: Sweden
Posts: 5,530
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This is what The_J did:
Spoiler:
I'd suggest this, then: Spoiler:
With all due respect to what The_J did, of course.
__________________
How to Make a Python Mod - Python modding tutorial CivIV Python Class Reference - modding Python API How to Think Like a Computer Scientist - online Python textbook CivPlayer - Python scripting tool Spoiler:
Last edited by Baldyr; Feb 12, 2011 at 01:31 AM. |
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#6 |
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Chieftain
Join Date: Feb 2011
Posts: 4
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Uh, oh...
I probably should've mentioned I'm using Farsight's Totally Replaced Leaders Redux mod, which incorporates Better BTS AI v1.01. This is what happens when I start a game using The_J and Baldyr's modifications. No mini-map, no advisor buttons, no research bar, nothing. ![]() UPDATE: Same thing seems to happen when I do this to unmodded BTS as well. Spoiler:
Last edited by NuckyPalpatine; Feb 12, 2011 at 05:53 AM. |
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#7 |
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"Hit It"
Join Date: Dec 2009
Location: Sweden
Posts: 5,530
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Ok, this on its own first, then. Because if it works then its merely a matter of merging these two mods.
__________________
How to Make a Python Mod - Python modding tutorial CivIV Python Class Reference - modding Python API How to Think Like a Computer Scientist - online Python textbook CivPlayer - Python scripting tool Spoiler:
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#8 |
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Say No 2 Net Validations
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Unmodded? I bet you're using BUG as default, right?
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#9 |
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Chieftain
Join Date: Feb 2011
Posts: 4
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Nevermind. I fixed it. There were colons incorrectly placed at the end of the lines immediately following the "if" statements (in Baldyr's code).
Works great now.
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#10 |
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"Hit It"
Join Date: Dec 2009
Location: Sweden
Posts: 5,530
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Aha, there is a Python exception happening at startup. Probably a syntax error when CvGameUtils is being loaded, or something. Enable exceptions and logging in the CivilizationIV.ini file and look in the PythonErr.log file for errors.
__________________
How to Make a Python Mod - Python modding tutorial CivIV Python Class Reference - modding Python API How to Think Like a Computer Scientist - online Python textbook CivPlayer - Python scripting tool Spoiler:
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#11 |
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"Hit It"
Join Date: Dec 2009
Location: Sweden
Posts: 5,530
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Yeah, I should have spotted that when I edited the code.
__________________
How to Make a Python Mod - Python modding tutorial CivIV Python Class Reference - modding Python API How to Think Like a Computer Scientist - online Python textbook CivPlayer - Python scripting tool Spoiler:
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