Silica_Pathways
King
How do i install the additional leaderhead pack and civilization pack ?
Simply extracting them in C2C folder doesn't seem to work...
Simply extracting them in C2C folder doesn't seem to work...
I just noticed that no civ wants to have a religion even if they have founded one. One of the civs has even the prophet civic active but still dont convert to their founding religion.
<GameOptionInfo>
<Type>GAMEOPTION_NO_BARBARIAN_CIV</Type>
<Description>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV</Description>
<Help>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV_HELP</Help>
<bDefault>[B]0[/B]</bDefault>
<bVisible>0</bVisible>
</GameOptionInfo>
<GameOptionInfo>
<Type>GAMEOPTION_NO_BARBARIAN_CIV</Type>
<Description>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV</Description>
<Help>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV_HELP</Help>
<bDefault>[B]1[/B]</bDefault>
<bVisible>0</bVisible>
</GameOptionInfo>
Ah... I did see a number of coding notes regarding NO_BARBARIAN_CIV... strange for an option to be rigged to be on by default and off if set to on... nevertheless, I didn't think that was the full option because the coding didn't seem to include setting up all the variables for a new civ. I'll check again and see if it can be solved in the source files.
I saw that the community civ 5 mod has this as a selectable option when you start a new custom game, if that helps out.
Has anyone have any idea about the no religion thingy or am I the only one experiencing it?
To turn off BarbarianCiv edit CIV4GameOptionInfos.xml in Asseta/XML/GameInfo find GAMEOPTION_NO_BARBARIAN_CIV and change the bDefault value to 1.
I.E. change
Code:<GameOptionInfo> <Type>GAMEOPTION_NO_BARBARIAN_CIV</Type> <Description>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV</Description> <Help>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV_HELP</Help> <bDefault>[B]0[/B]</bDefault> <bVisible>0</bVisible> </GameOptionInfo>
to
Code:<GameOptionInfo> <Type>GAMEOPTION_NO_BARBARIAN_CIV</Type> <Description>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV</Description> <Help>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV_HELP</Help> <bDefault>[B]1[/B]</bDefault> <bVisible>0</bVisible> </GameOptionInfo>
To turn off BarbarianCiv edit CIV4GameOptionInfos.xml in Asseta/XML/GameInfo find GAMEOPTION_NO_BARBARIAN_CIV and change the bDefault value to 1.
I.E. change
Code:<GameOptionInfo> <Type>GAMEOPTION_NO_BARBARIAN_CIV</Type> <Description>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV</Description> <Help>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV_HELP</Help> <bDefault>[B]0[/B]</bDefault> <bVisible>0</bVisible> </GameOptionInfo>
to
Code:<GameOptionInfo> <Type>GAMEOPTION_NO_BARBARIAN_CIV</Type> <Description>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV</Description> <Help>TXT_KEY_REV_OPTION_NO_BARBARIAN_CIV_HELP</Help> <bDefault>[B]1[/B]</bDefault> <bVisible>0</bVisible> </GameOptionInfo>
<GameOptionInfo>
<Type>GAMEOPTION_PICK_RELIGION</Type>
<Description>TXT_KEY_GAME_OPTION_PICK_RELIGION</Description>
<Help>TXT_KEY_GAME_OPTION_PICK_RELIGION_HELP</Help>
<bDefault>0</bDefault>
<bVisible>1</bVisible>
</GameOptionInfo>
<GameOptionInfo>
<Type>GAMEOPTION_UNLIMITED_WONDERS</Type>
<Description>TXT_KEY_GAMEOPTION_UNLIMITED_WONDERS</Description>
<Help>TXT_KEY_GAMEOPTION_UNLIMITED_WONDERS_HELP</Help>
<bDefault>0</bDefault>
<bVisible>1</bVisible>
</GameOptionInfo>
Just wondering, is the tomahawk thrower meant to take no resources to train?
As I kind of made him require obsidian to balance the game more, AI would not stop building tomahawk throwers...
I like this idea. How did u make him require obsidian?
I have been looking at the wonder mammoth trainer.
Don't you guys think its a little strict to have it require ivory in city vicinity?
I have not yet seen a elephant resource close to a tundra tile.
Its ok with tundra in city vicinity requirement, but if you make a elephant herd in the city (with a subdued elephant) should this not be sufficient?
Maybe its possible to make a subdued mammoth make a special mammoth herd to fill the requirements?
What do you guys think?
I have been looking at the wonder mammoth trainer.
Don't you guys think its a little strict to have it require ivory in city vicinity?
I have not yet seen a elephant resource close to a tundra tile.
Its ok with tundra in city vicinity requirement, but if you make a elephant herd in the city (with a subdued elephant) should this not be sufficient?
Maybe its possible to make a subdued mammoth make a special mammoth herd to fill the requirements?
What do you guys think?
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 )