Quick Modding Questions Thread

There are plugins for GIMP and Photoshop, paint.net should do it by default, and DXTBmp is probably the easiest one to use.

For the bik files, you should just use the player from the developers, see here.

thanks The_J! those worked for me!

another question I am trying to give team colors to a model that doesn't have any,so I am trying to create alpha-channel. However my model ends being completely transparent in the spots where team colors suppose to be.
I have looked over a couple guides for model editing, but can't seem to figure it out.
 
xml/Gameinfo:
Civ4SpecialistInfo.xml
Spoiler :

Code:
<SpecialistInfo>
			<Type>SPECIALIST_PRIEST</Type>
			<Description>TXT_KEY_SPECIALIST_PRIEST</Description>
			<Civilopedia>TXT_KEY_CONCEPT_SPECIALISTS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_SPECIALIST_PRIEST_STRATEGY</Strategy>
			<Help/>
			<Texture>[COLOR="Red"]Art/Interface/MainScreen/CityScreen/Priest.dds[/COLOR]</Texture>
			<bVisible>1</bVisible>
			<GreatPeopleUnitClass>UNITCLASS_PROPHET</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>3</iGreatPeopleRateChange>
 
Hey guys, I am trying to merge TLOpromotags I can get the effects to appear as info in pop up windows and such, but I cannot get any of the effects to work in the actual game mechanic.

It mentioned something about a possibility of there being issues because it uses SDToolKitCustom.py, has anyone used this before and could it explain this bizarre problem.

Alternatively does anyone have a theory as to why this might happen?

Appear as Info but not work in the game mechanic, the SDK compiles fine....

EDIT: Nevermind.....In my infinite wisdom I managed to miss out a block of code from one of the SDK Files!!!!! IDIOT!
 
Cost of unit to be upgraded to = -1 ?
 
Upgrade cost will be damn cheap though, since it is a fixed cost + difference in cost.
When icost is -1, then upgrade cost is simply the fixed cost, which is very low.
Which means almost free to upgrade, I believe the fixed cost is just 20 gold or so.
 
Did some one know how to increase number of turns for Time Victory?
I think that is for default normal game speed about 500 turns, i want to increase to 750 for Normal game speed, this was example.
 
Adjust the gamespeed info then.
I believe GameSpeedInfo.xml
 
Adjust the gamespeed info then.
I believe GameSpeedInfo.xml

I open that, but i am change number randomly and ancient era goes: 4000BC, 3500 BC, 3000 BC etc, but Future Era end in some month, 48325 AD. Game now have 1001 turns. What i am do? How to fix this?
 
I have added some functions to the SDK/DLL that perform calculations on the map to determine choke points and canal points. My question is - where in the SDK should I call the function from to make it run once at the beginning of every game?

Currently I call it from CvMapGenerator::afterGeneration(). This works for generated maps, but does not for pre-made maps/scenarios.
 
I open that, but i am change number randomly and ancient era goes: 4000BC, 3500 BC, 3000 BC etc, but Future Era end in some month, 48325 AD. Game now have 1001 turns. What i am do? How to fix this?

If you still want that the game finishes at 2050 AD, then you have to change the numbers differently.
Because the end date is determined by all the turns together.
...er...as example, in the GamespeedInfo.xml you see
PHP:
				<GameTurnInfo>
					<iMonthIncrement>180</iMonthIncrement>
					<iTurnsPerIncrement>100</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>120</iMonthIncrement>
					<iTurnsPerIncrement>300</iTurnsPerIncrement>
				</GameTurnInfo>

(only a part, as example)
The game goes 100 turns with 180 months (=15 years), afterwards 300 turns with 10 years, etc. If you count all together, you will get the end date.
If you add just turns, then the end turn will be pushed further in the future.
Means you have to add more turns at the beginning, and less at the end. Or put some stages in between, like 12.5 years.
The math is a bit difficult, yes.
 
The_J thank you very much, but you want to tell me that this:
PHP:
                <GameTurnInfo>
                    <iMonthIncrement>180</iMonthIncrement>
                    <iTurnsPerIncrement>100</iTurnsPerIncrement>
                </GameTurnInfo>
means an ERA.

I have 11 ERAs :D

So, i must to have this 11 PHP which i copied :) of course with different timing.
 
In short, if you still want it to end at 2050, you will probably need to do some calculations using excel or whatever.

(iMonthIncrement X iTurnsPerIncrement) will give you total number of months for that era.
Add up for all your 11 eras.
This number should = (2050 + 4000 (or whatever start date)) X 12
so that it will still start at 4000 BC and ends at 2050 AD.

Then total iMonthIncrement for the 11 eras should = number of turns.
Some mathematics calculations for you tada.
 
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