Recent content by Joe Danger

  1. J

    NiGHTS: General Discussion

    Had to share this: I played my first game of NiGHTS and also (without giving it any thought) enabled emigration (awesome mod)... the one where you gain citizens for having a high happiness compared to other civs. The game (surprisingly, in retrospect) went pretty well until 1910 or so, when...
  2. J

    AI vs Barbarian Camps

    I, for one, am shocked the AI would exhibit any such strange behavior</sarcasm>.
  3. J

    Specialist yield

    Culture is not built in as a yield, so anything that changes yields can't change culture. There's a few special tags that modify culture specifically (which you've probably seen if you've been looking at the tables for social policies), but unfortunately what you want to do is not possible at...
  4. J

    [TUTORIAL] Making a Technology Un-Researchable

    Fixed, as I should have used update tags and set-where tags in there. My bad. Glad to hear it :) Hmm, I suppose I never actually clicked the tech :blush: Point taken, and I've updated the post to show the cleaner and more sane way to do this ;)
  5. J

    [TUTORIAL] Making a Technology Un-Researchable

    EDIT: Ok, so a much cleaner way to do this as Horem pointed out is to use <Disable>1<Disable>. So, go use that. For posterity though, my original post: I found this out on accident. If you set a tech's prerequisite as itself, it will not be available to research, and the game won't crash or do...
  6. J

    IndieStone - Visual Tech Tree Editor

    You, sir, are amazing. I'm almost afraid to do any work on my mod since, more than likely, you'll come out with a way to do it 15 times faster in a couple days ;) It looks like you're working on a pretty comprehensive mod tool here. How far are you planning on extending it?
  7. J

    IndieStone - Visual Tech Tree Editor

    lemmy101, you are taking all (ok, a lot) of the pain out of modding! Awesome stuff. Do you have any plans to make this tool work with the multiple tech tree mod here: http://forums.civfanatics.com/showthread.php?t=386362 All it requires is the <type> to use a TECHCATEGORY_SAILING modification...
  8. J

    Making a "Mostly Gutted Mod": removing most elements for a complete rebuild

    In case you have not seen it, lemmy101 has worked out a huge problem with game-crashing deletions: http://forums.civfanatics.com/showthread.php?p=9854696#post9854696 I'm not sure this will fix all the issues you've run into, but I think it may help. I hope it does, because I would definitely...
  9. J

    DLC Tech Tree modding issue...

    Nice. Work. Is it safe to assume that many game crashes people are experiencing when deleting other things like buildings, leaders, etc is caused by the same ID gap problem? And if so, is there some generic code you can post that would realign those as well?
  10. J

    Creating Traits? Negative Traits?

    I can answer part, but not all, of this. Let me start by saying that generally this is something that several people are wondering about, see the thread here and my own thread here. Here's what I (think I) know so far, and hopefully some kind and wise person will flesh out the rest for all of...
  11. J

    What we can do so far with lua

    I'm working on modding all new policy branches. So far so good, but there's things I want to do that isn't built into the XML by default, for instance: <Policy_CityYieldChanges> Exists, and so does <Policy_CapitalYieldModifiers> but <Policy_CityYieldModifiers> doesn't...
  12. J

    Using <Update> for buildingclass overrides

    Ok, I've only been playing around with ModBuddy for a day, and being pretty new to all of this myself, but I think you wouldn't want to use <update> at all here. Since you're adding something, just use <row>. <Civilization_BuildingClassOverrides> <Row>...
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