It is possible to do this with just XML, all you require is a building set with the <NumTradeRoutes> tag to add a building that increases your trade routes, combine that with adjusting the starting amount a civ gets and you have that one done.
Not sure how you would go about adding it as a...
The code is fairly straightforward, The file you want will be in the <YourCivBEDir\assets\GamePlay\XML\Units> folder, and in the Units.xml.
However take note it isnt called a TacJet within that file, but rather UNIT_AIR_FIGHTER, once youve found it you can just substitute in your modified...
I believe the only 2 things you can change are health and energy, though you may find others if you scan the CivBEImprovements.xml in the Terrain folder. Heres the code for the manufactory...
<Row>
<Type>IMPROVEMENT_MANUFACTORY</Type>
<Description>TXT_KEY_IMPROVEMENT_MANUFACTORY</Description>...
Haha sometimes I feel like a child messing with fire. Cant count the amount of nights ive sat hunting through code to find why an ai has randomly done something that i wasnt expecting :)
Haha yep, I've missed a lot of stuff out, been hella tired of late, trying to get my head around modding with SQL, Lua and apply the concepts to the coding im doing for my own game to allow easy modding. So a bit sleep deprived at the moment :P
Spent a bit of time looking at this issue for you, the following code snippet should achieve what you are after...
<Improvement_TechYieldChanges>
<Update>
<Where ImprovementType="IMPROVEMENT_DOME" TechType="TECH_BIOSPHERES" YieldType="YIELD_ENERGY"/>
<Set Yield="0"/>
</Update>
<Row>...
I just tend to either open the db files in notepad or drag and drop it into my active project in Modbuddy, then just use it as a reference without actually editing it. Modbuddy tends to be the superior option since it has all the color highlighting that most ide's do, which makes readability...
So that was fun, been hard coding my BSG mod all day and testing it. Didnt change anything between a couple of runs, was testing out Cylon Basestars which worked fine, then quit the game to watch a tv show, started it up again and got the game go spastic with missing text attributes.
So i...
Hey guys, I am currently working on a mod that adds the 12 Colonies of man as well as a 13th Cylon Civ to the game. I have a lot of ideas for where I want to take the mod, however I was curious to know if there are any other BSG fans out there that might have some ideas to put forward for the...
In order to make the alien units build-able in theory you just need to create them their own class by altering the <UnitClasses> section
<UnitClasses>
<Row>
<Type>UNITCLASS_RAPTOR_BUG</Type>
<Description>TXT_KEY_UNIT_RAPTOR_BUG</Description>...
Could you not do this in a lot more simple fashion by just assigning specific perks to the units in the traits file using the <Trait_FreePromotions> Command? Or where you trying to get it so you had multiple variations of upgrade that the AI chooses from?
Edit: Looking at the files unless you...
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