Recent content by Razorius

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    AND2 and SVN Bug Reports - A New Dawn 2 ONLY

    Well, yikes. Whatever it was, it completely wiped my modules folder and deleted several weeks of dedicated work. Going through my 12 stages of grief, beginning with denial of course.
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    AND2 and SVN Bug Reports - A New Dawn 2 ONLY

    Seems to be a problem with the update checker. Game refuses to start and just keeps rechecking the files and redownloading the mod files, over and over again. Has been working fine for several weeks and now just wont take me past the update checker.
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    Modular XML Question

    Right on. Thanks. Another quick question - is there a simple way to allow a building to spawn a unit without calling python? It seems like it should be easier to find an answer, but I've been searching without much success. In the meantime, I've made a ton of progress, so thank you very much...
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    Modular XML Question

    Hm... interesting. Thanks! I'm reviewing all the changes you made in Chronicles, that must've taken some crazy playtesting to find all the AI Weight adjustments you made.
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    Quick Modding Questions Thread

    Is there a way to have an effect like "killoutcomes" to buildings. I want to create a wonder that is destroyed upon city capture and creates a captured wonder similar to captured animals. That new captured wonder unit would allow the owner to create that wonder in any city of their choosing. I...
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    Modular XML Question

    Very helpful, awesome. Thanks Zeta. What about the techinfo file. If I wanted to delete all the techs post renaissance and add my own alternative tech tree, how do I get the techinfo.xml to read only mine without editing the AND mod's core file?
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    Modular XML Question

    Okay, so to complete the basic set up of a modmod, I created the MLF_Civ4ModularLoadingControls.xml, included its Schema, and added a modinfo file. I also deprecated the Skeleton unit to a Units subfolder, which meant I had to replace some text in the unit graphics defines lines so that it...
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    Modular XML Question

    Here is the "finished" unit. Skeleton Strength: 3, Moves 2 (undead don't tire), Hidden Nationality, Always Hostile. Requires: Tradition Tech (TECH_MYSTICISM), a Shrine, and any of the first three early religion civics. They cost 50, quite high for an early unit, but are sped up 50% by...
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    Modular XML Question

    Fantastic. Thanks for taking the time to respond. I wasn't planning on the skeleton as anything but an exercise, though I had a few thoughts on how it might be usable within a light fantasy-themed module. Coolest would be to spawn them as barbarian units from a new terrain "improvement"...
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    Modular XML Question

    Okay, so here is a super barebones new unit presented as a module. It has absolutely no frills. The original unit comes from saibotlieh, with some additional credits and thanks in the readme. That original graphics pack came only with 4 files (2x .dds files and 2x .nif files) and a subfolder...
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    Modular XML Question

    Awesome. Thanks for responding. I do want to contribute, so I appreciate the efforts. I'm glad that my trouble with the XML TXT_KEYs wasn't just carelessness, which obviously the previous issue you spelled out was. That's my bad. Perhaps this case is too complex as a first tackle. Would you...
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    Modular XML Question

    Yeah, I realized after I wrote that - there was no good way to follow or help. I've gone a slightly different route, using the Xiongnu from the MCP as a template to create my own custom civ with a unique unit artstyle. I'm getting a xml call failed error at launch. I'm able to select the civ...
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    Modular XML Question

    Hmm... I'm still having trouble. Trying to start with something fairly simple, adding a new unit. I've decided not to try and pak the files, though i will probably do that in the future. I've downloaded a unit graphics pack from the collection here on the site. I've created a folder inside...
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    Animal Spawn Rate and Turn Cutoff

    Okay, missed that thread somehow. Thanks. So the easiest ways to get animals to spawn longer would be to prevent players from building second cities until later, or going the C2C route which is a clever solution. What about just making them barbarian unique units and letting the barbs 'spawn' them?
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    Animal Spawn Rate and Turn Cutoff

    My xml tag file searches aren't turning up enough data to describe this ingame behavior. The only reference seems to be set to 0 in the mod. And nothing about turns. Forum searches aren't helping. Where can we make all these numbers bigger? Or do we need to rig a solution like C2C, where...
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