Recent content by Vokarya

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    GUIDE: Adding new units

    I think your problem may be that you have UNITCLASS_UNITCLASS_BRAZIL_ONLY where you should have just UNITCLASS_BRAZIL_ONLY in the TR_Unique_Units file. Try that and see if it has an effect.
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    "We are too far from our capital!"

    Razing cities is done by pillaging. As long as the city is in disorder, you can pillage it to reduce its size by 1. Pillaging a size-1 city is supposed to raze it. Occasionally this is bugged and does not raze. Unhappiness from distance to capital is meant to keep you from getting too big too...
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    Quick Modding Questions Thread

    I haven't been on the boards lately, so I didn't see your questions until now. You should be able to make the AI much less likely to trade a resource by setting a high iAITradeModifier. If you look at the values in the basic Civ4 game, health/happiness resources have a value of 0 while...
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    Quick Modding Questions Thread

    I looked at the CIV4 Reimagined mod that adds an extra civic category. I didn't see anywhere that the number of civic categories needs to be defined anywhere, so I think all you should have to do is adjust the civics screen. I attached a copy of the CvCivicsScreen.py file from that mod. If you...
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    Quick Modding Questions Thread

    I can build forts right next to each other in regular BTS. Have you modded something about cities? The only XML I can see related to Forts is the ActAsCity. For your civics, do they show up in the Civilopedia? If they do, then I think you just have to modify CvCivicsScreen.py.
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    Trading units is kind of broken? upd: and my proposal how to fix

    I like this, but I don't have the DLL-level modding skills needed to implement it. I agree that simplifying mechanics is at least worth looking at. I like what we did to trade routes because that was way too complex, and I'm still trying to figure out how the "financial trouble" mechanic works...
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    No Resources in cities when pre-made WorldBuilder scenario

    That seems really strange. I have never had a problem adding resources to cities in WorldBuilder. I do that all the time when I test changes. It even works for crafted resources that don't have an improvement tied to them (like Paper). You could also try editing the WorldBuilder files in a...
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    General A New Dawn discussion

    It is a bit complex. You need Animal Husbandry tech and you need to have the subdued animal on a tile that is legal for the animal resource to spawn on already. There also can't be an undiscovered resource on the tile. If you really know the resource conditions, you can sort of use a subdued...
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    SuperUnits Proposal

    One problem I can see with that is that there would be no counter-unit, at least if you based it off the Ironclad. Destroyers are the first unit that can see subs, and they don't show up until Radio. One of the ideas behind Legends, at least how I see it, is that you can overwhelm them with...
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    SuperUnits Proposal

    Here is the Legends collection. There are currently 20 units planned. Each is a super-version of an existing unit. The first one that shows up is the Trojan Horse. It is actually a super-version of the Battering Ram. It costs 4x as much, but gets +1 base strength, can attack, gets +50% against...
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    Vokarya's Workshop: Units

    One more small tweak. The Rider does not need to have a metal requirement in addition to the Horse requirement. I did a study of all the resource requirements for units and the Rider is the only unit in the light cavalry line that needs metal. The light cavalry units are scouts and skirmishers...
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    SuperUnits Proposal

    Here is the Leaders collection. There are five of these units. Each one does provide the Lead by Warlord promotion and a small amount of XP. Noble: Available at Monarchy. Provides 6 XP. Lord: Available at Feudalism. Provides 9 XP. Viceroy: Available at Leadership. Provides 12 XP. Officer...
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    SuperUnits Proposal

    I think the AI will understand. They use UNITAI_GENERAL which is what the Great General uses. The primary check on building these for every single unit is their expense. The base cost for the Noble, which is the first unit in the line, is 150. That is 2.5x the cost of the Light Swordsman unit...
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    SuperUnits Proposal

    The Warlords portion of this modmod is completely done. There are six units in the Warlord line. The first five were in previous RoM versions, and I added the last so the line wouldn't sputter out. Warlord Chief: Available at Warfare. Base Strength 8. Warlord Captain: Available at Heraldry...
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    SuperUnits Proposal

    I have some other ideas I want to work on as modmods. I don't think these are completely appropriate to make part of the base AND mod, but I think they are cool enough to present as add-ons. I'm still coding this so it doesn't have a download yet. I will post the download in a separate thread...
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