Recent content by XerbSys

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    AIs City building locations

    OK, dll-code is not my payment-class. Then the AI-cities have to be destroyed an rebuild nearby, which arises the next question: There’s obviously a huge diplomatic penalty for razing cities. How it is named so that I can disable it? I’ve tried to look at the GlobalDiplomacyAIDefines but...
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    AIs City building locations

    Hello, is it possible to define pre-fix city buliding locations for the AI on a map in the map editor? Or any other idea to make the AI build its cities a bit more "nice"? Thanks a lot!
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    Debug .xml mods

    Hello, I’ve a general question regarding .xml mods. I've written a simple mod and it does what it should. The problem is, that while using the mod the game sometimes freezes at the end of the computers turn. This happens completely random and is not reproducible. When I save the game before...
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    Loading a Savegame with a mod

    Thanks a lot, that was the problem! This leads me to my next question; How to use "Delete" in the right way? Lets say I going to edit the AIR_TARGETING_1 Promotion: <Row> <Type>PROMOTION_AIR_TARGETING_1</Type> <Description>TXT_KEY_PROMOTION_AIR_TARGETING_1</Description>...
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    Loading a Savegame with a mod

    Hello and sorry for presenting my next problem, after finishing my mod I started a game and everything worked fine as I intended (The mod compiled without any error, loaded without any errors an it did within the game what it should). But when I try so load a saved game (saving worked fine)...
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    Replacing (or deleting) items under "Unit_FreePromotions"

    Thank's a lot, good to know that you can use multiple conditions in in the "where" tag!
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    Replacing (or deleting) items under "Unit_FreePromotions"

    Hello, i'me modding a little bit with the anti-air-gun and will give them a uniqe promotion (Interception V) instead of Interception IV. The new promotion is well defined, the problems is how go get rid of the old one? The given files looks as follows: <Unit_FreePromotions> ... <Row>...
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    A little nerv for bombers (solved!)

    Hello, I'm trying to make Bombers a bit weaker against naval units (to promote the more realistic use of fighters (in my eyes the fighter-bomber is represented by the fighter unit) under <UnitPromotions_UnitCombatMods> you finde the fitting "promotion" PROMOTION_NAVAL_PENALTY so...
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    Destroying Improvements on the Map

    Oh... Thanks a lot!! with the <update> Tag it seems everything is fine, until you try it. Then the games freezes. Seems to be beyond the scope of modding :(
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    Destroying Improvements on the Map

    Hallo, my aim is very simple: I try to make the farm improvement (completely) destroyable like fishing boats or roads. When I add <Improvements> <Where Type="IMPROVEMENT_FARM"/> <Set DestroyedWhenPillaged="true"/> </Improvements> to my mod (which changes some other things and...
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    Remove tile improvements / plant wood

    Hallo, is it somehow possible to give workers the ability to either remove tile improvements or even better to change terrain (e.g. plant forrests)? P.S. I know that tile improvements doens't cost any money, it's more for the optic. Thanks a lot!
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    Problem with numbers...

    Thanks for all the answers, now I'm searching for a workaround to reduce the unhappiness for each citizen without disabling the whole happiness mechanism My Idea is to take an early world-wonder like Stonehenge and apply the functionality to this world-wonder. This is definitely possible, as...
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    Problem with numbers...

    Ok, I would except that, if the next line in the original Globaldefines.xml wouldn't say <Row Name="UNHAPPINESS_PER_OCCUPIED_POPULATION"> <Value>1.34</Value> </Row> ... or have I just to accept that "UNHAPPINESS_PER_OCCUPIED_POPULATION" is a totally different mechanism than...
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    Problem with numbers...

    Hello, I've got the following problem: while <Update> <Where Name="UNHAPPINESS_PER_POPULATION"/> <Set Value="2"/> </Update> exactly does what it should do <Update> <Where Name="UNHAPPINESS_PER_POPULATION"/> <Set Value="0.75"/> </Update> sets the value to "0" and not to...
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    Scenario / Handicap / Crappy AI

    Hello, i've build a little scenario for a relaxed game on prince. 12 Civiliziations, 10 City states and almost original rules*. As i said, i choosed prince as difficulty, but the AI play really crappy. Almost no wars, siege units aren't used at all, and once the (small) start-continent is...
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