deanej
Deity
Unfortunately I have no idea on the promotion issue.
[...]I still however think that early barbs ships should be nerfed just a little.[...]
So far i have corrected the building problems and reduced the barb ship speeds by 1 and removed their first strikes ability.
iTurnPiratesAppear = 30
[..] I am fairly sure this involves "schema's"more of which later. [...] i got some rubbish about schema's
, [...]
Will definitely fiddle with this and delay the appearance of the pirates/aliens.iTurnPiratesAppear = 30
I have absolutely no intentions of messing around with schemas, although some of the things i would like to add to the mod might require it. 2 things that i would like to add are the Super Spies Modcomp and the DCM but i am a long way from even starting to try and add these.I wouldn't mess with schemas, as far as I know, schemas are used to define a well formed XML file, thats why XML errors sometimes appear, not because our modifications are not XML compliant, but because our XML does not comply with the schema.
In other words. The game core surely has a XML parser, and it expects XML files compliant with the schemas, so if you mess around with schemas, you might "confuse" the game engine producing undesired results or even CTDs.
No!Are you sure there is a hard limit of 7? After 7 you will need to modify the religious advisor to show more (in python) but I think that's it.
No!, i'm not sure. I'm not good with Python and wouldn't know where to start looking to even try and increase the number of religions, i know it must be possible because of all the other mods that have added religions to the game. If you can tell me where to start looking i'll gladly give it a go (whilst trying not to break the mod
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# Put everything on a scrollable area
I Know that Starbases have caused me a few problems but as long as you remember that they are both units and terrain improvements at the same time you shouldn't have any problems, if you have changed the names of your starbases into another type of unit then you need to add them into CvFinalFrontierEvents.py & CvGameUtils.py you probably know all this anyway but that's all i've done when making changes and trying things out. Hope this helps.I've got a question about the Spiral Galaxy mapscript. I've tried to include the standard issue, but that doesn't seem to work with MOO2Civ. The B5 version does, but the human player can't seem to build Starbases (whereas the AI definitely can). Do you have any suggestions on how to fix this?
<iAirRange>2</iAirRange> //Ranged attack ... range :)
<iCombat>26</iCombat> //Units normal strenght
<iCombatLimit>85</iCombatLimit> //Maximum damage to deal (can't hurt beyond this point)
<iAirCombat>50</iAirCombat> //maximum % of iCombat to be dealt (???)
<iAirCombatLimit>100</iAirCombatLimit> //100 == can kill
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
[Race Prefix] + [Ship class name] + [Class type]
EA Omega Destroyer
What do you think?![]()