Assistance modding Jotnar

zanzertem1978

Chieftain
Joined
Jun 14, 2010
Messages
7
I enjoy playing Jotnar, but would like to mod them a bit. It seems to me they start off way to powerful in the beginning. For example, during my latest marathon speed game, I had 6 Huscarls and 2 Thrall Militia, and my nearest opponent only had 3 Warriors...basically it was easy to steamroll them, and with +110% defense at my main base, I only needed 1 unit to hold the city.

So, if you have time, could someone please assist me with the following items? I am not looking for someone to hold my hand, but a bit of direction would be appreciated :)

1)I'd like to reduce the defensive bonuses of both the Great Hall and Jotnar Staedding. I have located the Staedding in the Civ4buildinginfos.xml file and deleted the 40% defensive bonus reference, but I cannot seem to locate the Great Hall. Can someone tell me what XML file I should be looking in, and what point of reference I should use? EDIT Found them both, thanks =)

2) I'd like to edit the stats of the Jotnar Citizen, but I can't find the unit in the civ4unitinfos.xml file. Am I looking in the wrong place? Can someone tell me what XML file I should be looking in, and what point of reference I should use? EDIT: Nevermind, found it. civ4gametext_jotnar.xml will help a lot for locating units =)

3) I'd like to remove the two starting Tralls. Can someone tell me what XML file I should be looking in, and what point of reference I should use? EDIT: Done!

4) In the build menu, there are two identical build options for Thrall Militia. Any way to remove one of them? EDIT OK I see what is going on, one reference is considered a "worker" and the other is considered a "warrior" I imagine this was done for the AI.

5) Here's a killer: I'd like to remove the free citizen you get on occasion and just make the citizen buildable. Any ideas on how to do this?

6) I'd also like to remove the Citizen's ability to construct improvements, but provide +1 Citizen when garrisoned in a city (aka give +1 hammer). Is this even possible? It makes sense to treat them as a worker type, but their ability to spam improvements so quickly at the beginning of the game is insane. EDIT LOL this is already applied to the unit! Guess I wasn't the only one to think of it!

7) Making the Citizen National units with a limit of 5: I have changed the iMaxPlayerInstances from -1 to 5 but I don't get the "National Unit: 5 Allowed" message in the Citizen tooltip. Any way to tell if the limit has been applied, or is there something else I need to change? EDIT: Nevermind, it shows up in the civopedia but not on the unit, so I guess it's working

I appreciate any help you can give. I'm sure I'll come up with some more questions for modding them too. In the meantime, I'll continue to dig around in the XML files and see if I can find them myself :D

Thanks again,

Chris
 
1] It should be in BuildingInfos, but if you look in CivilizationInfos, under Jotnar, it will give you a list of all their unique buildings. Look for the Great Hall, and search that in BuildingInfos :D

2] For removing the units, go to CivilizationInfos, scroll down to Jotnar, and carry on going until you see the reference to Thralls and Settlers and stuff, just delete the Thrall code :p

3] No idea, sorry :p

4] That would probably require Python work...

5] It should be possible, but I'm not sure how...
 
Thanks for the tips =)

I located the Great Hall and was editing it while you posted, but thanks for the response!

Using your help I was able to locate the Thralls and successfully removed them. Thanks for the direction!

Now, off to see if I can make the Citizen buildable...
 
That's okay :D

Always nice to see somebody giving modding a go :D
 
Well, so far I have found everything except how to make the Citizen buildable and how to remove the random spawning. The spawning I can live with (I can just delete the new units) but how do I make the unit buildable?
 
Without looking at it, you'd need to make it have a positive iCost in UnitInfos.xml; then it would need to have meetable requirements.
 
After some extensive research and forum diving I discovered the iCost thing...but the Citizen is iCost 100 so I kept looking.

After a couple hours testing I discovered that this line was what makes them unbuildable:

Code:
<iMinLevel>1</iMinLevel>

Not sure what that XML tag is even for, but I removed it and now they show up :)

Thanks everyone for the help. Gonna play with my changes for the time being!
 
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