Astat
Warlord
- Joined
- May 25, 2002
- Messages
- 169
Dale told me the following:
I searched in the appropriate file and found this entry, which I changed to 1:
So it's apparently just one singular entry that defines all native units..?
Anway, I changed it and started a new game to try it out. At first, I experienced no differences. My scouts kept exploring and visiting native villages, later on I sent in wagon trains to trade with the natives and missionaries to get me some converts. None of them got attacked. I even sent the infamous treasure units accross the continent, past native villages, unharmed.
Only when the cultural borders of my colonies engulfed the first native village and they were like, as always in Colonization 2, "okay so your settlers keep stealing our land.. doesn't matter, we'll just move back to some reservate with horsehockey life conditions", I experienced a different game behavior: The native units where no out in the open, since the village had vanished. I got "enemy units sighted" messages on every turn as the natives moved back to their next village. I challenged them and passed them with unarmed colonists, but they didn't attack.
The warning messages however prove that an AI change did occur.
Another problem might be the fact that the natives never leave their villages for any reason, which seems strange enough by itself.
Open Civ4UnitInfos.xml and find UNIT_BRAVE and UNIT_MOUNTED_BRAVE. Find the tag bAlwaysHostile and change it to 1.
By changing the bAlwaysHostile tag it means they will act more agressively, and may attack your units if they have superiority. So essentially it means your scout could walk past some braves, then one will attack you.
I searched in the appropriate file and found this entry, which I changed to 1:
Code:
<UnitInfo>
<Type>UNIT_NATIVE</Type>
<Class>UNITCLASS_COLONIST</Class>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_DEFENSIVE</DefaultUnitAI>
<DefaultProfession>PROFESSION_BRAVE</DefaultProfession>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_NATIVE</Description>
<Civilopedia>TXT_KEY_UNIT_NATIVE_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_NATIVE_STRATEGY</Strategy>
<bGraphicalOnly>0</bGraphicalOnly>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryProduction>1</bMilitaryProduction>
<bFound>1</bFound>
<bInvisible>0</bInvisible>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bMechanized>0</bMechanized>
<bLineOfSight>0</bLineOfSight>
<bHiddenNationality>0</bHiddenNationality>
[B][COLOR="Magenta"]<bAlwaysHostile>1</bAlwaysHostile>[/COLOR][/B]
<bTreasure>0</bTreasure>
<UnitClassUpgrades/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_DEFENSIVE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_OFFENSIVE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqOrBuildings/>
<ProductionTraits/>
<iAIWeight>0</iAIWeight>
<YieldCosts>
<YieldCost>
<YieldType>YIELD_HAMMERS</YieldType>
<iCost>50</iCost>
</YieldCost>
</YieldCosts>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iEuropeCost>-1</iEuropeCost>
<iEuropeCostIncrease>0</iEuropeCostIncrease>
<iImmigrationWeight>0</iImmigrationWeight>
<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bCapturesCargo>0</bCapturesCargo>
<iWorkRate>0</iWorkRate>
<iWorkRateModifier>0</iWorkRateModifier>
<iMissionaryRateModifier>0</iMissionaryRateModifier>
<TerrainImpassables/>
<FeatureImpassables/>
<EvasionBuildings/>
<iCombat>0</iCombat>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iWithdrawalProb>0</iWithdrawalProb>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainAttacks>
<TerrainAttack>
<TerrainType>TERRAIN_MARSH</TerrainType>
<iTerrainAttack>25</iTerrainAttack>
</TerrainAttack>
</TerrainAttacks>
<TerrainDefenses/>
<FeatureAttacks>
<FeatureAttack>
<FeatureType>FEATURE_LIGHT_FOREST</FeatureType>
<iFeatureAttack>50</iFeatureAttack>
</FeatureAttack>
<FeatureAttack>
<FeatureType>FEATURE_FOREST</FeatureType>
<iFeatureAttack>75</iFeatureAttack>
</FeatureAttack>
<FeatureAttack>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<iFeatureAttack>75</iFeatureAttack>
</FeatureAttack>
</FeatureAttacks>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<DomainMods/>
<YieldModifiers/>
<YieldChanges>
<YieldChange>
<YieldType>YIELD_FUR</YieldType>
<iChange>1</iChange>
</YieldChange>
<YieldChange>
<YieldType>YIELD_SILVER</YieldType>
<iChange>2</iChange>
</YieldChange>
</YieldChanges>
<BonusYieldChanges/>
<bLandYieldChanges>1</bLandYieldChanges>
<bWaterYieldChanges>1</bWaterYieldChanges>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iRequiredTransportSize>1</iRequiredTransportSize>
<iBerthSize>1</iBerthSize>
<iAsset>200</iAsset>
<iPower>50</iPower>
<iNativeLearnTime>-1</iNativeLearnTime>
<iStudentWeight>0</iStudentWeight>
<iTeacherWeight>0</iTeacherWeight>
<ProfessionMeshGroups>
<UnitMeshGroups>
<ProfessionType>NONE</ProfessionType>
<fMaxSpeed>1.25</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_BRAVE</ArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<UnitMeshGroups>
<ProfessionType>PROFESSION_MOUNTED_BRAVE</ProfessionType>
<fMaxSpeed>1.25</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_SCOUT_BRAVE</ArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<UnitMeshGroups>
<ProfessionType>PROFESSION_ARMED_BRAVE</ProfessionType>
<fMaxSpeed>1.25</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_ARMED_BRAVE</ArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<UnitMeshGroups>
<ProfessionType>PROFESSION_ARMED_MOUNTED_BRAVE</ProfessionType>
<fMaxSpeed>1.25</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_MOUNTED_BRAVE</ArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
</ProfessionMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
So it's apparently just one singular entry that defines all native units..?
Anway, I changed it and started a new game to try it out. At first, I experienced no differences. My scouts kept exploring and visiting native villages, later on I sent in wagon trains to trade with the natives and missionaries to get me some converts. None of them got attacked. I even sent the infamous treasure units accross the continent, past native villages, unharmed.
Only when the cultural borders of my colonies engulfed the first native village and they were like, as always in Colonization 2, "okay so your settlers keep stealing our land.. doesn't matter, we'll just move back to some reservate with horsehockey life conditions", I experienced a different game behavior: The native units where no out in the open, since the village had vanished. I got "enemy units sighted" messages on every turn as the natives moved back to their next village. I challenged them and passed them with unarmed colonists, but they didn't attack.
The warning messages however prove that an AI change did occur.
Another problem might be the fact that the natives never leave their villages for any reason, which seems strange enough by itself.