Broken Star modding

Baron03

Baron
Joined
Nov 7, 2010
Messages
330
I made some minor changes to the Broken Star mod, and I'm looking to do a little more. But I need some help.

I added two additional Military District Civs, and may add another but their score appears as zero on the main screen (scoreboard) and they're it listed on the victory screen info.

Is there anything that I can do about that?

Also, is there a way to make a building or unit disables for an AI player? Say a settler or airport? I'm trying to disable an AI player from creating both.

Edit: I rearranged the team and players IDs, and I also fixed a few python values. So the scores appear correct now!
 
Also, is there a way to make a building or unit disables for an AI player? Say a settler or airport? I'm trying to disable an AI player from creating both.

One way is to set the Unit or the Building's :hammers: cost to -1 in the XML. (iirc the "animal" units were coded like that)
The problem is, this will apply to the human player as well...

If you're doing Python stuff for Broken Star, be sure to remove the unit-spawn code for the Rebel Civ.
After the update in 3.19 (maybe 3.17), each turn the Rebel civ gets Units in every single city. This is what's causing them to be ridiculously overpowered.
 
Yeah, I was trying to avoid affecting the human player, but I'm satisfied with the changes that I've made.

I was paranoid about the massive unit spawns whenever I tried taking a city. Thank you for pointing it out! To counter that I simply removed the airports in all rebel cities so they couldn't be airlifted (I think that was part of the overpowering) . On the subsequent test runs it gave the human player a decent advantage..
 
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