Can someone make Alternate Traits for Germany and Ottoman?

domon

Chieftain
Joined
Dec 3, 2010
Messages
12
I always play with Barbarians off, I've tried playing with them on but I can't stand it. Is it just me or do they focus on screwing me over while leaving non-city state AI controlled nations alone. That could just be paranoia but whatever.

The point stands that because of this Germany and Ottoman have worthless traits and I've really been trying to give them new ones. I read the damn tutorials but I can't seem to make any changes that don't cause my game to crash.

Can someone either name a mod that gives them new traits, even if i just assigns them things other factions already have or point me towards a mod that already does this.

I've been trying to make my own civ's for a while now but I still always end up crashing the game so I'm about ready to stop caring about this game.
 
Here you go...

German melee, gunpowder and mounted units get 2 attacks per round. Same unit classes receive the Siege promotion free for Ottomans (renamed Turks for my earth map, you can scratch that stuff) and baracks get +2 culture. Hope it gets you were you want!

Can't seem to upload, so here are the files' content:
Spoiler :
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 2/23/2011 5:31:00 PM -->
<GameData>
<Traits>
<Row>
<Type>TRAIT_BLITZ</Type>
<Description>TXT_KEY_TRAIT_BLITZ</Description>
<ShortDescription>TXT_KEY_TRAIT_CONVERTS_LAND_BARBARIANS_SHORT</ShortDescription>
</Row>
</Traits>

<Leader_Traits>
<Update>
<Where LeaderType="LEADER_BISMARCK"/>
<Set TraitType="TRAIT_BLITZ"/>
</Update>
</Leader_Traits>

<Trait_FreePromotionUnitCombats>
<Row>
<TraitType>TRAIT_BLITZ</TraitType>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<PromotionType>PROMOTION_SECOND_ATTACK</PromotionType>
</Row>
<Row>
<TraitType>TRAIT_BLITZ</TraitType>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<PromotionType>PROMOTION_SECOND_ATTACK</PromotionType>
</Row>
<Row>
<TraitType>TRAIT_BLITZ</TraitType>
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
<PromotionType>PROMOTION_SECOND_ATTACK</PromotionType>
</Row>
</Trait_FreePromotionUnitCombats>

<Language_en_US>
<Row Tag="TXT_KEY_TRAIT_BLITZ">
<Text>Melee, Mounted and Gunpowder units can make 2 attacks per round.</Text>
</Row>
</Language_en_US>
</GameData>
Spoiler :
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 2/22/2011 2:27:01 PM -->
<GameData>
<Traits>
<Row>
<Type>TRAIT_EMPIRE_BUILDERS</Type>
<Description>TXT_KEY_TRAIT_EMPIRE_BUILDERS</Description>
<ShortDescription>TXT_KEY_TRAIT_EMPIRE_BUILDERS_SHORT</ShortDescription>
</Row>
</Traits>

<Leader_Traits>
<Update>
<Where LeaderType="LEADER_SULEIMAN"/>
<Set TraitType="TRAIT_EMPIRE_BUILDERS"/>
</Update>
</Leader_Traits>

<Trait_FreePromotionUnitCombats>
<Row>
<TraitType>TRAIT_EMPIRE_BUILDERS</TraitType>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<PromotionType>PROMOTION_SIEGE</PromotionType>
</Row>
<Row>
<TraitType>TRAIT_EMPIRE_BUILDERS</TraitType>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<PromotionType>PROMOTION_SIEGE</PromotionType>
</Row>
<Row>
<TraitType>TRAIT_EMPIRE_BUILDERS</TraitType>
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
<PromotionType>PROMOTION_SIEGE</PromotionType>
</Row>
</Trait_FreePromotionUnitCombats>

<Buildings>
<Row>
<Type>BUILDING_EMPIRE_BARRACKS</Type>
<BuildingClass>BUILDINGCLASS_BARRACKS</BuildingClass>
<FreeStartEra>ERA_INDUSTRIAL</FreeStartEra>
<Cost>80</Cost>
<GoldMaintenance>0</GoldMaintenance>
<Culture>2</Culture>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<Help>TXT_KEY_BUILDING_BARRACKS_HELP</Help>
<Description>TXT_KEY_BUILDING_BARRACKS</Description>
<Civilopedia>TXT_KEY_CIV5_BUILDINGS_BARRACKS_TEXT</Civilopedia>
<Strategy>TXT_KEY_BUILDING_BARRACKS_STRATEGY</Strategy>
<ArtDefineTag>ART_DEF_BUILDING_BARRACKS</ArtDefineTag>
<MinAreaSize>-1</MinAreaSize>
<HurryCostModifier>25</HurryCostModifier>
<IconAtlas>BW_ATLAS_1</IconAtlas>
<NeverCapture>true</NeverCapture>
<PortraitIndex>5</PortraitIndex>
</Row>
</Buildings>

<Civilization_BuildingClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_OTTOMAN</CivilizationType>
<BuildingClassType>BUILDINGCLASS_BARRACKS</BuildingClassType>
<BuildingType>BUILDING_EMPIRE_BARRACKS</BuildingType>
</Row>
</Civilization_BuildingClassOverrides>

<Language_en_US>
<Row>
<Tag>TXT_KEY_TRAIT_EMPIRE_BUILDERS</Tag>
<Text>Melee, Mounted and Gunpowder units receive the Siege promomotion. Barracks +2 [ICON_CULTURE] Culture.</Text>
</Row>
<Row>
<Tag>TXT_KEY_TRAIT_EMPIRE_BUILDERS_SHORT</Tag>
<Text>Empire Builders</Text>
</Row>
<Update>
<Where Tag="TXT_KEY_CIV_OTTOMAN_DESC"/>
<Set Text="Turkish Empire"/>
</Update>
<Update>
<Where Tag="TXT_KEY_CIV_OTTOMAN_SHORT_DESC"/>
<Set Text="Turkestan"/>
</Update>
<Update>
<Where Tag="TXT_KEY_CIV_OTTOMAN_ADJECTIVE"/>
<Set Text="Turkish"/>
</Update>
<Update>
<Where Tag="TXT_KEY_CITY_NAME_ISTANBUL"/>
<Set Text="Suyab"/>
</Update>
</Language_en_US>
</GameData>
And for some reason a space is added in the <ShortDescription> field. Remove that (BARB ARIANS, SH ORT). Forum being buggy?
 
I always play with Barbarians off, I've tried playing with them on but I can't stand it. Is it just me or do they focus on screwing me over while leaving non-city state AI controlled nations alone. That could just be paranoia but whatever.

It's just you. Barbarians are no more likely to go after you than they would for an AI civ. The difference is that the AI prefers to do something about it; the vanilla AI produces significantly more units than a player does, and moves them around constantly (instead of fortifying them in key locations, to avoid wasting micromanagement time like a Player would). This prevents the barbarian camps near AI civs from lasting long enough to really become dangerous, if they spawn in the first place. After all, Barb camps never spawn in areas you have visibility to, so the AI has enough extra units wandering around outside its border to greatly reduce the available area for camps to spawn. And if one does spawn, it'll be spotted within a few turns, and several military units will converge on its location. Contrast with camps near players, where you might leave it unnoticed for dozens of turns, until it's made three or four dangerous units.

Bottom line: if Barbarians are a problem for you, then it's because you're not playing in a way that deals with them well. For instance, build two or three extra Scouts, parked them on hills in uninhabited areas, and so prevent the camps from spawning in your neighborhood the first place. An early navy helps, too, instead of waiting until Frigates and Caravels to build your first ships like most people seem to do.
 
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