GeoModder
Deity
- Joined
- Nov 29, 2005
- Messages
- 7,512
Some quick comments. More later.
I'm not really sure what Rubin's view on bases is, that is if the absence of tiny buildings is intentional or not.
For instance here he says "I could not avoid to change the models to include empty space, because otherwise the Peacekeeper texture would mess with the University texture (I fixed a few domes as well)." Does the need for "empty space" for some reason have to do with the absence of tiny buildings? I haven't got a clue. As usual, I don't have a clue what people are talking about when discussing citysets.
Well, having open-spaced bases is what I remember from the last discussion with Rubin I participated in on this subject. If you're happy with it I'll just leave it as is and copy the xml for the other factions.
I'll release a new patch today or tomorrow.![]()
With my changes, I hope?

I figured I'd just add new eras. I assume removing all references to the old ones would be more work than just leaving them in place. Or am I wrong in this regard? In any case, the "ancient" era definitely needs to stay as that's where all techs belong to.
Hmm, that could be definitely cool. I always found it a little ridiculous for instance the first thing the Peacekeepers built after Planetfall was a Taj Mahal lookalike. Talk about white elephant projects... I guess the Greenhouse nif could also be used for early city looks.Anything else?
Plus I was thinking of making two eras for technology anyway. That way the player could start a game with the Pirates and Angels in the second era. Though I'm not sure how yet if that could work. Link for background reference.
I'm not sure how a second set of twelve eras would work though. Is there enough art for this??Besides, as the game progresses and bases become bigger, I guess bases become more impressive looking automatically anyway.
Okay. So you need the Ancient era (you know you can rename it with the second line of the paragraph, don't you?), 12 era's after that, one for each faction, and I suppose one more era (future era at present) for the last future tech of the techtree. The second set of 12 era's would be for a graphic transition from prefab stuff to faction-specific art. But that's not really necessary and avoiding it makes things simplier for the python call to new era for each civ you plan on. As on your Angels/Pirates/... idea, there's the colony code that lets new civs start with the agreement of the "home" civ. Perhaps this code is transfereble to a non-voluntary situation.
I had a look. The only base facilities which are definitely not needed and I should remove are the "Nerve Staplers" and the Soil Enricher". Probably the "Biosphere" as well, though I might still use that name. There are a whole bunch of other unused base facilities in the XML files. They have as their tech prereq TECH_NEVER. Those I *might* use after a tech tree review, but I'm not entirely sure yet.
It's the nature of modding however that content gets added, balanced or remove all the time, including some facilities (though the ones you already put in LSystem are an assured value of course). Therefore an LSystem which doesn't require me calling on you every time I add a base facility would be preferable of course.
So I'm wondering, if I add a new facility, can I just eg use LSYSTEM_CRECHE for that facility as well, and will that work correctly?
The way you added building LSystems to the file kinda looks understandable to me in fact. Who knows, mimicking what you've done, who knows I might be able to add a new facility to the LSystem file myself.![]()
I noticed quite a few "Tech_Never" entries in the BuildingsInfos. Okay, then I only link up art to the ones with a tech prerequisite.
For adding new art to new facilities, it's best if you copy a previous entry in the CIV4ArtDefines_Building file, and give a similar name to the Lsystem tag as in the type tag after the initial keyword (ART_DEF_BUILDING_ and LSYSTEM_). Using this system frees the art from being restricted a single size on the game screen (ie the 3x2 size of the HQ). The only thing you need to do then is make an entry in Civ4CityLSystem file to the proper building leafnode (do a search for "LEAF [number]x[number] BUILDINGS" in this file), and there you have your art, hopefully in a leaf slot with the proper size (meaning it doesn't crop in adjacent facilities/city buildings

It's the HQ which adds the GO to all bases as a free building, including the capital. Trying to do the same thing in python, I'd probably have to account for all kinds of special situations like bases being captured, the GO being able to be destroyed by spy missions etc. I'd like to avoid that if possible.
But why do you want the GO away in the capital? If you don't want two big buildings in the capital, perhaps the HQ could be turned into some tiny building??
Your call. I just thought it a bit inefficient, that's all.
All effects currently given by the faction-specific HQs could be given to the GO as well. Well, with one exception. I heard that the city defense bonus given by Chichen Itza can never be removed by bombardment. Unlike city defense boni given by local buildings of course. So I figured for the Hive it would fit best if their defense bonus was given globally by the Headquarters building. Kinda hard to break underground bases by surface bombardment.
Okay, this means I need to relink the HQ art. Now I linked it to the main HQ xml entry because I couldn't see any differences between the faction HQ's. But if you indeed plan to give specific properties to some of the HQ...
Thanks! I have downloaded it but not yet tested in-game.
It looks awesome though on the screenies. And your screenshot includes University buildings I have never seen before.Are there others which haven't been shown on the screenshots in this thread yet?
Don't you have the GameBryo Scene Viewer installed? You can open niffiles with it when you put a copy of the boundshape file in the same location as a niffile. Together with the NifSkope viewer you have all the tools for doing some basic tinkering with art files.
As on testing, know that I linked the modern harbor art to the Naval Yard and a rusty wall from the FuryRoad mod to Perimeter Defense. Those still need to be tinkered with, especially the PD since it shows as red lines for some reason in Planetfall.
Btw, where did you get the satellite from??
Oh, that's the ISS model that can be found in the CFC database. I'm keeping more or les tabs of what's been uploaded for civ4. For you knowledge, there's also a "Rod's from God's" satellite model in it that could be used as a sort of Orbital Defense Satellite IF you ever found a XML/Python/SDK way to make it destroy certain base facilities like Solar Power Transmitters.

After linking art to the facilities for the University, I plan to link proper art to those farms/settlements and such in the PlotLSystem file. Once a faction is complete there's a base for copying all the stuff to other factions at will.
