Thunderbrd
C2C War Dog
Yeah... I've always had this in mind for once the 1D property feature was developed - overlapping conflicting cultures have been a huge source of revolution sentiment since the dawn of human kind.Also I think as long as the recent suggestion of CypressC is taken account of (multiple cultures will set up the rev level, especially as long as they are founded in the same city (better call it province maybe) as another culture), I gladly withdraw my earlier suggestion that 1 culture per city shall be max as gameoption.
Our animals serve as great examples.Sure but how do add building options to units? I have never done that before.
from Subdue_Animals_CIV4UnitInfos.xml, UNIT_SUBDUED_AARDVARK:
Code:
<Buildings>
<Building>
<BuildingType>BUILDING_GOVENORS_PETS</BuildingType>
<bBuilding>1</bBuilding>
</Building>
<Building>
<BuildingType>BUILDING_GOVENORS_MENAGERIE</BuildingType>
<bBuilding>1</bBuilding>
</Building>
<Building>
<BuildingType>BUILDING_ANIMAL_TOTEM_ANTS</BuildingType>
<bBuilding>1</bBuilding>
</Building>
<Building>
<BuildingType>BUILDING_EARTH_MYTH</BuildingType>
<bBuilding>1</bBuilding>
</Building>
<Building>
<BuildingType>BUILDING_ZOO</BuildingType>
<bBuilding>1</bBuilding>
</Building>
</Buildings>
It'd take me a little bit to catch up on some things before I could commit to that - work has become enormously demanding and I'm still trying desperately to get to a goal I'd hoped to reach by the end of January (my Traits design).Could you set up the files for a test one like for the Neanderthal Culture (BUILDINGCLASS_NEANDERTHAL_EMBASSY) and then I can fill in the rest.
Plus, as Koshling points out, there's some issues with purely making Artists handle this that need to be sorted out. We may want to make the FIRST cultures (Prehistoric age) beyond those base continental ones be assigned with a sort of auto-build mechanism? Or perhaps, yes, a new special "Forefather" Unit that is given for free at Cultural Identity (in the capital) that can initiate a new culture, and nothing else - the Prophet AI would work fine for that. Then from there give the rest to the earned Great Artists.
I CAN pause in my efforts to establish the game option... in fact I'll add it to my weekend's list now. I'll put it in as off and invisible by default so you can simply tweak the GameOptionInfos file whenever you want to test it and once you feel its ready you can turn it visible for the rest of us.
Unlike most of our modder information linked threads, the system was restructured and thus the pertinent information in this thread is at the end where AIAndy explains how to use his system for replacements. At post #22, he begins to explain what he's done (here!). Check that out and see if it answers your questions. The concept of the option edits is explained at the beginning of that thread along with a bunch of stuff on the way I'd originally implemented it.I am not sure how optional setting work. If they get their own mod folder or they just get an additional file in the same mod folder or if it edits the files that have the original info.
Please point me in the right direction on how its done.
I believe, however, that buildings still need to be made available for these replacement definitions.
BTW, they don't NEED to be in modular files but they can be. It doesn't really matter. Basically you're making a new version of the original and telling its definition to replace the original if the indicated game option is on. The replacing entry can be included in the CORE file if you want.
AIAndy's method actually allows for other conditions to make the replacement come into play I believe. But for the most part, its being used for Game Options as triggers.
If you want to see some examples in XML of how its being done now, ls612's Trait set is entirely driven by this mechanism - his module isn't so large that these examples can't be easily found.
Easily? No. Possible yes but it's not a light adjustment so for the 'just to test how it goes' it wouldn't be worth it.Can it be easily made that instead of a great Artist a for each Culture specific unit or even a certain number of units must be comitted to the place the culture can be founded in as long as res and tech requirements are met?
Yeah by making those unbalancing missions have a tech prereq. Perhaps that's the way to go? Make early artists less capable overall? hmm... even a small culture blast would be very valuable to a developing leader though, baiting the player into a bad decision to waste his immediate chance at his first culture. That added set of options would not benefit the future of the culture structure that somewhat depends on all civs GETTING one around the point of Cultural Identity anyhow.Can it be easily made that the ability to settle GP only comes with certain tech (Artists can settle in cities after Music for example) to prevent AI to misuse GP in the early stages when they would not breed enough fluently to meet the windows of opportunity.
It's somewhat the intent of the 1D system to helpCan it be easily made that cultures would be advancing/"upgradeable" much like building pormotions (if that can be merged), for example: train a certain number of specific units or build enough specific buildings of a certain type - much like inherent quests
See the Cultural Heritage project thread. I believe it does encapsulate this concept effectively.Can it be easily made
(ok, ok I stop that nothing of this can be easily made I guess)
that the success of a culture can be measured by certain patterns of the stats?
Also if recent main pray (- the most killed unit) for example are rabitts and bears then you receive a bonus vs the two, as your people know how to deal with them. So the actual strength of the units would change over time. Or you even could get morale drops if you suicide some units too often... why you would have to change your tactis from time to time.