editing units??

artemisarrow

Warlord
Joined
Dec 1, 2003
Messages
181
is it possible to keep settlers from being built? ie, exclude them from the game, if so... how?
i remember back in civ 3 we could dehighlite them or delete them entirely? is there some code to be entered in civ 4 to make then unavailable?
 
Not sure if that's a great idea (maybe the game would crash?), but you could set their prereq tech to TECH_FUTURE_TECH so that they'll never be built after you get your initial one....assuming the game lets you even get that one. Odd request. :)
 
artemisarrow said:
is it possible to keep settlers from being built? ie, exclude them from the game, if so... how?
i remember back in civ 3 we could dehighlite them or delete them entirely? is there some code to be entered in civ 4 to make then unavailable?

Change the iCost of the settler in the CIV4UnitInfos.xml file to -1.
 
lol well id like to do a senario or two and having cities being built when i dont want them to be... turning the settlers off would be ideal..., secondly though if i set it to that tech, is there a way to make that tech unreachable? iknow in civ3 we could limit how far we could advnace in the tech tree... ie in a rise of rome senario, you would not be able to study gunpowder
 
artemisarrow said:
lol well id like to do a senario or two and having cities being built when i dont want them to be... turning the settlers off would be ideal..., secondly though if i set it to that tech, is there a way to make that tech unreachable? iknow in civ3 we could limit how far we could advnace in the tech tree... ie in a rise of rome senario, you would not be able to study gunpowder

If you set the bDisable attribute of a tech to 1 it will be disabled.
 
woodelf said:
I still beat you Kael even if your answer is better!
:D :D
 
I figured it wouldn't be a problem to do either of those, but good to know for sure, especially when you want to create historical scenarios with a limited number of cities. I might have to steal this one for future projects ;)
 
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