Editing Units

maynardsthirdey

Chieftain
Joined
Jul 10, 2006
Messages
15
In Civilization III, you could edit the rules of the game and change the amount of moves that units had or change the amount of turns it took for a worker to accomplish a certain task. I miss that feature in the map editor for Civilization IV and I was wondering if there is any way to edit units like that.

Thanks
 
maynardsthirdey said:
In Civilization III, you could edit the rules of the game and change the amount of moves that units had or change the amount of turns it took for a worker to accomplish a certain task. I miss that feature in the map editor for Civilization IV and I was wondering if there is any way to edit units like that.

Thanks


try this tutorial:

http://forums.civfanatics.com/showthread.php?t=139721


or this one

http://forums.civfanatics.com/showthread.php?t=148507

(mainly focuses on New Civs but also explains how to do UU)


this explains the XML files (taglines)

http://civ4wiki.com/wiki/index.php/Xml_files

or this

http://modiki.apolyton.net/index.php?title=Reference_xml

(not as in-depth but has some good info too)
well try those for starters...

then post when you need more info :goodjob:


(I got plenty of tutorials/infos/resources to keep you busy :crazyeye: )


Hope that Helps ;)
 
Thanks!:goodjob:

Is there any way to edit the technology for only myself? Can I change the speed of technological advancement just for player 1?
 
maynardsthirdey said:
Thanks!:goodjob:

Is there any way to edit the technology for only myself? Can I change the speed of technological advancement just for player 1?

well if your talking about research (increasing/decreasing beakers)

you can do that in the CIV4HandicapInfo.xml File

(refer to the references previously posted by me for XML Tagline explanations in that file)


(just remember to pick the correct level that you edited :mischief: )



NOTE: REMEBER to copy original files... and EDIT COPIES ONLY!!! :goodjob:


(either put the edited files in a new/existing mod or custom assets folder)


Hope this helps ;)
 
How do I know what to set the "ResearchPercent" to? If I set it really high, will my research move very quickly, say one tech per turn?


Thanks!
 
maynardsthirdey said:
How do I know what to set the "ResearchPercent" to? If I set it really high, will my research move very quickly, say one tech per turn?


Thanks!


Im not sure but I believe 100 is default

higher numbers = slower research
lower numbers = faster research

again I am not sure...

but since I already posted about this
see this post:

(I am too lazy to type it out again :mischief: )


Officer Reene said:
...I think the question about:



I think if you increase the number it slows down the research

Im not sure though :mischief:

I found the answer in one of the references above here:

http://modiki.apolyton.net/index.php?title=GameSpeedInfo


it is not the same file... but I think if you check all the XML files related to construction/build/research/growth...

they are all similar in number defintions...

the best way to find out...

1)
a) play the vanilla version
b) research a tech (noting the turn cost amount)
c) exit game

2) edit the CIV4erasinfo.xml (COPY NOT ORIGINAL)
a)change the industrial/modern starts to a large or smaller number (vastly different than the vanilla version)

<iResearchPercent>100</iResearchPercent>

like using 25 or 500 as a number!

b) restart game and research same tech in 1b)
c) note the turns cost amount

and there you have your answer :crazyeye:

hope that helps ;)


well any other questions? :goodjob:
 
Thanks for being patient and responding to my questions. And now just one more. Will changes in the Handicap file affect the AI players?
 
maynardsthirdey said:
Thanks for being patient and responding to my questions. And now just one more. Will changes in the Handicap file affect the AI players?


I dont think directly you can affect the research for AI

but you can affect the AI Build/construct/wonder construct/growth percents

(look at the references I gave you and they explain many of the taglines :mischief: )


usually any tagline with <AI> affects AI only, any tagline without AI only affects human players (in relation of integer tags <i> as opposed to boolean tags <b>
 
Editing the research rate does affect the AI but that is easily solved by playing the game on a different difficulty setting than the AI.
 
maynardsthirdey said:
Editing the research rate does affect the AI but that is easily solved by playing the game on a different difficulty setting than the AI.


Im not certain...

If you increase/decrease human player research... that would inadvertantly affect AI since it will be better/worse for the AI depending the rate of human research

therefore you can affect AI research in that way...I think...

anyway... glad I could help :crazyeye:
 
ichiro51 said:
okay i have noticed officer reene answers all questions so i want to know how to edit units....


Well I can mainly answer XML questions (and some basic reskinning questions) I dont know all the answers but I try to help out :mischief:



ichiro51 said:
i went to civ 4 custom assets then xml and finnaly units but there was nothing in that folder

now if you want to edit the vanilla (original) xml files

you need to go to your Assets folder:

path:

[civ4 name]\assets\xml folder


the custom assets folder are only where you put your custom/unique/downloaded files that override the "vanilla" assets folder...

therefore if you didnt put anything in them... there wont be anything there... :lol:

the best thing to do is to copy the respective XML files in the "vanilla" (original ) assets folder and put them in the custom assest folder... then edit the copies...never the original!!!

remember to create the correct path/folders in the custom assets folder....
for example

when you take a file out of the \assets\xml folder

make sure you have the correct path in the customassets folder:
customassets\xml folder


the basic unit files are found in this path:


assets\XML\units folder


the files are:

CIV4UnitInfos.xml
- defines units/unique units/traits/bonuses/etc
CIV4Unitclassinfo.xml - defines whether it is a national unit/regular unit/limited amount of unit (like spies)/etc


I like making a mod with the appropriate folder paths (where I can load the mod upon start up - two ways to do that :p ) rather than using custom assets folder... but it's your preference


NOTE: here is a neat little program to edit XML and Python files:


http://notepad-plus.sourceforge.net/uk/site.htm

it is called notepad+ and it uses different colors to make it easier to read (and code) files :D

it has a rudimentary XML tagline checker too!


Hope that helps! ;)


PS use the links above for more info about Editing XML and creating Unique/custom units/civilizations/wonders/buildings/etc :crazyeye:
 
maynardsthirdey said:
Is there a way to edit bombers to make them go on more than one bombing mission?


Im sure there is a way with python or SDK...

but I am unsure about XML...

there is a promotion that allows certain units to attack twice (blitz)

but since bombers are not allowed to have promotions (or xp for that matter) and go under a different AI tag than other units... I am not sure if you can do it in XML at all...

since I am not a python or SDK coder I couldnt help you there

sorry
 
maynardsthirdey said:
Could I add the promotion under the unit in the XML file?

I dont know :(

there is a tagline for blitz... But I think that only applies to land/sea non-human units

but I still dont think you do it anyway since air units (besides gunships) do not get promotion or xp :sad:

and now since civ4wiki is down..... :(
 
how about to set the movement of the bomber from 1 to 2?
 
I think (not sure) that by changing the Bomber's moves to 2, you can have it do 2 bombing missions per turn. The reason I say this is a quick look at the CvUnit.cpp file (in the SDK) shows that after a bombing run, the unit's moves increments one. So, I would think that if you change the bombers <iMoves> tag to two that would work. I haven't tried it though.
 
it works. i've just tested it. you can do 2 bombruns, 2 recon missions, 2 rebases, or a mix of 2. :)
 
0d1n3oo3Broad said:
it works. i've just tested it. you can do 2 bombruns, 2 recon missions, 2 rebases, or a mix of 2. :)


now the big question... does the AI know it can do that also? :crazyeye:
 
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