Marshall Thomas
King
- Joined
- Dec 11, 2005
- Messages
- 700
What are some goods XML changes that would make navies more important, especially in the Industrial Era?
See Post #13 in this threadWhat are some goods XML changes that would make navies more important, especially in the Industrial Era?
Thanks, I'm going to use your mod in my upcoming game. I read that it comes with "improved A.I. mod"; in what ways does it improve the A.I.?
Also: how can I use both your naval mod and Lt. Bob's 18+ civilizations mod?
And thanks for making a mod which focuses on a period of history which has always fascinated me.
Also, Lt.Bob's 40civ mod is included with the Wolfshanze Mod... support for 18-40 civs is automatically included in-game... there are several ways to access 18+ civ support...
1) You can go into "Custom Game" and setup up to 40 Civs
2) You can play the included Earth Map scenarios that have 36 Civs in historical locations
3) You can alter the Civ4WorldInfo.xml file up-to 40 civs in the Assets/XML/Gameinfo folder and change the default civ numbers (for the different world sizes) and this will be used in the "Quick Start" generator.
Glad to be of service... if you enjoy the mod enough, it can easily be made to auto-boot to the Wolfshanze Mod whenever you start the game (instructions on the Wolfshanze Mod main page if you're interested).
For example, I'd like to make Granaries and Forges survive capture. In the file CIV4BuildingsInfos.xml, these buildings show a value for <bNeverCapture> of 0 and are liable to be destroyed when I capture the city (and indeed vanish far too often for my liking) whereas Libraries, Universities etc. show 1 and, being culture producers, are always destroyed. But an Academy, also showing 0, always survives. So how would I arrange for Granaries and Forges to share that most useful characteristic ?
All on you... have at it... not really a "Civics" change, but I like playing with "Choose your own religions".Perfect -thanks very much. The only other change I might make before I start is to modify some civics in the XML.
Personally, I really like the "New World" map script (included in the mod). I choose multiple continents with "new world" forced and "Few" Islands... this ensures there will be an "unspoiled" continent or "New World" to discover when you reach Optics and Astronomy, and plenty of ocean and foreign lands where the naval units will come into play. The map script itself is pretty good too IMHO. Your mileage may vary, but I like it.Thanks again; and I think I will change it so that it's made to auto-boot.
...looking foward to playing. What's your favorite map type for your mod?
Still for anyone to say "it's unrealistic", you have to know the unit scale... I'm still waiting for someone to tell me exactly what the unit scale is.![]()
It's really an issue of semantics... I don't have a problem with someone bumping up the carrier capacity to four... not a problem... because we don't know what the scale is... I just took issue with the term "unrealistic" when nobody (you or me) actually knows what the unit scale is.Alright I take back the word "unrealistic." It's really no big deal when it comes to gameplay because Carriers are realtively cheap to build. Siesta Guru has what I think is a good idea of bumping the fighter limit up from 3. Sometimes I type these posts quicky to get my basic point across(that I liked the idea), and I am in no position to speak on what the unit scale is. Perhaps "unrealistic" was a bit strong
Btw, nice American Carrier. The link is not in your signature, is it from the Wofshanze mod?
Personally, I really like the "New World" map script (included in the mod). I choose multiple continents with "new world" forced and "Few" Islands... this ensures there will be an "unspoiled" continent or "New World" to discover when you reach Optics and Astronomy, and plenty of ocean and foreign lands where the naval units will come into play. The map script itself is pretty good too IMHO. Your mileage may vary, but I like it.
The New World map script has been around for awhile, but it is a CUSTOM map script that doesn't come with Civ4 or BtS... I liked it so much, I included it with the Wolfshanze Mod though. I like it because its very customizeable and does a good job with creating continents that aren't as "square" as the default scripts.This "New World" map script is new news to me. If I understand it correctly, it's really the map type I've always wanted. I use to use "terra" maps because I liked the idea of colonization; but the way "terra" maps were implemented was too simplistic and dry. I always play with about 27 different civs and I really didn't like the way that "terra" maps put them all on a single, square-shaped continent. But unfortunately none of the other available default map types offered large-scale colonization.
Wolfshanze: On the New World map example you posted, I really like the way that there's a vertical "Mediterranean Sea" between continents 1 and 2, which are almost separate land masses -but note quite. This is a far cry from the starting situation of "terra maps" with their square starting continent with every civ on it.
Could someone please direct me to a XML-modding tutorial? I don't quite get how it works, and I would like to incorporate changes like
Castles becoming obsolete with steel rather than economics
change some unit characteristics
remove global warming
add production to nuclear power plant and more of that rather basic stuff.