Justinian519 said:
...1. How do you cap the tech tree?...
if you mean stopping certain techs to be researched...
I believe if you go to the CIV4TechInfos.xml there is a tag line that says something like
<bDisable>0</bDisable>
in each tech info
that makes that tech unresearchable
0 = NO 1 = YES
I believe you have to change each TECH that you want unresearchable to the value 1 in that tag line
this will prevent certain techs to be researched, thus "capping" your tech tree
***Make sure you copy the original Tech XML File and place it in your mod... then edit the copy!
Justinian519 said:
2. How do you make the game end on a certain date (say 1193-1400AD)?...
I believe some of this can be done in the CIV4GameSpeedInfo.xml
I think you can set the year where you end....
for example
<GameTurnInfo>
<iYearIncrement>20</iYearIncrement>
<iTurnsPerIncrement>25</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>10</iYearIncrement>
<iTurnsPerIncrement>50</iTurnsPerIncrement>
</GameTurnInfo>
the first part 20 years x 25 turns = 500 years
the second part 10 years x 50 turns = 500 years
therefore you can set up increments to your desire
at the end all years x turns = end of your game time period
for example if you look at the GAMESPEED_NORMAL tag lines (data) in the CIV4GameSpeedInfo.xml you will see after multiplying all the years by turns... then adding all the increments you will get to 2050 AD
(REMEMBER the game starts at 4000 BC so make appropriate adjustments)
If you change the (years x turns) increments (or removing some increments)
to equal the year you want to end on (1400 AD)
I am not sure how to get it to start at 1193 AD (since default is 4000 BC) however you can check/ask other modders and their scenarios to see how they did it....
or you could just make one increment that adds to the year you want...
Im not sure but it would look something like this:
<GameTurnInfo>
<iYearIncrement>5193</iYearIncrement>
<iTurnsPerIncrement>1</iTurnsPerIncrement>
</GameTurnInfo>
which means after the 1st turn it would pass 5193 years
(5193 - 4000 (BC) = 1193 AD)
Im not sure ... but as long as my math is ok... I think that should work
then add more increment taglines to define how the rest of your turns/years will add up to get to your 1400AD time line...
(Check the vanilla versions in this file for examples and reference)
Justinian519 said:
3. How do you remove the wonders prior to the starting date of the scenario?...
not sure exactly what you mean here..
but if you go to CIV4BuildingInfos.XML file and search for the wonder... you can define what TECH is required to create that wonder...
for example:
<BuildingClass>BUILDINGCLASS_STATUE_OF_LIBERTY</BuildingClass>
<Type>BUILDING_STATUE_OF_LIBERTY</Type>
...
...
...
<PrereqTech>TECH_DEMOCRACY</PrereqTech>
this says that you need the TECH_DEMOCRACY to build the Statue of Liberty
lets say you wanted to change this to Code of Laws Tech
then change it to TECH_CODE_OF_LAWS
of course if you dont want to have this wonder at all...
then you need to edit a COPY of this file (and place in the correct mod folder)
CIV4BuildingClassInfos.xml file
search that file for (for example purposes) Statue of Liberty
and you find this:
<BuildingClassInfo>
<Type>BUILDINGCLASS_STATUE_OF_LIBERTY</Type>
<Description>TXT_KEY_BUILDING_STATUE_OF_LIBERTY</Description>
<iMaxGlobalInstances>1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iExtraPlayerInstances>0</iExtraPlayerInstances>
<bNoLimit>0</bNoLimit>
<DefaultBuilding>BUILDING_STATUE_OF_LIBERTY</DefaultBuilding>
<VictoryThresholds/>
</BuildingClassInfo>
change all values to 0 where no one can make this wonder
Justinian519 said:
4. How do you make events so that one nation declares war on another at a certain date?...
sorry not sure about this
hopefully someone else can help you
Justinian519 said:
5 How do you increase the cost to make settlers?...
go to the
CIV4UnitInfos.xml File
open it and look for "unit_settler"
find the tagline that says:
<iCost>100</iCost>
and change that amount to amount of production cost (hammers) you want it to be...
NOTE: PLEASE COPY ALL ORIGINAL FILES BEFORE EDITING THEM
Make sure you make the correct Folder Paths in your Mod folder and add those XML files to the corresponding folders (it wont work right if you dont!)
there might be easier ways to solve your problems... Im just giving the ways I would do it....
Also... it may take some trial and error to get it right!
Hope this helps!