Goody Hut Options...

Dominusprinceps

Chieftain
Joined
Aug 14, 2008
Messages
4
I'm building a scenario, and it hinges on the fact that no one can build more cities. Unfortunately, Goody huts tend to give out settlers and cities occasionally. Does anyone know how I can edit what goody huts do? Or do I just have to clip them wholesale? Thanks.
 
it's a premade map, so right now I just don't have any goody huts at all. What I'm wondering is is there any way to change the possible outcomes of popping goody huts? say if I wanted to keep the free techs, free warriors, maps, barbs, and workers, but disable the settlers and free cities, how might I go about that?
 
@Zebra 9: Is the game info folder dir/conquests/conquests/nameofscenario ? I see the folders for other scenarios but I haven't made one for this scenario. Actually I don't know how to. Or do you mean changing the goody huts for the entire game? if so, where's the XML file I'm looking for?

@Pounder: That's how it's set up at the moment, But the more I've been working on it the more uses I've come up with for goody huts, besides just Little bonuses. They could become integral parts of future scenarios if i can figure out how to tinker with them. If it's even possible. I think I am going to remove expansionist traits though.
 
@Zebra 9: Is the game info folder dir/conquests/conquests/nameofscenario ? I see the folders for other scenarios but I haven't made one for this scenario. Actually I don't know how to. Or do you mean changing the goody huts for the entire game? if so, where's the XML file I'm looking for?

@Pounder: That's how it's set up at the moment, But the more I've been working on it the more uses I've come up with for goody huts, besides just Little bonuses. They could become integral parts of future scenarios if i can figure out how to tinker with them. If it's even possible. I think I am going to remove expansionist traits though.
Afraid it's not possible. Civ 3 has a number of hard-coded things, whilst in civ 4 most things can be modified in XML files. Civ 3 does not have XML files, which is why I noted to Zebra 9 that this was the civ 3 forum rather than the civ 4 one.

I doubt that what you are planning is possible. :(
 
Afraid it's not possible. Civ 3 has a number of hard-coded things, whilst in civ 4 most things can be modified in XML files. Civ 3 does not have XML files, which is why I noted to Zebra 9 that this was the civ 3 forum rather than the civ 4 one.

I doubt that what you are planning is possible. :(

He can still change the civ traits in the editor to have civs not use one of the traits. Just distribute 7 of the 8 traits amongst the civs.
 
He can still change the civ traits in the editor to have civs not use one of the traits. Just distribute 7 of the 8 traits amongst the civs.
Very true, but you can't mod in new effects for the goody huts, only play around with the existing ones. Playing around with some settings in the editor to affect the likelihood of getting barbarians and what unit you might get is as far as you can go.
 
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