But we simply still have more Bonus Ressources that are missing animations.
MightyToad, have you thought about posting these in the database? More people could find them there.
Thanks a lot.Here you are.
That "everything" (including all Bonus Resources available) more or less sounds like a complete mod already?Someone needs to set up a module with everything (tobacco, cotton, ect) including the pedia and fonts and XML stuff.
GimmeJust let me know if you want to have that stuff.
Please tell me what you want me to give you more specifically.Gimme
<BonusInfo>
<Type>BONUS_SHEEP</Type>
<Description>TXT_KEY_BONUS_SHEEP</Description>
<Civilopedia>TXT_KEY_BONUS_SHEEP_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_BONUS_SHEEP</ArtDefineTag>
<BuildingType>BUILDING_BONUS_SHEEP</BuildingType>
<YieldChanges>
<YieldIntegerPair>
<YieldType>YIELD_SHEEP</YieldType>
<iValue>2</iValue>
</YieldIntegerPair>
</YieldChanges>
<iHealthEffectFromRessource>0</iHealthEffectFromRessource>
<iAIObjective>0</iAIObjective>
<iPlacementOrder>2</iPlacementOrder>
<iConstAppearance>15</iConstAppearance>
<iMinAreaSize>2</iMinAreaSize>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<Rands>
<iRandApp1>15</iRandApp1>
<iRandApp2>0</iRandApp2>
<iRandApp3>0</iRandApp3>
<iRandApp4>0</iRandApp4>
</Rands>
<iPlayer>0</iPlayer>
<iTilesPer>8</iTilesPer>
<iMinLandPercent>0</iMinLandPercent>
<iUnique>1</iUnique>
<iGroupRange>0</iGroupRange>
<iGroupRand>0</iGroupRand>
<bArea>0</bArea>
<bPeaks>0</bPeaks>
<bHills>1</bHills>
<bFlatlands>0</bFlatlands>
<bNoRiverSide>0</bNoRiverSide>
<bRiverSideOnly>0</bRiverSideOnly>
<bCoastalLandOnly>0</bCoastalLandOnly>
<TerrainBooleans>
<TerrainBoolean>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_SAVANNAH</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_SHRUBLAND</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_PLAINS_FERTILE</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
</TerrainBooleans>
<FeatureBooleans>
<FeatureBoolean>
<FeatureType>FEATURE_LIGHT_FOREST</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_LICHEN</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_MOSS</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_THICKET</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_LUSHGRASS</FeatureType>
<bFeature>0</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_MEADOW</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_SHRUB</FeatureType>
<bFeature>0</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_TAR_PIT</FeatureType>
<bFeature>0</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_CRATER</FeatureType>
<bFeature>0</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_IMPASSABLE_MOUNTAIN</FeatureType>
<bFeature>0</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_ROCK_FORMATIONS_DESERT</FeatureType>
<bFeature>0</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_ROCK_FORMATIONS_TEMPERATE</FeatureType>
<bFeature>0</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_ROCK_FORMATIONS_POLAR</FeatureType>
<bFeature>0</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_SALT_PAN</FeatureType>
<bFeature>0</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_SALT_DRAINAGE</FeatureType>
<bFeature>0</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
<bFeature>0</bFeature>
</FeatureBoolean>
</FeatureBooleans>
<FeatureTerrainBooleans>
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_SHRUBLAND</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_PLAINS_FERTILE</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_SAVANNAH</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>
</FeatureTerrainBooleans>
<bUseLSystem>0</bUseLSystem>
</BonusInfo>
Yeah, I can just swipe what I need from git if and when that happens. BTW the boar nif is empty.But be aware that there are big differences in XML of Civ4Col and Civ4BTS.
What do you mean with "empty"?BTW the boar nif is empty.![]()
I am looking for a graphic (maybe converted from Railroads) which can be used for the transsibirian railroad. It is for a building/wonder, so animations are not needed. I would prefer an engine like this:
Hi guys,
just in case this might be interesting for Civ4BTS modders, I leave this here as well.
(It is really good quality considering the textures and almost a pitty if nobody would like to use it.)
Spoiler :
![]()
It is again a converted Unit graphic from Caveman2Cosoms.
(So skeleton and such most likely is unusable for any animation.)
It is pretty great texture quality but probably needs to be redone completely otherwise.
Maybe some other Civ4BTS modder might want to use it and have it animated.
To avoid unnecessary efforts:
I can not use it for our WTP, because there were no Wild Boars in the Americas before the Europeans arrived.
So unless anybody else wants to use it, please do not invest efforts to animate it in vain.
It only makes sense to animate it if somebody else wants to actually use it in his mod.
----
[/SPOILER]
The mounted braves do not exist from the beginning. Thus there is no inconsistency or immersion break there.... but then in that case you should not have mounted braves because horses were also not there.
I thought about doing exactly that and may implement it as a Python event.... but some of the pigs escaped captivity and over time morphed into the famous razorbacks. Maybe you could have them not appear until a particular time passes.
By the way, simply call me "ray", that is what I got used to, since everybody calls me like that since many years.Herr Stuttgart,
I wonder is someone would be interested in creating a cityset based on the architecture of the US-South states before the civil war:
![]()
Also, I would like to ask for a wild west city set.
![]()