How can i get rid of the Manhattan Project/The Internet?

dog11561

Chieftain
Joined
Jan 15, 2011
Messages
12
I'm trying to make a mod that doesn't advance past the Medieval era. I've already got rid of all the units, techs, and buildings that are post-Medieval, but the Manhattan Project, The Internet, and the SS Projects are all still available, from the start of the game... I wouldn't mind, but I was testing my mod, and the other Civ (i was playing a Tiny map) was researching the SS things instead of doing productive things, which made the game so much easier. So is there a way to get rid of The Internet, The Manhattan Project, and the SS things? Thanks in advance.
 
Alright thanks. I was looking in that folder right after posting this but never saw the civ4projectinfo. Thanks for the help.
EDIT: It worked :) Also, how do i get rid of oil, uranium, coal, aluminum, railroads, and any other post-Medieval resources/improvements?
 
For improvements, you can remove in XML\Units\UnitInfos.xml the ability to build these by setting the value to 0 in the workers entry.

I guess making the resources inaccessible is then not really necessary. But the easiest way would probably be to set their discovery tech in XML\Terrain\BonusInfos.xml to future tech, or similar.
 
For improvements, you can remove in XML\Units\UnitInfos.xml the ability to build these by setting the value to 0 in the workers entry.

I guess making the resources inaccessible is then not really necessary. But the easiest way would probably be to set their discovery tech in XML\Terrain\BonusInfos.xml to future tech, or similar.
Okay, thanks. Now i have ANOTHER question. I get an XML error whenever i start up the game because of all the units and stuff i deleted, it doesn't affect the game, it just takes an extra 30sec to start up the game bc of all the XML error popups i have to press "Ok" on. So how do i get rid of the XML errors? Im pretty sure im getting them bc i only deleted the units from the unitinfos and unitclassinfos.
EDIT: The improvement thing worked, the resource thing didn't. I changed the discovery tech to Future Tech, but i deleted future tech. Im gonna try to just delete the resources from the BonusInfos.xml and hope it works.
 
You have to closely look at the exceptions and remove the other references.
e.g. if you remove an unit, this unit might still be mentioned somewhere in e.g. the EvenInfos or EventTriggerInfos.xml, or somewhere completely else.
-> look at the exceptions, note the files, and search them for the problematic entries.
Depending on what you removed, this might be quite a few.
 
You have to closely look at the exceptions and remove the other references.
e.g. if you remove an unit, this unit might still be mentioned somewhere in e.g. the EvenInfos or EventTriggerInfos.xml, or somewhere completely else.
-> look at the exceptions, note the files, and search them for the problematic entries.
Depending on what you removed, this might be quite a few.
I removed every unit that had anything to do with gunpowder (excluding the cannon and frigate), every post-Medieval tech (except for Nationalism and a few others) and all post-Medieval buildings (except one or two), and about 7 resources, so its gonna be a lot :( Can you tell me exactly where to look, I'm new to this. And pertaining to the resource thing, i just deleted the resources and it worked well enough, so I guess I'm learning fast :D
 
Can you tell me exactly where to look, I'm new to this.

References to units can be found in the event files like The_J said, as well as many others such as TechInfos, CivilizationInfos, UnitArtStyleTypeInfos, BuildingInfos, GoodyInfo, and of course UnitClassInfos and UnitInfos (but you already knew that :)). If you remember the names of all the units you deleted, then using the find function in your text editor is your friend, and if not, you can always write down what the XML errors say, since they pretty much tell you where and what is wrong, but that would be quite tedious. :(
 
I dont think my text editor has a search feature (i'm using a Mac D:) Well I don't really mind them, but if I decide to post my mod on here, I'll fix the XML errors. Thanks for the help.
 
I think there already is a mod that prohibits advancement beyond the Age of the Sword. Perhaps you should try to find that instead? Because there is no reason to re-invent the wheel, is there?
 
I think there already is a mod that prohibits advancement beyond the Age of the Sword. Perhaps you should try to find that instead? Because there is no reason to re-invent the wheel, is there?
Well i want to add things as well. Since theres no gunpowder units, I'd like to fill in the unit void with some new units (ex: Dragons, ethnic units, etc) And also I want to make my own mod.
 
Well, one thing you don't want is any kind of error messages. At all. So revert those changes and redo then one at the time. You might even end up with something functional.

Good luck! :goodjob:
 
Back
Top Bottom