This can easily be done in RiseAndFall.py. Just change the the method createStartingUnits. If you don't know much about modding, the file can be found in C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Gold\Beyond the Sword\Mods\Rhye's and Fall of Civilization\Assets\Python. Open it in notepad and use "find" to get to the correct method. There is a separate method in the same file that creates workers: createStartingWorkers.
To ziamatt: Maybe you could post some screen shots of the different things that happen when you change the starting units. It sounds like a fun experiment
well, I did experiment with this option in RAND. I changed Ethiopia's starting units because in RAND they are utterly unappropriate. They start with 2 archers, 1 axeman and 1 swordsman, but unlike RFC, 99.9% they don't start that near to anyone for needing swordsmen, so I swapped that one with 2 spearmen (Camel Archers invasions). I also changed starting workers from 2 to 3 (they are actually 3 in RFC), because they spawn in desert which has longer building times.
Results: prior to the change, Ethiopia was ALWAYS destroyed early on, during barbarian invasions. With just those 2 spearmen, they are very likely to live through the Middle Ages (and on, if they don't collapse).
Thanks for the help! I haven't been able to give it a try yet, but I have looked at it. One quick question: createStartingUnits doesn't have a way to create starting units for Egypt, India, China, and Babylon. How can I change their starting units?
Thanks for the help! I haven't been able to give it a try yet, but I have looked at it. One quick question: createStartingUnits doesn't have a way to create starting units for Egypt, India, China, and Babylon. How can I change their starting units?
There is another separate method for their starting units: create4000BCstartingUnits. The name is confusing as RFC begins in 3000BC. The units for the starting civs can be changed in the first few lines. I'm not really sure what the rest of the code for all of the other civs is for.
So I have used this function in my modification adding an additional line of code for additional starting units. While it seemed to work before the patch, now if I load up any civ after altering the starting units of just one, I get a 'you have been defeated' message before any auto-turns can occur. The only mod mod I'm running is Panopticon's Reformation. Any help would be appreciated.
Was totally unable to recreate the bug with any combination of modmods. Everything's perfectly alright now. We're fine, we're all fine, here, now, thank you. How are you?
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