SadoMacho
spanker of civilizations
I would still go with build a cathedral, confusian, buddhist,taoist,... This way the UHV will be less deterministic. What if confusianism doesn't spread to your cities?
[OT: Is there a mod--would it be possible to make a mod--in which techs were "lost" if certain buildings and units weren't part of the player's repertoire? That is, if the player discovered Horseback Riding, for example, but went ... oh, let us say thirty turns in a row without a Horse Archer, Knight, Curassier, etc., then he would lose that tech and would have to acquire it again?]
Now my intention wasn't totally to replace a civ. Is there a way to add Korea without replacing a civ?
Kairob you made a good point. Rhye this is an awesome mod, maybe the best one for the game. I know you get these questions in the past, but how did you do the HVs? I currently made a mod called Imperialism and it basically begins in the opening of th 20th Century (1900). I would love to have HVs and the spawning of Civs (Like India to break away from the British Empire). If anyone here wants to work on my mod, I got the map, units, civs, leaderheads, etc. mostly done but I haven't edited Python. I also used the 40 Civ upgrade to make scn but it has been a problem because of the colonies issue (My first game I ran Britain handed all their African cities to a new Korean civ - colony that became their vassal). I even edited Civilopedia as well (this was originally suppose to be a Civ III scn so copy and pasted files I had done for the CivIII scn over to this one). I will allow you to take the credit for the mod.
Note: I have designed to Civ III scenarios in the past and I my mods are designed in a way similar to the Total War series stuck in Civilization (for example the Civilopedia for the Civs reads like a Total War Civ description).
I would still go with build a cathedral, confusian, buddhist,taoist,... This way the UHV will be less deterministic. What if confusianism doesn't spread to your cities?
America gets a missionary at its spawn date based on the prevailing religion of the dominant colonial power in NAmerica. Korea should get the same, based on the prevailing religion of China.Yeah, I dunno. You could say that about any of the religions. Unless you give the player a missionary at the start, it makes the ability to build temples/cathedral in time depend very much on a random element--the spread of a religion to one of your cities.
America gets a missionary at its spawn date based on the prevailing religion of the dominant colonial power in NAmerica. Korea should get the same, based on the prevailing religion of China.
To change the starting location what file/s did you edit?
The way to change the city names is to go to the CityNameManager.py file. This file lays out all of the city locations and their names for each civilization in a grid pattern. To test it out it might be a good idea to replace the Mayan cities completely with Chinese ones for the general location.
To edit the leader names you might have to go to he XML file CIV4LeaderHeadInfos.xml located in the Civilizations folder. I do not know however if a python file overrides this xml document though.
Starting locations: Consts.py. Was that a mistake? Cuz ... it did work. :sweat:
CityNameManager: Yeah, I found that file earlier, and figured it would be the one I had to tackle. Scared the piss out of me to look at it, though.
LeaderHeadInfos: This one has me baffled; I'm not even sure what questions to ask. There doesn't seem to be a lot of modification in that file itself, and I'm assuming that the modifications are to the files that LHI points to. But I can't seem to find where the TXT_KEY_LEADER (etc.) stuff is.
Well, I'll keep poking around ...
open CNM with Excel, much easier
Right now I'm going to concentrate on the basics. For instance, I've been able to change starting techs and starting units, but Workers don't spawn. I hope this amuses the people who know the way this stuff works.![]()
Long story, but easier said than done. Thanks for the tip, though.
Right now I'm going to concentrate on the basics. For instance, I've been able to change starting techs and starting units, but Workers don't spawn. I hope this amuses the people who know the way this stuff works.![]()
I am glad that modding has started.
For workers, did you check the createStartingWorkers function in RiseAndFall.py?
If you can upload the files you edited so far, other people can easily see what is going on and add codes.
Maybe it could be changed in the long run, but couldn't you just make the starting units contain workers for now?