Ricemon
Chieftain
- Joined
- Feb 26, 2008
- Messages
- 71
Questions here related to custom leader text.
So, I understand that in order to generate leader specific diplomacy text (for the example, lets call the leaderhead "Matthew"), the lines would look like this:
Now, WHAT IF I want to do the opposite? Instead of having just ONE LINE specific only to "Matthew", I want to have ONE LINE that every leader would use except for "Matthew". I've tried the following, which didn't work (note how I changed a variable from 1 to 0):
But adding a different leader to specifically use that text solved the problem:
Result was, leader "Matthew" will avoid using that "Refuse to Talk" line, while only leader "Alfred" will use that line.
Problem is, I don't want that line to be specific only to one leader, I want it to function as a generic line, but specific a leader(s) to avoid using it. I hope this is clear.
Second question,
Is there an existing script which enables AI controlled leaders to have unique dialogue based on player's chosen leader?
This might be a bit difficult to explain so I'll try my best here with an example.
I have chosen "Matthew" as my leaderhead and proceed to play a normal game of Civ. As I play, I eventually come into contact with an AI controlled leaderhead, who happens to be Matthew's older brother, Alfred. As I currently see in the unmodded game's XML scripts, Alfred will have the same text for the player regardless of the player's leaderhead. I love to have Alfred say several unique lines acknowledging the fact that the player's leaderhead is his brother. Vice-versa, if the player's leader is NOT Matthew, those unique lines will not be given.
Has it been done before and is this even possible?
So, I understand that in order to generate leader specific diplomacy text (for the example, lets call the leaderhead "Matthew"), the lines would look like this:
Spoiler :
<Response>
<Civilizations/>
<Leaders>
<Leaders>
<Leader>
<LeaderType>LEADER_MATTHEW</LeaderType>
<bLeaderType>1</bLeaderType>
</Leader>
</Leaders>
<Attitudes/>
<DiplomacyPowers/>
<DiplomacyText>
<Attitudes/>
<DiplomacyPowers/>
<DiplomacyText>
<Text>AI_DIPLO_REFUSE_TO_TALK_ALL_NATIONS_1</Text>
</DiplomacyText>
</Response>
Now, WHAT IF I want to do the opposite? Instead of having just ONE LINE specific only to "Matthew", I want to have ONE LINE that every leader would use except for "Matthew". I've tried the following, which didn't work (note how I changed a variable from 1 to 0):
Spoiler :
<Response>
<Civilizations/>
<Leaders>
<Leaders>
<Leader>
<LeaderType>LEADER_TRYING_TO_BE_UNIQUE</LeaderType>
<bLeaderType>0</bLeaderType>
</Leader>
</Leaders>
<Attitudes/>
<DiplomacyPowers/>
<DiplomacyText>
<Attitudes/>
<DiplomacyPowers/>
<DiplomacyText>
<Text>AI_DIPLO_REFUSE_TO_TALK_ALL_NATIONS_1</Text>
</DiplomacyText>
</Response>
But adding a different leader to specifically use that text solved the problem:
Spoiler :
<Response>
<Civilizations/>
<Leaders>
<Leaders>
<Leader>
<LeaderType>LEADER_MATTHEW</LeaderType>
<bLeaderType>0</bLeaderType>
</Leader>
<Leader>
<LeaderType>LEADER_ALFRED</LeaderType>
<bLeaderType>1</bLeaderType>
</Leader>
</Leaders>
<Attitudes/>
<DiplomacyPowers/>
<DiplomacyText>
<Attitudes/>
<DiplomacyPowers/>
<DiplomacyText>
<Text>AI_DIPLO_REFUSE_TO_TALK_ALL_NATIONS_1</Text>
</DiplomacyText>
</Response>
Result was, leader "Matthew" will avoid using that "Refuse to Talk" line, while only leader "Alfred" will use that line.
Problem is, I don't want that line to be specific only to one leader, I want it to function as a generic line, but specific a leader(s) to avoid using it. I hope this is clear.
Second question,
Is there an existing script which enables AI controlled leaders to have unique dialogue based on player's chosen leader?
This might be a bit difficult to explain so I'll try my best here with an example.
I have chosen "Matthew" as my leaderhead and proceed to play a normal game of Civ. As I play, I eventually come into contact with an AI controlled leaderhead, who happens to be Matthew's older brother, Alfred. As I currently see in the unmodded game's XML scripts, Alfred will have the same text for the player regardless of the player's leaderhead. I love to have Alfred say several unique lines acknowledging the fact that the player's leaderhead is his brother. Vice-versa, if the player's leader is NOT Matthew, those unique lines will not be given.
Has it been done before and is this even possible?