So with your mod you culd start a game with 19 civs + the city states at max?![]()
I think Erik is speaking about the issue where the maximum number of civs in any one game (18) was compiled into the DLL.
Kael, while I do not like the Stack of Doom features of this mod and the unit maintenance fix, I really, really like the promotions. Is there any way you can make a mod with only those please?
Kael, just wondering: is it possible to mod out the 1 upt rule for "civilian" units only, but keep it for military units? (And what tag in what xml file did you modify to break the 1 upt rule anyway?)
<GameData>
<Defines>
<Update>
<Where Name="PLOT_UNIT_LIMIT"/>
<Set Value="999"/>
</Update>
<Update>
<Where Name="MAX_CITY_HIT_POINTS"/>
<Set Value="10"/>
</Update>
<Update>
<Where Name="UNIT_MAINTENANCE_GAME_MULTIPLIER"/>
<Set Value="6"/>
</Update>
</Defines>
</GameData>
You are the 2nd person to request that in this thread. And yes I am looking into releasing a promotion mod, but I'd like them to do more than the existing 7 so I will have to work on it a bit.
Theoretically we could set the unit per tile limit to a given number? I would prefer this over 1 or unlimited.
Also can this be done per terrain, or is it a general setting?
And no, without source code access I don't see way to isolate it just to non-military units (though I think thats a cool idea).
So the SDK doesn't come with the same DLL access we had for Civ 4?![]()
I don't have source code access. With Civ4 it was 6 months or so before source code was released. I believe (but this is just my guess) that Firaxis may want to wait until the code is reviewed and stable (meaning not going through changes) before releasing it.
Kael, are you using beta tools to upload these, or are you using some method which all of us have access to?
I couldn't find what is blocking the ability to raze city states and capitals, is that source code controlled?
if (not pCity:IsOccupied() or pCity:IsRazing()) then
Controls.RazeCityButton:SetHide(true);
else
if (not pPlayer:CanRaze(pCity)) then
if (pPlayer:CanRaze(pCity, true)) then
Controls.RazeCityButton:SetHide(false);
Controls.RazeCityButton:SetDisabled(true);
Controls.RazeCityButton:SetToolTipString( Locale.ConvertTextKey( "TXT_KEY_CITYVIEW_RAZE_BUTTON_DISABLED_BECAUSE_CAPITAL_TT" ) );
else
Controls.RazeCityButton:SetHide(true);
end
else
Controls.RazeCityButton:SetHide(false);
Controls.RazeCityButton:SetDisabled(false);
Controls.RazeCityButton:SetToolTipString( Locale.ConvertTextKey( "TXT_KEY_CITYVIEW_RAZE_BUTTON_TT" ) );
end
end
I think Erik is speaking about the issue where the maximum number of civs in any one game (18) was compiled into the DLL.
How well - if at all - does the AI handle the change from 1upt to multiple units per tile?