star15389
Prince
- Joined
- Sep 7, 2008
- Messages
- 493
I've been playing this mod for a long time, sadly only on Vanilla, and I've been trying to edit a few things, specifically:
I've been trying to change the starting units for Rome, Arabia, and Mongolia. I've found the part of the Python where it looks like this would be done, a file called RiseandFall.py. The lines typically look like this:
utils.makeUnit(con.iPraetorian, iCiv, tPlot, 4)
It's obvious enough that the four at the end tells the computer how many units to give the Romans, but whenever I change that number it makes the game start out saying I've been defeated. Changing it back and loading again doesn't fix it; I have to delete the whole mod and re-download! Is there another file hidden away in the DDS that makes this unchangeable somehow?
I have no idea how to do this, but how would I make it so Arabia starts off with some Great Merchants and/or the Masjid al-Haram already built in Makkah (or with a Great Prophet to build it)? I figure if we give the AI some more gpt it might actually consider conquering something without worrying about killing its economy.
How do the dynamic resources work? I've figured out that the file is Resources.py, but I can't make it make new ones. I'd like to add silks that would appear around 1200 in northern Italy and 1500 around Lyon to represent the creation of silk industries in those places (and help France's happiness, hopefully enough to convince Napoleon to actually get rid of Hereditary Rule before 1900 and get enough research from Representation to not still be decades away from Industrialism when the German tanks start pouring across the border), a rice that would appear in South Carolina around 1650 to represent their rice plantations, a dye in Georgia to represent indigo cultivation towards the end of the 18th century, and a silk around New Orleans in 1800 to replace the cotton that isn't in Vanilla.
I've been trying to change the starting units for Rome, Arabia, and Mongolia. I've found the part of the Python where it looks like this would be done, a file called RiseandFall.py. The lines typically look like this:
utils.makeUnit(con.iPraetorian, iCiv, tPlot, 4)
It's obvious enough that the four at the end tells the computer how many units to give the Romans, but whenever I change that number it makes the game start out saying I've been defeated. Changing it back and loading again doesn't fix it; I have to delete the whole mod and re-download! Is there another file hidden away in the DDS that makes this unchangeable somehow?
I have no idea how to do this, but how would I make it so Arabia starts off with some Great Merchants and/or the Masjid al-Haram already built in Makkah (or with a Great Prophet to build it)? I figure if we give the AI some more gpt it might actually consider conquering something without worrying about killing its economy.
How do the dynamic resources work? I've figured out that the file is Resources.py, but I can't make it make new ones. I'd like to add silks that would appear around 1200 in northern Italy and 1500 around Lyon to represent the creation of silk industries in those places (and help France's happiness, hopefully enough to convince Napoleon to actually get rid of Hereditary Rule before 1900 and get enough research from Representation to not still be decades away from Industrialism when the German tanks start pouring across the border), a rice that would appear in South Carolina around 1650 to represent their rice plantations, a dye in Georgia to represent indigo cultivation towards the end of the 18th century, and a silk around New Orleans in 1800 to replace the cotton that isn't in Vanilla.