Missionary Spawn at the begin of a new game + Religion Advisor images fixes?

SSJSoulstar

Chieftain
Joined
May 24, 2004
Messages
20
Location
Ithaca
I've been tinkering around with the missionaries of all the Religions trying to balance out some innate problems with them being rarely used overall. After tweaking them and eventually had everything done after some trial and error. Using the 7 main Star Wars themed types, I tried to balance each religion/missionary to what they should be overall. The only noticeable bug I've had thus far is the spawning of missionaries at game creation and able to covert your first city into which ever religion the missionary is. This also creates a backlash by disabling that religion from ever having a capital in the process.

Now onto the second item... I've made and altered all the Tech/Religion Icons so that they are all the same, however there are 7 icons which I cannot find a relative file for... These would be within the Religious Advisor window when NO religions are discovered yet. All the religion icons are reverted to the original 7 and no location as of yet as to where these are located. Any help would be appreciated on this.

-- BTW... The 7 SW religions... Jedi, Sith, Alliance, Imperial, Smuggler, CorSec, Pirate... Used the Jedi, Sith, Alliance, Imperial, Smuggler's Alliance, CorSec, and Black Sun icons for the religions... :D

Also changed the religion outputs and building outputs significantly, but not enough to outbalance eachother. (Of course before my recent change, I was in 1467 AD and had all techs researched and 1k per turn in gold... 13k in treasury... Sick no? This was on Noble level!)
 
I might be able to help you with the second problem:

Do you mean the greyed out icons on the advisor screen before the religion is discovered? The graphics file for those are located in the Assets\Art\Interface\Buttons\religions folder, and are named "buddhism_d.dds", "confuscianism_d.dds", etc.

They are exact duplicates of the "buddhism.dds", etc located in the same folder, except that they are in greyscale (black and white) instead of color.

I don't remember for certain, but I don't think you have to tell the game where the religion_d.dds files are in the XML files. You just have to point the game to the religion.dds file using the CIV4ReligionInfo.xml file. Like this:
Code:
<Button>Art/Interface/Buttons/religions/SHINTO.dds</Button>
And if the SHINTO_d.dds file is in the same folder, it should find it.
 
I can help you with the first problem, as I had the same one: I'm betting that your missionaries don't have a tech requirement and are combat>0. The game automatically spawns you with the unit that is the most advanced that you have the tech for (that's been my experience at least) even if they have a relgion or building requirement (very stupid IMO). That's why some civ's get warriors at the beginning and others get scouts. What I did was give them a tech requirement, but you could also (I think) reduce their combat power to 0.
 
Yep both of those worked thanks ^.^ I had to make the _d.dds versions into B&W according to some abstract notation I found somewhere about them being that way. (Maybe you mentioned it accidently?) Changing the tech_req for the religious missionaries seemed to work overall and definately started giving me ideas on my next steps of progression. (Mainly I found you can disable the national limitation or increase/decrease it :D ) Thanks for your help on solving these two issues for me... Now my final question... In CIV 3 I thought there was a sea-faring unit that could conquer coastal cities, and attack them also... For some reason in CIV IV this isn't anywhere close to what it was, and would be interesting to use in some situations. I was wondering if anyone had any ideas how to add in a coastal city raid and not just a 'bombard' to say.... 1 ship?
Thanks.
 
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