Zuul said:You should add another type of Helicopter/Gunship (the later one faster and more strength).
good pointZuul said:Not "or" but "and".
chas1951 said:Just one suggestion/request, is there anyway to remove the hard cap for Xps against the barbarians? I normally like to play a custom game with Raging Barbarians checked(makes you play an entirely different stategy), but I dislike the fact, that you can't receive any additional Xps for defeating barbarians after 10 Xps.
Rock on GeneralMikeIIIGeneralMikeIII said:Go through C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Composite Mod v1.6\Assets\XML (that's just a cut-and-paste of what it is on my computer, but it should be about the same on yours). Open the "Global Defines" with a word editor (I use Notepad, keeps things simple). There is one line that says "<DefineName>BARBARIAN_MAX_XP_VALUE</DefineName>" and under that is "<iDefineIntVal>10</iDefineIntVal>." Change that ten to some really big number, and presto, no more XP cap (well, this won't actually remove the cap, just makes it so you probably won't be affected by it).
I'm in the same boat as you. I don't usually wage too many wars, but I like beating up on the barbarians. It got boring when I couldn't upgrade my units anymore. I took an hour one night browsing the files for a way to fix it, and I finally found it.
Tried out the change, and it works, sort of. While you can get the extra Xps over the 10 Xp hard cap, when you upgrade the unit, it reverts back to the hard cap for the upgraded unit. That unit can now exceed the cap, but will go back again when it gets upgraded again. As a control, I inserted a Navy Seal through world builder to see if it was an Era related issue. The Seal never loses its Xps, since it is never upgraded. Any ideas as to how to keep the Xps when upgrading???chas1951 said:Rock on GeneralMikeIIIJust completed it and can't wait to try it out. Thanks a million
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chas1951 said:Tried out the change, and it works, sort of. While you can get the extra Xps over the 10 Xp hard cap, when you upgrade the unit, it reverts back to the hard cap for the upgraded unit. That unit can now exceed the cap, but will go back again when it gets upgraded again. As a control, I inserted a Navy Seal through world builder to see if it was an Era related issue. The Seal never loses its Xps, since it is never upgraded. Any ideas as to how to keep the Xps when upgrading???![]()
Thanks again GeneralMikeIIIGeneralMikeIII said:Yeah, I had the same problems, but Exavier said he was going to bump the upgrade cap for his next release (or maybe it was Zuul in his promotions mod...I can't remember which). Anyway, I heard the release of the mod was delayed so I checked it out myself. In the same file you edited to get rid of the barbarian XP cap, there is a line "<DefineName>MAX_EXPERIENCE_AFTER_UPGRADE</DefineName>" and under it "<iDefineIntVal>10</iDefineIntVal>." Just change that ten like you did with the one for the barbarian XP cap and you should be good to go.![]()
I also found "<DefineName>ANIMAL_MAX_XP_VALUE</DefineName>" when I was looking around. The line under that lets you change the XP cap against animals from the default of 5 to whatever you want.