jenks said:cant seem to get it to work either in the privateers mod or on its own ...
... Using the 0.3 Warlords version, its AD 500 on raging barbarians and still yet to see a barbarian ship with or without crew ...![]()
What era are you in?
jenks said:cant seem to get it to work either in the privateers mod or on its own ...
... Using the 0.3 Warlords version, its AD 500 on raging barbarians and still yet to see a barbarian ship with or without crew ...![]()
NikNaks93 said:@ The Lopez
Can I use this in my mod (with credit, of course!)?
<Unit>
<UnitClassType>UNITCLASS_EXPLORER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
Ok but I don't want pirates to be any kind of barbs but have special pirate units for different eras only.TheLopez said:You set them through the CIV4CivilizationInfos.xml file. You need to change what units the barbarian civilization can have in their definition typically found at the end of the file. So for example if you want to allow pirates to have explorers then you would remove this block:
from the <units> tag.Code:<Unit> <UnitClassType>UNITCLASS_EXPLORER</UnitClassType> <UnitType>NONE</UnitType> </Unit>
The pirate ships do not unload their carried units (when present) in 2.08.
Uhh, they do with my change... just add that line at the end of onUnitCreated() in CvPiratesModEventManager.py with Notepad or Wordpad, can be done in a matter of seconds.Do the barbarians unload their units onto your land yet, TheLopez? I really want to add this, looks like a really good component. Sorry for being impatient.
Okay so I forgot about the all-or-nothing crew loading (which has a potential advantage, see above) and a minor efficiency improvement I had made. Sorry, am kinda rushed atm. Anyway here's the file:
http://homepage.mac.com/klwelch/Civ4/CvPiratesModEventManager.py
Download that, and use it to replace the one in Lopez's mod with the same name. It goes in "Assets/Python/PirateModUtils".