Modding Q&A

What is the mechanism behind having the a unit being tradeable? In stock game it is the worker. I guess that it's the "Captured Unit" choice in the editor? If that's the case, having flavor workers wouldn't work.
 
Are icons for units related to civilopedia entry? I mean while You are at research tree and You click on some tech then it shows multiple units (e.g. 1 Spearman, 2 Spearman etc ...). If they share same civilopedia entry will there be only one icon?
 
the pediaicons.txt or something similarly named file . Every unit has to have 4 lines(?) of reference . Many years has practically passed while ı was dabbling in scenario making , but you might open that file , choose an uniquely named unit , say a Balrog (ı only play LotM) and do a search . First group leads to the unit folder , second to civpedia icons . From this ı think you could choose to use the same icon by appropriately entering those icon names .
 
Actually it is linked to unit in the editor. What I was trying to accomplish is to have only one unit icon in research tree not multiple units of same class. It simply looks messy is my eyes. If someone has some sort of workaround be my guest.
 
#PRTO something in the editor . Which will also let you find 1st Spearman and 2nd Spearman jn the pediaicon list so that you can copy paste 3rd Spearman large and 3rd Spearman small icons to the required location . So that you can use those two icon things will be used for all the spearman units .

if am reading this wrong and you want to delete extra spearman icons that appear on the F6 screen , well , this is probably above my level .
 
I want to prevent this as shown in screenshot. (Hope it is easier to see what I am referring to.)
 

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yes , my fault in not thinking about it in the first place . Would suggest seperate techs . But it will be troublesome . Seperate Military Tradition techs for different AIs . Involving creating a "National" tech that can't be traded . So , the French , British or the Spanish would arrive at different Military Traditions , of the same cost in beakers , do quite the same thing but are not the same . Would be worth it , ı can't tell .
 
@r16 Thank you for help!

Most likely will have to do that, even though it is not only that tech, it is every military tech that is requiring duplicate tech.
If you have any other idea be my guest!
 
you are welcome . Busy with stuff now but if people were to have ideas , ı could come up with things ı imagined ı could do .
 
Please help my brain. Does the AI escort galleys that are transporting land units in the ancient era? It seems to me that in an un-modded game, once frigates are discovered the AI will then escort all its galleons and caravels with the usual 3/1 ratio. But I don't really recall this happening before frigates become available. Is this because there is no unit with the Naval Power strategy? And therefore are the ships following a different programming for transporting? Or am I misremembering?

I ask because if this is the case, then in a modded game it would seem better to not have a unit with the naval power strategy so that the AI can dedicate more of its navy to both transporting and naval combat.
 
a long time since ı played the epic game . But in the scenario ı stick to Boats and Knarrs will make single operations carrying 2 each if the offensive well prepared . As soon as there are enough numbers of galleys (combat ship , transports none) they will be escorted . To the extend that you will use catapults to damage the escorting galleys and the whole convoy will wait there until an healthy galley comes to escort them . Damaged galleys might return , the invasion goes on . ı think ı have seen the convoy returning in entirity as well .
 
So it would seem that the AI makes due until there are sufficient ships to escort, and will use Naval transport-flagged units as escorts since Naval Power units are not yet available.
 
Please help my brain. Does the AI escort galleys that are transporting land units in the ancient era? It seems to me that in an un-modded game, once frigates are discovered the AI will then escort all its galleons and caravels with the usual 3/1 ratio. But I don't really recall this happening before frigates become available. Is this because there is no unit with the Naval Power strategy? And therefore are the ships following a different programming for transporting? Or am I misremembering?

I ask because if this is the case, then in a modded game it would seem better to not have a unit with the naval power strategy so that the AI can dedicate more of its navy to both transporting and naval combat.

Indeed, in stock game the first "sea power" AI strat units appear at Magnetism. Before that, there are none and I've seen countless debugs of AIs using unescorted galleys and caravels. The naval units with the ability "requires escorts" are transports and carriers. These wouldn't move out on their own unless a "sea power" AI strat unit can escort them.

Without "sea power" AI strat units, those with "requires escorts" ability wouldn't be able to move out. Transport ships without that ability like galleons would move out more often without having to wait for warships. But most importantly, who's gonna do the naval combat? But then again, warships assigned to escorting transports would turn into passive meat shields to never attack or bombard until the escorted transport has been sunk.

Does the AI know how to attack with "sea transport" AI strat units? Barbarian galleys do indeed aggressively go after others.

If the above is the case then assigning warships the "sea transport" flag could make them far more active in naval combat. But do they know how to bombard?

And of course, production becomes an issue if everything is flagged as "sea transport". The AI will mostly if not only produce the unit with the best stats for the assigned AI strat. In the case of "sea transport" I suspect cargo capacity would matter most.

PS: Galleys in stock game are exclusively "sea transport". Yet the barbarian AI never loads a unit into them.
 
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Can someone, please, list all known ways to make game run faster? (i.e. remove trade routes by sea/air)

-Reduce or limit the size of the map and amount of cities on the map.
-Reduce or limit the amount of units on the map and number of civs playing.
-Reduce or limit the variety of unit graphics and unit entries.
-Limit or eliminate the total number of trade routes as you described.
-Reduce or limit the number of units that can bombard or bomb.
-Remove diplomacy options such as map trading that the AI will constantly ask for to little effect.
-Close other programs before starting Civ 3 as it can only run on a single core and needs as much horsepower as possible.

I've been playing The Guardian's SPQR Roman scenario recently. Superbly designed, but once the enormous map fills up the turn times are brutal.
 
How to force AI build certain improvements? I have 4 separate culture-specific small wonders which autoproduce settlers. Shield cost is set to 0, so they can be built in a single turn. They all have some additional bonus (double strength against barbs, healing at an enemy territory, etc.) and produce some culture. Out of 16 civs, only 2 build this SW at the start of the game. They belong to different cultures and share nothing in common - neither civ traits, nor building preferences. I have no idea, why they do it, and other civs simply prefere to spam workers and basic combat units. I removed all "build often" flags for units for all the civs, tried to play with civ traits and flavour - to no avail. AI simply refuses to construct that wonder, except 2 civs which have nothing in common. I even checked other mods with similar mechanics, but it didn't help much either.

I have no idea at this point, really. Can anyone, please, help with that?
 
Because Population Growth is an important factor for all Civs....That small wonder will depend on the Cities that can handle the Population loss for how often the Settlers are Auto-produced. Try lowering how often the settlers are Auto-produced and or add Much more Food to some of the other CIVs Cities.... then test :)
 
AFAIK, even if they have an associated pop-cost, Autoproduced units will not remove pop-points from a town.
 
How do I add a resource and have it appear in the game? I've followed the instructions and have added the resource and shadow to the Art sheet. I have set the terrains to possibly spawn it in the editor and have the strategic resource set a 160 appearance ratio. Yet in debug testing I can never see the new resource. What step is missing?
 
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