That is something that I was not aware of. Thank you, Civinator.SWs, when destroyed can be rebuilt, GWs when destroyed are lost (especially when the city is razed). SWs are destroyed when a city is captured, GWs survive.
It looks like you did everything right in that ini file. If you are trying to use the stock sounds for the bomber sounds make sure that you don't have a folder in your mod art/units folder that is also called 'Bomber'. That could mix things up.How do you get the sound effects of a unit to work? I'm trying to get Wyrm's AC-119 Gunship unit to adopt the running and death sounds of the stock game bomber, the victory sound of the M163 VADS' "Gun". The "Gun" wav file has been copied into the AC-119 folder, which is being tested in the WW2 Pacific Conquest unit folder.
So I typed into the configuration setting the following:
[Speed]
Normal Speed=225
Fast Speed=225
[Animations]
BLANK=
DEFAULT=Run.flc
WALK=
RUN=Strafe.flc
ATTACK1=Strafe.flc
ATTACK2=
ATTACK3=
DEFEND=
DEATH=Death.flc
DEAD=
FORTIFY=
FORTIFYHOLD=
FIDGET=
VICTORY=Combine.flc
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=
[Timing]
BLANK=0.500000
DEFAULT=0.500000
WALK=0.500000
RUN=0.500000
ATTACK1=0.500000
ATTACK2=0.500000
ATTACK3=0.500000
DEFEND=0.500000
DEATH=0.500000
DEAD=0.500000
FORTIFY=0.500000
FORTIFYHOLD=0.500000
FIDGET=0.500000
VICTORY=0.500000
TURNLEFT=0.500000
TURNRIGHT=0.500000
BUILD=0.500000
ROAD=0.500000
MINE=0.500000
IRRIGATE=0.500000
FORTRESS=0.500000
CAPTURE=0.500000
STOP_AT_LAST_FRAME=0.500000
[Sound Effects]
BLANK=
DEFAULT=
WALK=
RUN=..\Bomber\BomberRun.wav
ATTACK1=Gun.wav
ATTACK2=
ATTACK3=
DEFEND=
DEATH=..\Bomber\BomberDeath.wav
DEAD=
FORTIFY=
FORTIFYHOLD=
FIDGET=
VICTORY=Gun.wav
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=
[Version]
VERSION=1
[Palette]
PALETTE=
But the unit makes no sounds, be it trying to access to bomber folder or its own folder. This is my first time modding sounds. I usually play without combat animation so I never paid much attention that aspect.
From the other features to add to those examples and those in SayHay´s post, this one in my eyes is important, too:SWs, when destroyed can be rebuilt, GWs when destroyed are lost (especially when the city is razed). SWs are destroyed when a city is captured, GWs survive.
I was recently told on Discord that somebody saw a catapult destroy the Great Wall wonder. Is this possible?SWs, when destroyed can be rebuilt, GWs when destroyed are lost (especially when the city is razed). SWs are destroyed when a city is captured, GWs survive.
You have to exit the game and not just save and load for the new changes to take effect unfortunately as this make the whole process far more time consuming.It looks like you did everything right in that ini file. If you are trying to use the stock sounds for the bomber sounds make sure that you don't have a folder in your mod art/units folder that is also called 'Bomber'. That could mix things up.
Also check the spelling of the wav file names.
One last thing to look at is make sure in the text/civilopedia/pediaicons.txt file that the unit AC-119 is calling out the correct prto name. In other words check the spelling of the unit in the pediaicons.txt file against the name of the folder of the unit in the art/units folder. They need to match exactly or you'll run into problems.
Yes, in the German Civ 3 Wikipedia it is noted, that before a civ is reaching the industrial era, GWs of that civ can be destroyed even by bombardment. After that point, GWs of that civ are immune against bombardment. This is, why I have used the word "especially" in post 912 of this thread. The other option to destroy a GW besides razing and bombarding is abandoning a city with a GW in it.I was recently told on Discord that somebody saw a catapult destroy the Great Wall wonder. Is this possible?
Oh I see. Good to know. This is similar to when you make changes to the unit32.pcx. You won't see the changes there either unless you start a new game.You have to exit the game and not just save and load for the new changes to take effect unfortunately as this make the whole process far more time consuming.
Ah-ha! This is most illuminating. I myself am playing a game right now where I was bombarding London heavily (curse the AI's sudden but inevitable betrayal) and was wondering whether I would accidentally destroy Leonardo's Workshop when trying to, well, de-Anglify it. Since both of us were in the late Industrial ages, then nothing happened.Yes, in the German Civ 3 Wikipedia it is noted, that before a civ is reaching the industrial era, GWs of that civ can be destroyed even by bombardment. After that point, GWs of that civ are immune against bombardment. This is, why I have used the word "especially" in post 912 of this thread. The other option to destroy a GW besides razing and bombarding is abandoning a city with a GW in it.
I myself have never seen a GW been destroyed by bombardment.
Yes, this is possible and it is also possible to give era-specific scientific leaders to a mod (this is done per example in the mod CCM 2.50).I want to make my own version of a Scientific leader. Is it possible to use the Einstein graphics from Firaxis? The great science leader is in a different format from standard units in the pediaicons file and I don't see a civlopedia units file.
Only Culture-producing generic Improvements (including the Palace) and Small Wonders are destroyed on capturing a town.
Great Wonders are only destroyed if the town is then razed -- or later abandoned (not sure if they can also be destroyed by bombardment, if the Great Wall bug kicks in?).
Excuse me for double posting.In addition to the limit on resources (256 possible, 32 of which can be Lux+Strat), there is also a hardcoded limit on the number of possible buildings (including Wonders) which can be included in a .biq, which is also 256 (IIRC).
Is it possible that your added buildings have exceeded that limit?
I believe it's fixed now -- but IIRC it had yet not been fixed at the time I made the quoted post (May 2021)!Excuse me for double posting.
Isn’t this (32 Lux+Strat Res) fixed with Flintlock’s Patch?
I thought same as well, just wanted to make it sure without opening new topic.I believe it's fixed now -- but IIRC it had yet not been fixed at the time I made the quoted post (May 2021)!![]()
The AI can only choose 1 flag at the time. So when it evaluates what to build, it will do so based on the stats of that flag. Example: The Numidian Merc is flagged as both Offense and Def. If the AI has access to Swordsmen, it will build far less Offensive NMs (it will still build some though because the NM has superior def value just like the AI would build Offensive Mech Inf alongside Tanks). The AI can not fluidly switch roles and thus can never make as good use of versatile units like the human player can. Defensive NMs will never be repurposed for Offense (though Def flagged units will sometimes attack to finish off easy kills). This rigidity hurts the most with multirole fighters because the AI would never make use of the offense stats to intercept or make use of the bombard stat to bomb.When the AI builds a new unit with both the Offense and Defensive flag, it chooses one or the other. How about other flags? What if I wanted to create an advanced settler/worker like say, a colonist, that had terraform and settle? Would the AI be able to use properly?