Yes, but only in a scenario with pre-placed towns. Check out the Rise of Rome conquest's .biq as an example.I was wondering if there was any way to 'turn off' culture in a scenario?
What I want is that every town has a culture as their BFC (so they can work tiles) and that's it.
Is that possible?
That's what I was afraid of.
Yeah, I've been thinking of buildings ... or just culture expansion in general but I don't see many options in the editor.
I want to make it a game mode. Like a civ1 clone, but in civ3.
Civ1 doesn't have culture, but worked tiles / BFC are out of bounds for other units.
Or I make a Civ1 with culture. Hm.
I've never added that many units, but Civ tends to have limits that are powers of 2.Has anyone ran into a size limit for the Units32.pcx file? The template I'm using is 463x7927 pixels in size, but I feel like I'm gonna go over 10,000 vertically by the time I'm done.
You don't need culture to work tiles. You can just remove culture from all improvements and wonders.I was wondering if there was any way to 'turn off' culture in a scenario?
What I want is that every town has a culture as their BFC (so they can work tiles) and that's it.
Is that possible?
Thank you for the reply!
I have only two resource types in the mod, unfortunately, and AI has one of them from the start, The second is already in the city. Does the quantity matter here? Will it be attracted by more of the same resource? Or maybe create some kind of ghost resourse which only AI has access to?
I could lower defences further, but I am afraid, that the cities will be overrun to easy. They already have just single defensive unit per city.
No, the amount of eras is hard-coded. But you can crowd more techs in and edit the background images to fit.Is it possible to add more eras to tech tree ?
Give the target location phantom resources that require an unobtainable tech and, preferably, those resources could allow that AI to build something that also requires an unobtainable tech. The AI can ‘see’ any resources that are already placed (hence why in the epic game they just happen to have taken all the oil on your continent) so it will try to attack the place to secure the resources because it cannot reason that it will never get them.How to make a location more appealing for AI to attack? I mean, in my scenario AI faction simply refuses to a certain city group. It has exactly the same units/resources/buildings as other similar groups, but utterly ignored. Anything I can do to fix that?
No, the amount of eras is hard-coded. But you can crowd more techs in and edit the background images to fit.
You can also have tech trees specific to one faction or group of factions.
Give the target location phantom resources that require an unobtainable tech and, preferably, those resources could allow that AI to build something that also requires an unobtainable tech. The AI can ‘see’ any resources that are already placed (hence why in the epic game they just happen to have taken all the oil on your continent) so it will try to attack the place to secure the resources because it cannot reason that it will never get them.
Do you know how to open .flc files using Flicster or similar software, Fortis1?
Not directly. You export the .flc animation file to a separate image that looks like a storyboard, edit the palette, then compiled the file with the new palette back into an .flc with a different colour scheme.
If I understand what that you only want to eliminate the Civ Colors, You change the Civ Colors to another Color such as Green, Red, Yellow, etc... then save the Palette. Then Load that New Palette to your Unit using Nearest Color Matching.