Modding Q&A

Sadly I have the GOG version of the game. This program keeps on asking for a disk, which I don't have.

@Vuldacon any suggestions into tricking the utility into thinking I have a disk, or any workaround? I can't be the only person with a GOG version who is trying to edit units.

Thanks again for the help!
 
I also have to use the GOG Version due to Windows 11 and I use Flicster. Flicster does not ask for a Disk if that is what you are saying.

I am attaching the four Flcs... see if this works for you.
 

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I have no idea what you did, but you 1000% fixed the issue, many thanks @Vuldacon !

And, here is what I got when trying to install Flicster. . .

1723608542520.png
 
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Does anyone have any idea how to edit audio?

I've made a few mono .WAV files, they seem to be hit and miss if they play or not (also they don't sound correct).

I'd love to have the Gamorrean unit in my scenario actually sound like a Gamorrean (I have the audio, but it won't play correctly).

There must be a tutorial or write up somewhere, right???
 
Does anyone have any idea how to edit audio?

I've made a few mono .WAV files, they seem to be hit and miss if they play or not (also they don't sound correct).

I'd love to have the Gamorrean unit in my scenario actually sound like a Gamorrean (I have the audio, but it won't play correctly).

There must be a tutorial or write up somewhere, right???

Make sure the bit rate matches the file you are replacing or copying format. With mp3s, the bit rate is usually 128, but with WAV files I think its like 80 or 90 something. So check a unit that has sound files like the ones you have, and match the bit rate. With mp3s, a different bit rate can cause the file to play faster or slower. With WAV files it might not even play or it plays alot faster than it should and so it sounds like a glitchy mess.
 
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I am having trouble blank resource background templates. Not the grid, but the backgrounds for the individual strategic, bonus, etc. Anybody have a link?
 
SayHayKid... These are the Large and Small Strategic, Luxury and Bonus Resource Templates for the CivilopediaI made years ago.
 

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ajb... You are very welcome... Glad to help.

Just for your information, the Ambient sounds are the same settings.
The Diplomusic settings are MP3, Format MPEG Layer-3, Sample Rate 44,100, bit rate 128 kbps, bit depth 16 bit, Channels 2 (Stereo).
 
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In the standard game the 50% luxury tax has no benefit to the AI because the run the Science slider at 100%. However, if I modded that early governments have their tech slider capped at less than 100%, would this then actually benefit the AI? Give them a little extra money early?

Also, if an improvement is made obsolete can it still be a pre-req for another tech? I assume not, but technically the improvement is still "present" even if it doesn't give any benefits.
 
My question is about duplicated city names. I created a map with pre-palaced cities, gave them names on map not in editor and left some terrain inhabited for later expansion.

Later I copied city names to editor but AI when building cities, starting from the first and ignoring the fact these names are already taken, consequently I have duplicated city names, these I pre-named and these new built by AI. Is there a way to go over this or I have to delete all cities and pre-place them again as per city list in editor?
 
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register... If I understand correctly, the pre-placed cities should all have different names than in the editor because the new cities that are built will follow the names set in the editor in the order they are listed.

You should be able to simply Rename the pre-placed cities you placed on the map with different names then any new built cities will follow the names in the editor.

EDIT: Just to be clear, if you name a Pre-placed City on the map that is in the editor list, when you or the AI builds a new city it can be a duplicated name. The Reason is the difference in actually building the city in game because the pre-placed City names are ignored because they are not built in the game that follows the editor list.
I believe you could rename the City List and that list would be followed as Cities are built in game but if you are pre-placing a City it must have a different name than what is in the editor list.

The correction you need is to simply rename the pre-placed Cities on your map. You do not have to pre-place them again.
 
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EDIT: Just to be clear, if you name a Pre-placed City on the map that is in the editor list, when you or the AI builds a new city it can be a duplicated name. The Reason is the difference in actually building the city in game because the pre-placed City names are ignored because they are not built in the game that follows the editor list.
I believe you could rename the City List and that list would be followed as Cities are built in game but if you are pre-placing a City it must have a different name than what is in the editor list.

The correction you need is to simply rename the pre-placed Cities on your map. You do not have to pre-place them again.
Many thanks Vuldacon. I can't simply change names for pre-placed cities because I was trying to do historically accurate placement on Italy and Sicily terrains and these names have more less correct geographical locations. I will have more cities to pre-place and make sure they are first in editor list.
 
register... again, it does not matter if the Cities are on the list first if they are pre-placed. IF more cities will be built in the game those will be the Cities that use the Editor List.
The first City built in game will use the first City name on the Editor list then the Second City built uses the Second City Name and so on.
IF any of your pre-placed Cities have the same name as on the editor list, they will be duplicated.

Example: if register is the first City Name in the editor list and you pre-place a city named register on the map.... when the first City is built it will be named register (Duplicated) because the city names are applied to the Cities that are actually built in game and the names are applied in the order they appear on the editor list.

You could change the City List in the editor by removing or changing all City names that you pre-place on the map... that way any new Cities built will not be duplicated.

What you are doing is making a Scenario where you are placing Cities where you want them Historically correct but I assume you are allowing more Cities to be built during game play.
Keep the Cities you are pre-placing on the map, just change those names in the City List in the Editor.
The reason to change the City names you already use in the editor is so you will keep enough City Names to be used in the game.
 
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Roger that :) I probably made things to complicated in editor and started to chase my own tail. I'll fix that. Thank you
Yeah if you want it to go over the city list, then you'll have to re-place them all. But if it is not necessary for scenario reasons, then just remove the names from the list as Vuldacon recommended.
 
Another option might be to preplace sufficient Settlers on the map to found all the initial cities that you want placed in their historical locations -- similar to the Mesopotamia Conquest scenario.

That way, you should be able to use the complete City-name list, and (with some tweaking) get the cities founded in order such that they get named correctly for their location, according to the list. The drawback is that none of those initial cities could have any improvements at game-start.
 
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