Modding Q&A

register... I have not noticed New Buttons uploaded, however there are different Buttons that have been made for different games.
I have several different Buttons I made for EFZI2 Elite for example.
You can make your own if you understand how.
 
register... I have not noticed New Buttons uploaded, however there are different Buttons that have been made for different games.
I have several different Buttons I made for EFZI2 Elite for example.
You can make your own if you understand how.
I really like your garrison button it's exactly what I needed. I’m using it to cover three icons used for special artillery units stationed in forts, and it seems like a perfect fit.

However, I’m anticipating that an issue might come up. When I replace these icons, the change will affects all artillery units that use the bombard ability, not just the specific ones I intended. Is there any way to separate or assign different icons to different types of bombard capable units? Also, where are those located? I’ve checked all the text documents under Buttons and NormButtons, but nothing shows up.
 
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I've seen in a modded scenario (the star trek one), what appears to have culturally based specialists. Any walkthrough on how it's done? I'm guessing faction specific techs are need to differentiate specialists, as well as new specialist types, plus the popheads.

Popheads from the mod. I'm just a bit confused as the base game doesn't seem to have this.
I was able to add a number of specialists, by the time I got to 10 per faction things seem to have broken down.

Is there a total limit, or a limit per faction? i.e. 7 specialists and below per faction, you are fine, maximum 30 total all factions? Anyone test this before?
 
I was able to add a number of specialists, by the time I got to 10 per faction things seem to have broken down.

Is there a total limit, or a limit per faction? i.e. 7 specialists and below per faction, you are fine, maximum 30 total all factions? Anyone test this before?
Are you sure the AI is using all those specialists ?
 
Specialists:

Ok, so I figured out how specialists work, such that we can now have a maximum of 44 (42 verified).

Key details:
  • Will NOT work for the standard game going through the 4 tech periods (eras).
  • Might work, for scenarios with factions limited to certain eras for the purposes of increasing total cultures.
    • For the specialist columns Far left columns (1 and 6) is the first era, Far right columns (4 and 9) is the 4th era. Haven't tried this, but it might work.
  • WILL WORK for scenarios where everyone starts in the same era and stays there (like my Star Wars Mod, all factions have access to all 4 eras from the start).
  • MUST have at least one specialist producing +1 Luxury for each faction, or else all speciates after that won't work!!!
  • Specialists in popHeads.pcx, must align with the specialists in the editor. The 8th specialist in the popHeads.pcx MUST be the 8th specialist in the editor.

Details:
  • First 16 rows contain the small heads used for producers (farmers/miners in the base game --i.e. the ones who work the tiles next to your city) (First RED box).
  • Next 5 rows show the base specialists in the game (ORANGEbox).
    • You need to expand the size of the specialist file (popHeads.pcx) to a much larger size 500 x 4100 should be fine (copy the initial image so you can paste if you stretch the original small heads).
    • Next 3 rows after the initial standard specialists can be new specialist (yellowarrow).
      • name your 3 speciates in the editor and indicate the technology (if simply for faction flavor, then make them tied to a faction tech.)
    • Next 4 rows need to be the 2nd culture groups small heads -- this replaces the 2nd culture groups small heads from the initial 16 rows at the top. (GREENBox).
      • These must be in the following order:
        • row1 (25) - Happy citizen;
        • row 2 (26) - Content citizen;
        • row 3 (27) - Sad citizen;
        • row 4 (28) - Revolting citizen.
          • ensure this is the proper citizen for the max era in your scenario (from rows 13 - 16 if all 4 eras are available.)
      • For the editor, you MUST make numbered specialists with an unobtainable tech. Otherwise, you'll have access to the producers, and they will look like that. Simply label the specialist by the row name (so the specialists above, would simply have an unobtainable tech -- so no one will ever be able to use these specialists -- and be called: 25, 26, 27, 28 -- probably easiest to label them the row they are on).
    • Next 9 rows can all be specialists (yellowarrow).
      • name your 9 speciates in the editor and indicate the technology (if simply for faction flavor, then make them tied to a faction tech.
    • Next 4 rows need to be the 3nd culture groups small heads -- this replaces the 3nd culture groups small heads from the initial 16 rows at the top. (GREENBox).
      • These must be in the following order:
        • row1 (38) - Happy citizen;
        • row 2 (39) - Content citizen;
        • row 3 (40) - Sad citizen;
        • row 4 (41) - Revolting citizen.
    • Next 9 rows can all be specialists (yellowarrow).
      • name your 9 speciates in the editor and indicate the technology (if simply for faction flavor, then make them tied to a faction tech.
    • Next 4 rows need to be the 4th culture group (pattern repeats as above).
    • Next 9 rows can all be specialists (pattern repeats as above).
    • Next 4 rows need to be the 5th culture group (pattern repeats as above).
    • Next 9 rows can all be specialists (pattern repeats as above).
      • NOTE: I've not verified this is in fact true, I only know for sure the 8 rows of specialists I have work, and and 3 more above don't (the game simply won't load). Only once I got this screen grab did I notice, the 9 specialist pattern, so I'm assuming it will hold true for the last specialist section.
  • You cannot go past the 42-44 specialist limit! The game will crash. There doesn't seem to be any performance impact for the (36) specialists I'm using in my game. As all factions have access to only 3 - 6 specialists, you can see nearly all specialists used at some point (There are city planets in my mod which can have more than 100 citizens, not sure how frequently specialists are used in more regular sized cities -- might be only hippieness (+1 luxury) ones.)


SpecialistsCIVIII.png
 
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