PixelStrategist
Warlord
- Joined
- Jul 20, 2012
- Messages
- 176
Thanks, what about 1)? is it possible???
I just remembered that the thread said something like if their is no derivative civ it chooses the rebel by building (or maybe unit) art.
Thanks, what about 1)? is it possible???
I just remembered that the thread said something like if their is no derivative civ it chooses the rebel by building (or maybe unit) art.
3)Also, about the dawn of man text, how do I change it and make it different for each civ? I know you can because I downloaded a mod where every civ has its own text. (Although when I start a game it doesn't come up anymore!?
5) I know there are defensive packs but can there be pacts where it doesn't get canceled. For example, in WWI the pacts meant people declared war on each other, not cancelling a pact. Can I change this? It could be used to represent NATO, ect.
4) I found a riot-police unit. Is it possible to make it so when cities revolt and declare independence it spawns one outside?
6) I accidently deleted Charles de Gaulles Background. Can someone upload it please
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Attached .nif and .kfm.
NEVER mess with the original files.
8) How can I make multiple Barb civs that always exsist
Do you have the DDS? I lost that![]()
Barbs are sadly in the .exe, so not really possible.
Thank you very, very, very, very, very, very, very, very, very, very much! (Sorry, I just ate a Toblerone Chocolate when I said thatAttached.
<BuildingArtInfo>
<Type>ART_DEF_BUILDING_GREAT_WALL</Type>
<LSystem>LSYSTEM_GREAT_WALL</LSystem>
<bAnimated>1</bAnimated>
<fScale>1.0</fScale>
<fInterfaceScale>0.4</fInterfaceScale>
<NIF>Art/Structures/Buildings/Great_Wall/Great_Wall_civlopedia.nif</NIF>
<KFM/>
<Button>,Art/Interface/Buttons/Buildings/SpaceElevator.dds,Art/Interface/Buttons/Warlords_Atlas_1.dds,2,5</Button>
</BuildingArtInfo>
<MiscArtInfo>
<Type>ART_GREAT_WALL_POST</Type>
<Path>Art/Structures/Buildings/Great_Wall/Great_Wall_Tower.nif</Path>
<fScale>1.0</fScale>
<NIF/>
<KFM/>
</MiscArtInfo>
<MiscArtInfo>
<Type>ART_GREAT_WALL_SEGMENT</Type>
<Path>Art/Structures/Buildings/Great_Wall/Great_Wall_1Unit.nif</Path>
<fScale>1.0</fScale>
<NIF/>
<KFM/>
</MiscArtInfo>
Have you seen Barbarian King's Earth 2010. We are playing it in a PBEM.
Ive decided not to do a great wall thing. Instead i'm still going to have the walls but also have an improvement. A) Does anyone have a trench model. B) How do I make it so it makes a defensive bonus?9) The Great Wall is very complicated. It is a number of separate models, all connected via either buildings\CityLSystem or PlotLSystem.xml (not sure, haven't checked). Would not really recommend to mess with it.
OK, thanks. I think it would be to dificult to represent vatican city and to difficult to play as. I could make a balkans/italy mod having vc, a mediterian one and a Libyan Civil war which I think will be very intresting.12) Some African civs are definitely needed. Would not include the Vatican, too small in my opinion.
B) How do I make it so it makes a defensive bonus?
13) How can I make it so that infantry, ect can build bunker units (like in FF where you can build starships) and they can't move (RTW). Once I tried making a bunker unit with 0but you couldn't do anything with it-not even fortify-and was useless. How can I make it not possible to move?
Yes, but it can't hold aircraft. I just found the tag <iDefenseModifier>25</iDefenseModifier>.Is that what I need to change? I suppose its a percentageYou mean like the fort?
Thanks, I thought it would be really complectated and would require pythonYou must set the domain to DOMAIN_IMMOBILE (like for the ICBM) and give it a movement point.
Does anyone have any ideas about that?How can I make it so that infantry, ect can build bunker units (like in FF where you can build starships)