Moding and Editor Question Thread:

Damn! I edited the post instead of quoting it!

- No, once it's become obsolete you can't built it.
- Building A should disappear... But sometimes it stays (see test with more than 256 buildings with my editor). However, I think that even if it stays, it has no effect.
- Yes, the effects cease.
- I think in that case you can never build Building B[/

I see you're still getting used to your new-found powers! ;)
I'll re-edit that post.

Thanks for the answers! :)

I believe Steph is correct on all counts.

-Oz

Not in the last one, I think. I'm pretty sure you can build an improvement if it requires an obsolete improvement in the city...

Only if the improvment IS in the city.

Well, I guess there's one good way to find out...
 
Wyrmshadow has done great ww2 units and i wanted to use different leaders and armies in my mod.
Does anyone know if it is possible to have different armies for different civ?
Perhaps with different culture.
Can i use command lines like this in the pediaicons.txt:
#ANIMNAME_PRTO_Army_CULTURE_American
Armee1
#ANIMNAME_PRTO_Army_CULTURE_European
Armee2
 
general,

that is a good question and one worth investigating :)

i've had trouble in the past trying to plug in civ-specific armies that are spawned only (ie can't be built). i realized that the 'build army' unit set in the editor precluded me from plugging in these civ-specific units...but to try the culture entry would be worth a shot imho.

here's my basic take on army units in civ3 --

armies in civ3 are a strange thing imo. by this i mean that they can be game breakers in terms of balance, especially for the human player (this is why i never have them able to be built in any of my projects, too powerful and exploitative for the human). of course, this is only one man's opinion...but in my time of civ3, i've come to find that there are some defficiencies w/ the default setup of the army units.

my first observation about the ineffectiveness of armies was discovered when we were developing TCW back in '05. I_batman always used to point out to us how crappy the AI would be w/ its armies and especially how it loaded them up. it would put the strangest of units into these precious army units and we would all be like WTH? so this led us to restrict which units could go into the army units (via the 'foot unit' flag). this went a real long way for us in terms of cajoling the AI into actually loading decent units into their armies.

piggybacking off of this method, i took it another step w/ TCW 50s. we resticted which units could go into the armies and we had them available only through the GLs. spawning armies via the 'battle created unit' is not good as the game engine is set up to never spawn another 'battle created unit' again until that first one is 'expended'...now, by 'expended', i mean that it has to either be killed off, disbanded, or 'cashed in' for --as per default civ3-- an army unit or to rush a wonder/building. my civ friend MarineCorps was the one who originally pointed this out to me a few years back and it was quite a revelation :) anyhow, knowing this, i've reverted back to this default civ3 setup for all of my projects (although AoI v3.0 did not have this arrangement - it was discovered after it was published).

the last major point regarding the armies is to chop down its transport capacity to only one. now, this sounds crazy...but read me out :D we ramp up the HP value of the actual army unit. it is normally the equivelent of three infantry units (each inf = roughly a division and the army unit = roughly a corps).

i can write w/ great enthusiasm that the above setup has worked marvelously. the AI gets these army units are about the same rate as the human, it loads the same types of units into them, and it has roughly the same strength as ones loaded up by a human. and to cap it off, we've seem outstanding AI useage of the army units once we implemented all of these changes (TCW 50s). there were a few times when i saw an enemy army unit baring down on my cities and i was truly terrified. when was the last time we could all say that? :p
 
El Justo:

I've come up with two ways to "help" the AI as well as add additional "armies" to a mod in the FF mod:

First of all, Armies are auto-produced by the Military Academy SW, which no longer has the "build armies without a leader" flag, so ALL factions get armies eventually.

Secondly, I've added a group of Alignment-specific Small Wonders (good, neutral, evil), which could just as easily be culture-specific if you wanted them to, that produce special "army" units.... These "armies" are actually single units, but with massive Attack, Defense and HP values (somewhere in the neighborhood of 27,27 and +8HP) that used Munits and basically had the same combat capabilites as an army unit, but not quite. I did have to use the "foot unit" flag to keep the AI and human players from loading these "army" units into their actual armies (In one playtest, I lost over a dozen high-powered modern units to a single AI army with 2 of these "army" units loaded into it)....

Those SW also had the "increased army size" flag enabled.
 
Steph:
Yes it's a good idea. Does the AI use it? In my mod each faction has only one small wonder to upgrade units.

Thank you El Justo & Hikaro
I will try the settings you've suggested for armies but i think i will not use auto-produced ones because i already have 256 buildings/wonders in my mod and it would be difficult to find one city improvement available to all faction. I will try the lines that i wrote above for the pediaicons.txt file
 
Steph:
Yes it's a good idea. Does the AI use it? In my mod each faction has only one small wonder to upgrade units.
I don't know... How could I tell?... Wait... Do you mean we can actually play our mods, instead of just preparing it ;)?

Seriously, I've not played long enough to see many armies on the field, they are supposed to appear late in game.
 
thanks, Hikaro. sounds like a nice format.

on another note - i'm wondering if one of the keen minds here in this thread would care to deliver some discourse on the workings of the United Nations wonder in the default Conquests game. been a while since i've played a non-modded game...thanks in advance :)
 
Very sorry if this is a bump, but I am utterly hopeless on how I should do this.

Is there, somewhere, a program that can help with placing tech icons and such, or maybe a picture format of some sort that would help?
Thanks, and sorry for the bump.
 
Wyrmshadow has done great ww2 units and i wanted to use different leaders and armies in my mod.
Does anyone know if it is possible to have different armies for different civ?
Perhaps with different culture.
Can i use command lines like this in the pediaicons.txt:
#ANIMNAME_PRTO_Army_CULTURE_American
Armee1
#ANIMNAME_PRTO_Army_CULTURE_European
Armee2
Just for information: i've tried these lines in pediaicons.txt and it did not work :sad:
 
Hi,

ok how can i make a civ specific tech?

I've seen it done, is it something to do with flavors?

Tanks in advance
 
First, you need to create a non era tech, let's call it "Rome".
Then, in the civilization page, you give this tech as a starting tech to the civ that will have this specific tech tree.

And last, you create your tech, and use the non era as requirement.

So if you want Rome to have "gladiator" instead of "Drama" for instance, you create a "Gladiator" tech in era1, make "Rome" a prerequesite of this tech, make "Rome" a non era tech, and give it to Rome civilization only.

The drawback is that it's not possible to trade the tech with a civilization that could not research it, and also anytech that would have the "gladiator" as prerequesite will also be specific.

If you are using my editor, you can see in the tech page which civilizations have acces to each tech, and in the tehc tree builder, you will also see the civ specific tech trees.

It can be useful to check you set everything correctly.
 
In-game there are buildings that make X number of citizens happy and Y number of citizens content. But in the editor I see only an option of happy citizens. Can someone explain?
 
Really? Wow. So... are there any improvement tags that do make actual happy faces?
I'm assuming then that "Unhappy faces" = Content ---> Unhappy.
 
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