Moding and Editor Question Thread:

Does anyone have a link to a terrain creating guide, or know of a program I can use to make my own terrain?

Specifially, I'm looking to create some space terrain where the space is a land tile, as opposed to the space being an water tile like in Vadus' Space Empires. I tried just renaming the WOOO.pcx files but the xdgc.pcx type ones are messing me up.
 
I have more questions already:

Untradeable Tech Y requires untradeable hidden (no era) Tech Z. Civ A begins the game with Tech Z, while Civ B does not. Without Tech Y, will Civ B be able to advance to the next era?

Given the above, assume Tech Y is in Era 2. Civ B has the 'Scientific' civ trait. Upon entering Era 2, could Civ B have been given Tech Y for free?

Also, assume Civ B builds the Great Library. If either Tech Y or Tech Z are owned by two other civs, could Civ B be given Tech Y or Tech Z for free?

Just in case anyone in the know about these things didn't see this a couple months ago... could anybody help me out here? That would be swell. :)
 
1. Yes.

2. No.

3. No.

Era=None techs are AFAIK exempt from the Great Library etc. - but more to the point, a tech which a Civ cannot typically acquire essentially doesn't exist for that Civ. This is why we refer in modding to "individual tech trees". E.g., in (1), B cannot acquire Y, so Y is "invisible" to B.

Caveat: I can't recall what happens if a tech "W" progesses from Y, i.e., does W then need to be made an optional tech, but this should be an easy test to set up.

Best,

Oz
 
:goodjob: Thank you Ozymandias! I appreciate your help.
Now, back to my tech trees... :coffee:
 
Does anyone have a link to a terrain creating guide, or know of a program I can use to make my own terrain?

Specifially, I'm looking to create some space terrain where the space is a land tile, as opposed to the space being an water tile like in Vadus' Space Empires. I tried just renaming the WOOO.pcx files but the xdgc.pcx type ones are messing me up.

Hi plastiqe !
What about Weasel Op`s "Terrain Templates"?

http://forums.civfanatics.com/showthread.php?p=3181736#post3181736

You will need a graphics program which is able to handle indexed pcx-files (PSP;Photoshop;GIMP...). You can `copy and paste` your own terrain graphics with the help of it. Read Weasel Op`s text on the linked thread.
I CAN NOT help you further .... Sorry , man (or woman)
EDIT:
Oooops I forgot : there`s a ton of other templates on that thread posted ! Look out for them too !
 
I'm trying to limit the number of a particular unit that can be built by each civ. I have some questions concerning how I'm going about this, and I'd like to know if anyone knows if this will work / work the way I want it to:

On the general settings page, I set 'Cities Needed to Support an Army' to 1. Back on the units page, I've selected 'Army' under Unit Abilities for my unit. Will a civ now be able to build the same number of that unit it has cities?

For this unit, 'Army' under AI Strategies is unchecked, and Transport Capacity is set to 0. Will this unit act as and be used (by the AI) as just a regular unit?

Would there be any complications in having this unit in the game as well as an actual army unit?

Would there be any complications in having several units like this?
 
I'm trying to limit the number of a particular unit that can be built by each civ. I have some questions concerning how I'm going about this, and I'd like to know if anyone knows if this will work / work the way I want it to:

On the general settings page, I set 'Cities Needed to Support an Army' to 1. Back on the units page, I've selected 'Army' under Unit Abilities for my unit. Will a civ now be able to build the same number of that unit it has cities?

For this unit, 'Army' under AI Strategies is unchecked, and Transport Capacity is set to 0. Will this unit act as and be used (by the AI) as just a regular unit?

Would there be any complications in having this unit in the game as well as an actual army unit?

Would there be any complications in having several units like this?

I think that the AI might behave with that unit the same way as they would an army... You would have to make them cost less because the AI wouldn't build them as often as one would think.
 
I have a question:

How do you make some techs in the tree invisible to some civs and researchable to others?

By having an ERA=NONE tech assigned to a Civ, then have it be a requirement for the tech in question.

-Oz
 
Remember that you cannot give units flagged "army" an attack or defense value...

Oh... darn.
Well, thanks, Virote & Meteor Man.

Does anyone know of any other ways to achieve something like this (to limit the number of a particular unit a civ builds to just a handfull)?
 
Oh... darn.
Well, thanks, Virote & Meteor Man.

Does anyone know of any other ways to achieve something like this (to limit the number of a particular unit a civ builds to just a handfull)?

I'm afraid you'll have to have an improvement or small wonder produce the units at a rate which suits your desired limitation.

Best,

Oz
 
The coastal fortres is allways destroyed if an enemy ship bombards the city successfully where it was placed. So what will happen if the coastal fortress was created by a wonder (place coastal fortress in all cities). Will every turn the first bombardment by a ship be prevented or will any naval bombardment be prevented (as the building is always "recreated" by the wonder)?
 
The coastal fortres is allways destroyed if an enemy ship bombards the city successfully where it was placed. So what will happen if the coastal fortress was created by a wonder (place coastal fortress in all cities). Will every turn the first bombardment by a ship be prevented or will any naval bombardment be prevented (as the building is always "recreated" by the wonder)?

I don't know the answer but (hint,hint) this should be easy to test, with one Wonder, two coastal cities, and one Battleship.

Best,

Oz
 
Remember that you cannot give units flagged "army" an attack or defense value...
You can't? Really? I wouldn't be so sure... However, there's no guarantee it has an effect in game.
 
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