Modmodding Q&A Thread

Where do you check? In the religion advisor and civilopedia, that should have already worked. The little icons on the city bars or player list are in a different file.
 
It does not work in the religion advisor or in the civilopedia. Haven't checked the icons on the city bars so I might be modifying the wrong file. The file's path is
Code:
Modmod\Assets\Art\Interface\Buttons\civics_civilizations_religions_atlas.dds
 
Well, the file path to look up is in Assets/XML/GameInfos/CIV4ReligionInfos.xml, you can look up there if you're editing the right file, and change the path if necessary. The small icons are in the two font files in Assets/Res/Fonts/.
 
Well, the file path to look up is in Assets/XML/GameInfos/CIV4ReligionInfos.xml, you can look up there if you're editing the right file, and change the path if necessary. The small icons are in the two font files in Assets/Res/Fonts/.
Thanks! The xml file was using the icons from base game
 
I changed Babylon's second UU to the Vulture which now replaces the Warrior, however Babylon still spawns with a regular Warrior, even though it can train Vultures just fine. Adding a Vulture in createAdditionalUnits in RiseAndFall.py didn't spawn one either. How do I change that one initial warrior Babylon spawns with into a Vulture?
 
You need to edit the scenario file.
Silly me, desperately searching random Python files and completely forgetting the most obvious spot. :crazyeye:
 
I kinda dislike how it's implemented there too.
 
In SettlerMaps.py, what is the difference between the values 3 and 20. In the Guide "How to add a Civilization to DoC" you mentioned that tiles marked with a 3 are forbidden from settling. Are they forbidden for the AI only, because it seems the Player can settle them just fine? And does the AI settle tiles with a 20? Lastly, what is the reasoning behind setting some tiles to 3, i.e. why does Egypt have all of South America set to 3, but North America to 20?
 
The AI is forbidden to settle on tiles with a settlervalue of 3. It will not consider these tiles when it tries to find a good spot for a city, so it will not settle on them. The player is free to settle on those tiles. IIRC the main reason for this is to prevent the AI blocking certain areas for other civs by settling in that area.

20 is the default settlervalue for a tile. The AI is not forbidden to settle on those tiles, but it is very unlikely it will. It will prefer tiles with a higher settlervalue.

I don't know why Egypt (And many other civs as well) are forbidden to settle in Latin-America. I do know this was already the case in vanilla RFC.
 
All of those 3 vs. 20 cases are inherited from Rhye, so I can only guess what his reasoning was. I suspect he was using 20 as a default, and only changed it to 3 if there was a specific behaviour he observed in a game that he wanted to prevent.
 
All of those 3 vs. 20 cases are inherited from Rhye, so I can only guess what his reasoning was. I suspect he was using 20 as a default, and only changed it to 3 if there was a specific behaviour he observed in a game that he wanted to prevent.
Hm, perhaps a general overhaul would be in order? I have already adjusted some settlervalues for my modmod whenever I encountered awkward city placement, mostly to get rid of settling on resources and one off the coast.
 
Hm, perhaps a general overhaul would be in order? I have already adjusted some settlervalues for my modmod whenever I encountered awkward city placement, mostly to get rid of settling on resources and one off the coast.
A general overhaul would be a lot of work, and I have a ton of other stuff to do.

I'm happy to accept pull requests on that end though.

In Areas.py, what are hte NormalArea and BroaderArea for?
Normal areas: area revealed on spawn, UHV goal areas ("control civ X") and a bunch of special cases
Broader areas: almost not at all anymore, used to be for reveal on spawn for example
 
Hello! What do I have to do when I want to move a civ's spawn to an earlier or later year? Most probably this will rearrange the order of birth of civs. I'm currently testing out a 1600 BC China start. I only modified the start year in Consts.py, removed the starting settler+militia in the 3000 BC scenario, added starting units in RiseAndFall.py, and added starting techs in Techs.py. Upon testing, the autoplay went well, but no unit spawn, no techs, none of anything. Upon clicking Continue, the game autoplayed for 2 more turns before announcing that I am defeated. Do I have to rearrange the order of the almost all the civ-related constants? I'm thinking like it has something to do with the order.
 
I think the issue is that China is now your first civ to spawn from autoplay (currently Greece), this civ has a special position which is defined in checkTurn() in RiseAndFall.py. I don't exactly know right now what would happen if a civ after the first to spawn from autoplay exists from the start, but you can try. Otherwise, you have to rearrange the order as well.
 
I'll check it out! Although in reality Greece also spawns in 1600 BC. So maybe if I make China spawn one turn later? I'll come back here once I try this suggestion out, thanks! :)
 
The relevance of that variable is the first civ by order of slots iirc, so if China's slot comes before Greece's it needs to be reflected there, regardless of the spawn date.
 
It worked now! Didn't need to rearrange the order of the constants. Thanks so much! :D
 
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