Natives Mods?

I did allot of changes but after i modefied the Unitinfo's.xml to make the natives more usefull the game crashes on me after 30 minutes.:(
I also need to find out how to make new buildings to create some more native looking buildings.:D
 
Hello Lydia and Androrc :king:

I'm not sure what type of crash you had, but one thing to check after modding units is the Professions access for civs that have that unit. Each unit starts with a <DefaultProfession> in Civ4UnitInfos.xml. A civ obtaining these units must also have access to the corresponding <Professions> in CivilizationInfos.xml.

Here is a big set of building nif files I'd accumulated which could be good for natives, I hope these will help! (Let me know when you've downloaded & I will remove them, I'm now almost at my limit for uploaded attachments on this site :mischief:)
 
I got the download and will check them whats usable :thumbsup:
The chras im getting is that the screen goos black and then the game just stops.
Added Errorraport
Spoiler :
AppName: colonization.exe AppVer: 1.0.0.1 ModName: cvgamecoredll.dll
ModVer: 0.0.0.0 Offset: 000f51d2

The changes i made :
Spoiler :
<bLbDCanBecomeExpert>1</bLbDCanBecomeExpert>
<bLbDCanGetFree>0</bLbDCanGetFree>
<bLbDCanEscape>0</bLbDCanEscape>
<UnitClassUpgrades/>
<UnitAIs>
and
<iNativeLearnTime>6</iNativeLearnTime>
<iStudentWeight>1000</iStudentWeight>
<iTeacherWeight>0</iTeacherWeight>
 
A very interesting read. This discussion answered many questions I had about the native civs in Civ4Col.

I suppose a work around would to create a clone of a playable European settler with some manner of land start and specific ships that are limited to coast-hugging in the same manner that galleys are in Civ. I suppose there would have to be a king, but the native king would have to be (forgive the term) castrated and "native" Europe screen would have to be "trade only". Although on the rare occasion, a European did "go native", so perhaps a basic colonist or a few specialist.

Well, it's a pipe dream. I know I don't have the skills to do all the "under the hood" coding to pull that off.

I suppose unless I spend the rest of my retirement learning how to code, I'll just have to accept that there will never be a real, viable playable native civ in Civ4Col. I guess it beats fishing. :D
 
It's not impossible or a pipe dream.. The natives in 2071 actually are fully playable, initially done using just XML; and only later I made some very limited DLL modifications to inactivate a few hardcoded functions in the vanilla game that try to cripple them. See post #17-18 for a brief summary of what can be done; it's quite possible to make playable natives if you're truly interested.
 
Thanks for replying Orlanth. I've re-read the posts you mentioned.

I'm refreshing myself on the fine art of crashing modding Colonization. >_<

I am truly interested. I want the outcome to be less certain. And I have about a year to kill before I can buy a tweaked out 64 bit system, so I see a LOT of Civ4Col in my future. I guess it means I'll have to relearn coding again too.

...Somewhere in this head of mine there is a memory of how to write, compile and debug (probably under the mountains of porn and cigarette butts).
 
Sounds cool, I'm glad to see more interest in playable natives in mods :) The basic steps I took were:

Edit Civilizationinfos.xml to set <bPlayable>1 , and give them access to a variety of buildings and units. You can use a combination of creating useful native-specific units/buildings/professions and allow them access to some of the standard ones. I also added a "King" for each Native civ to allow access to the Europe screen. But as Androrc mentioned it may be possible to avoid this by editing the DLL.

I think playable natives definitely work best with Kailric's Inventor feature, since you don't want them to access all the standard unit/buildings from the start without effort. With this you can let natives access a limited set of the standard units/buildings gradually with learning & trade with the Europeans. You can also create Native knowledge that's unique to them, this was planned in RaR with unplayable natives but unfortunately not completed.

Later on I tried some limited DLL edits to inactivate a few vanilla functions that try to cripple the natives, though my coding knowledge is limited :blush: If you're interested feel free to take a look over the 2071 source code which is included with the mod. I had eventually wanted to try making an update the 2071 mod based on RaR, although I don't know whether some RaR features could cause problems with that and it would require merging in the Tech modcomp as well.
 
One more tip I forgot to add, whenever you give natives access to a unit, make sure they also have access to that unit's default profession. That caused me crashes that took awhile to figure out but were an easy fix when found :crazyeye:
 
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