I realize there are extensive tutorials available on how to mod, but I find them a bit overwhelming with way too much info all at once. For me it has always been easier to learn when I can try out specific examples and then figure out myself what each of the lines (XML in this case) actually does.
Since I play almost exclusively in the Fall Further mod I figured I'd ask these questions here, hoping someone can and is willing to show me exactly how I have to go about to effect these changes for my game (which is usually a hotseat game with my wife where we play as a team against random teams of AI Civs).
1. We noticed the Kuriotates don't seem to work in multiplayer (hotseat) anymore since the player can no longer choose whether to build a city or a settlement anymore and even the first city will automatically turn into a settlement... how can I change that?
2. A long time ago it was possible for team mates to gift units to the other members of the team. What do I need to do to put this option back into the game?
3. The event of the hunter selling his catches no longer seems to work and the only available option now is to hire the hunter. I would like to make the other options (buying one of the animals) available again. How can I do this?
4. On the same subject. We are not happy with the fact that hunters no longer start being able to catch animals. How do I mod a unit to start off with a specific ability?
5. We would like to mod the Sheaim to become much more dangerous (both as AI if we play goody twoshoes trying to stop them, or for our team). For this I would like to replace some of their regular units with the units usually only available to the Infernal. (Especially a worker that actually CAN enter the burning sands!). Which of the files and lines in the files do I need to mod for that?
6. While it is a cute idea, the run-away orc units really made the Clan all but unplayable for our style of play. How do I delete this option so that also the Clan has units that actually stay with the civ again?
7. Can I add additional Civs just by modding the XML files and downloading unit graphics from this site (provided of course I don't want any completely new options) or do I need to learn python for that?
If you can answer any (or all) of these questions it would be very nuch appreciated. Please be specific. And yes I do know there are various tutorials on this site. Most of them I have copies of already. But as I mentioned above, for me to learn how to mod I need to work with specific examples, rather than a massive tutorial trying to teach me everything at once. Things make a lot more sense to me if I can work on a specific effect I want to achieve (like the ones mentioned above) and then figure out myself what all of the lines I just scripted in actually do. This way I can then also remember it much better for future use.
One other thing, I'm very busy with my job so I won't be able to check back here too frequently or to spend a lot of time here when I do. However, me not responding to your posts, does not mean I hadn't seen them (it just means I didn't take the time to respond). So for anyone willing to help me out here:
A big thank you in advance.
Since I play almost exclusively in the Fall Further mod I figured I'd ask these questions here, hoping someone can and is willing to show me exactly how I have to go about to effect these changes for my game (which is usually a hotseat game with my wife where we play as a team against random teams of AI Civs).
1. We noticed the Kuriotates don't seem to work in multiplayer (hotseat) anymore since the player can no longer choose whether to build a city or a settlement anymore and even the first city will automatically turn into a settlement... how can I change that?
2. A long time ago it was possible for team mates to gift units to the other members of the team. What do I need to do to put this option back into the game?
3. The event of the hunter selling his catches no longer seems to work and the only available option now is to hire the hunter. I would like to make the other options (buying one of the animals) available again. How can I do this?
4. On the same subject. We are not happy with the fact that hunters no longer start being able to catch animals. How do I mod a unit to start off with a specific ability?
5. We would like to mod the Sheaim to become much more dangerous (both as AI if we play goody twoshoes trying to stop them, or for our team). For this I would like to replace some of their regular units with the units usually only available to the Infernal. (Especially a worker that actually CAN enter the burning sands!). Which of the files and lines in the files do I need to mod for that?
6. While it is a cute idea, the run-away orc units really made the Clan all but unplayable for our style of play. How do I delete this option so that also the Clan has units that actually stay with the civ again?
7. Can I add additional Civs just by modding the XML files and downloading unit graphics from this site (provided of course I don't want any completely new options) or do I need to learn python for that?
If you can answer any (or all) of these questions it would be very nuch appreciated. Please be specific. And yes I do know there are various tutorials on this site. Most of them I have copies of already. But as I mentioned above, for me to learn how to mod I need to work with specific examples, rather than a massive tutorial trying to teach me everything at once. Things make a lot more sense to me if I can work on a specific effect I want to achieve (like the ones mentioned above) and then figure out myself what all of the lines I just scripted in actually do. This way I can then also remember it much better for future use.
One other thing, I'm very busy with my job so I won't be able to check back here too frequently or to spend a lot of time here when I do. However, me not responding to your posts, does not mean I hadn't seen them (it just means I didn't take the time to respond). So for anyone willing to help me out here:
A big thank you in advance.