Questions & Answers

thank you Kairob.
the name scripting will be the hard part.
 
It shouldnt be that hard, if you know the co-ordinate for the tile thats grassland, you just need to count down and then count across..

I actually really like this idea, I might do it myself. What resource did you put for production (if any)?
 
havent done it yet, im in class. but i may do it when i get home.

but it'll probably be either 1 oil and 1 iron... maybe a deer and fur too.
 
well... it says that they have a national oil company. Nunaoil?
anyway, im looking at an atlas right now and it says that the area where i'd put the eastern settlement, the southern tip, has a major uranium producing field...
 
oh... and Rhye, why sin't it a good idea to combine Police State with Free Speech?
 
oh... and Rhye, why sin't it a good idea to combine Police State with Free Speech?

"Um, Comrade Stalin, I think..."
And gets sent to the Gulag for thinking. :)
 
i see. well Kairob, i've finished the terrain modding to the map.
i added two rivers directly adjacent to the locations of the settlements, which i have marked with huts. the Eastern Settlement (Julianehåb) has a uranium to the east and deer to the northwest, and the Western Settlement (Godthåb) has oil to the north and fur to the south.
 
np. but its only for 3000 BC unlocked.
i'll do 600 AD as soon as i can


EDIT: bah! i'll have to do it after class.
 
here it is. i had to save it as text inside a RAR because the attachments wouldn't allow for a WBSave.

you can paste the entire thing into it. the only changes are to the plots.
you may notice a little extra additions on my part besides greenland.
now i need to script the maps so i can give each new tile a city name.

also, i may have a 600AD version up soon-ish.

View attachment 170477
 
One question I could do with some help with, how do I change the starting diplomacy between civs so I can make them at war as soon as they spawn?

Also I have been modding the mod :crazyeye: and for some reason when I load a civ it comes up with "you have been defeated", which kind of limits gameplay really, so I was just wondering if anyone knew what I might have done wrong.

If it helps I changed the following files after installing the Othadox+Protistantism mod over the Multiplayer version of the game (it runs faster);
World Builder Files;
600ad start

Python files;
Barbs
RiseAndFall
Stability

XML files;
CIV4CivicInfos
CIV4CivilizationInfos
CIV4BuildingInfos
CIV4UnitInfos
CIV4BuildInfos

I also know exactly what I changed in each file but the list would be too big, if anyone knows which file(s) could be messing it up I would be glad of any help or info at all about what might be wrong.
 
First let me say i am a first time poster long time player of your mod. Quick question i was wondering is it possible to add another civ to the starting civ's and if it is possiable can you please explain to me where i can change it at? Thanks for all your replys.
 
Also I have been modding the mod and for some reason when I load a civ it comes up with "you have been defeated", which kind of limits gameplay really, so I was just wondering if anyone knew what I might have done wrong.

Can anybody help me with my problem? Anyone know which file I changed might have caused this?
 
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