Quick Answers / 'Newbie' Questions

Well, I am curious, how do bombers gain experience points beyond the initial points for airports, theocracy, wonders, and military trainers. I have them on constant bombing runs of both units and improvements/cities, yet none of them get promotions. I don't even notice them getting experience points for surviving being intercepted. It is very frustrating because I think a bomber that survives a bombing run in enemy territory that is filled with fighters, SAMs and other traps for them should get experience points.

You only get experience points when you manage to kill stuff. So a bomber that kills a fighter which tries to intercept could get a promotion, but that's the only way that it could happen (I think).

It's clear that it would be very rare for bombers to get experience. On the other hand, there aren't many useful promotions for bombers either. The promotion that helps with evasion might help. If you want that promotion, then it's best to build your bombers in a city that produces very experienced units so that you can pick it from the start.

It's hard to come up with a meaningful way to give experience to bombers without making it too easy to get experience for these units.
 
Well, I am curious, how do bombers gain experience points beyond the initial points for airports, theocracy, wonders, and military trainers. I have them on constant bombing runs of both units and improvements/cities, yet none of them get promotions. I don't even notice them getting experience points for surviving being intercepted. It is very frustrating because I think a bomber that survives a bombing run in enemy territory that is filled with fighters, SAMs and other traps for them should get experience points.

If you want to try a whole new ballgame when it comes to air combat, you might want to have a look at Dales's Combat Mod, in the modpacks forum.
 
75.000

Most things require 50% more or are 50% slower on epic speed.

Thanks! I thought my culture points were too good to be true... now I know why. :eek: (Playing my first Epic speed, I have always played Quick before).
 
Hi everyone

With Civ III the units in a city were not visible on the general map, but rathe rwhen you clicked on a city. With Civ IV I cannot find a way to stop the units from being seeing from the general map view. Is there any way to get the unit overlays to vanish so that the units within a city are only visible when you click on a city?

Thanks Sogdog
 
You 'only' need 50'000 culture in three cities (this assumes normal speed). The other don't matter.
 
Hi everyone

With Civ III the units in a city were not visible on the general map, but rathe rwhen you clicked on a city. With Civ IV I cannot find a way to stop the units from being seeing from the general map view. Is there any way to get the unit overlays to vanish so that the units within a city are only visible when you click on a city?

Thanks Sogdog
No, sorry. That option is not available in Civ4, and greatly missed by some. However, I don't know why it is such a big deal.
 
Hey when I have a settler selected, what are those light blue circles that appear? Suggested city spots or something?
 
Another question: how do I make buildings continually available despite being in the modern era? In specific, I want to be able to build missionaries without being in Organized Religion (I think that is what it is), so I want monasteries to remain active and usable even after they would be phased out by Scientific Method. I have BtS and found the CIV4SpecialBuildingInfos.XML file and put "NONE" in the slot for the obsolete tech.

- <SpecialBuildingInfo>
<Type>SPECIALBUILDING_MONASTERY</Type>
<Description>TXT_KEY_SPECIALBUILDING_MONASTERY</Description>
<ObsoleteTech>NONE</ObsoleteTech>
<TechPrereq>TECH_MEDITATION</TechPrereq>
<TechPrereqAnyone>NONE</TechPrereqAnyone>
<bValid>1</bValid>
<ProductionTraits />
<Button>Art/Interface/Buttons/Buildings/Monastery_Hindu.dds</Button>
</SpecialBuildingInfo>
What more needs to be done because it did not make those buildings available in my game.
 
Maybe you only enabled it for one of the seven types of Monasteries? Also, perhaps make the Missionaries not require a Monastery to be built, that could solve the problem too.
 
Another question: how do I make buildings continually available despite being in the modern era? In specific, I want to be able to build missionaries without being in Organized Religion (I think that is what it is), so I want monasteries to remain active and usable even after they would be phased out by Scientific Method. I have BtS and found the CIV4SpecialBuildingInfos.XML file and put "NONE" in the slot for the obsolete tech.


What more needs to be done because it did not make those buildings available in my game.

Maybe you only enabled it for one of the seven types of Monasteries? Also, perhaps make the Missionaries not require a Monastery to be built, that could solve the problem too.

In the special buildings xml-file, all the monasteries are grouped under the category monastery and every special religion monastery belongs to the special group monastery, so I don't think this is the problem.

My guess (and it is a guess) is that you modified your files and then continued playing in a game where the building had already been obsoleted by the obsoleting technology. I think the game stores whether a building has become available once you develop an enabling technology and stores whether a building has become obsolete once you develop an obsoleting technology. It doesn't recheck this status just because you changed a file. So once you start a new game, the building won't go obsolete if you develop the technology which normally obsoleted the building, but during this game it will stay obsolete unless you go back to before you discovered the obsoleting technology.

It's just a guess as I'm not an experienced mod-maker.

You can test it by starting a new game with your mod and then entering the world builder and giving yourself the technology that enables monasteries and a technology which gives you a religion. At this point you check whether monasteries are available. Then you give yourself the technology which normally obsoletes monasteries (scientific method) and you check again whether monasteries have become obsolete.

Note that the tech-tree information of scientific method should also not say that monasteries become obsolete once you discover this technology.

Good luck.:thumbsup:

Edit: By the way, could you tell me if this was the problem. Always nice to learn something about how the game functions internally.
 
You are correct, Roland. I started another game and it worked and allowed me to build them even with Scientific Method. My main game did not allow me to, even after I took away the tech, exited WorldBuilder, then went back and added the tech. Neither time did it work, so it appears that I will be spending some time in the Organized Religion civic.
 
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