pixiejmcc said:
Thank you once again Roland.
I don't quite understand the above points. Are you saying it is possible to kill a city with nukes? I'm afraid I don't follow the points about base and random damage at all.
Note that I don't understand the entries of the file GlobalDefines.xml perfectly. I try to make sense out of them.
There is an entry related to population damage
<Define>
<DefineName>NUKE_POPULATION_DEATH_BASE</DefineName>
<iDefineIntVal>30</iDefineIntVal>
Which I interprete as meaning that a nuclear weapon always does an amount of damage between 0 and 30% of the population of a city.
Then, there exist two more entries related to population damage:
<Define>
<DefineName>NUKE_POPULATION_DEATH_RAND_1</DefineName>
<iDefineIntVal>20</iDefineIntVal>
</Define>
<Define>
<DefineName>NUKE_POPULATION_DEATH_RAND_2</DefineName>
<iDefineIntVal>20</iDefineIntVal>
This I interprete as meaning that a nuke has a chance to do even more damage to the population. Both of these extra amounts of population damage are between 0 and 20%. But I don't think they occur always because the first entry is called base and the second and third are called random.
Together, if all rolls occur and result in a maximum amount (very small chance), you could kill 30%+20%+20%=70% of the population of a city (if the city size is 20, this means it is reduced to 20-70% of 20= 6). However there is another entry which caps the maximum amount of population damage to 60%:
<Define> <DefineName>NUKE_NON_COMBAT_DEATH_THRESHOLD</DefineName>
<iDefineIntVal>60</iDefineIntVal>
Edit: After thinking it over. This entry could also be related to non-combat units like settlers and workers. Meaning that they have a 60% chance to die. I don't know.
pixiejmcc said:
Also about the SDI, shouldn't this mean that the chance of a nuke hitting is 50%?
The SDI intercepts the nuke with a chance of 75%. This means that it has a chance to hit of 100%-75%=25%
pixiejmcc said:
Also while on the subject of war weariness, it seems that this doesn't kick in for sometime, may be 50 turns in to a war (on quick). Could you explain how this works as well.
It's rather complicated. I did a search of the xml-files a while back and tried again to make sense out of them. There are a number of things that cause war weariness points, such as killing enemy soldiers and losing your own soldiers and capturing cities and losing your own cities and using nukes and getting nuked. The amount of war weariness points depends on the action (more war weariness for losing soldiers than for killing enemy soldiers) and where it occurs (more war weariness in foreign territory then in your own lands).
The war weariness points cause a certain percentage of your population to become unhappy (that's why there's more war weariness in big cities than in small cities).
Now why could it take a while for war weariness to accumulate? There are three reasons that I could think of.
1) The other party in the war started the war and in that case you will get a reduction of war weariness to start with so it takes a while for war weariness points to start accumulate into positive amounts.
2) You fight a defensive war in your own territory before you go on the offensive. A defensive war means less loss of units and any losses occur in your own territory, so it causes less war weariness.
3) There are buildings and civics and small wonders that reduce war weariness. These reduce war weariness by a certain percentage. So if the war weariness points aren't high enough to cause a higher percentage of war weariness than the amount of reduction caused by these buildings/civics/small wonders, then you won't have any war weariness.
pixiejmcc said:
How do I get into the xml (and use it to find what I want to know), so I don't have to bug you with my questions anymore.
I don't mind because it often gives me a reason to take a look at it myself. I've found out lots of things about this game because someone else asked about it.
The xml-files are stored in the folder ...\Civilization 4\Assets\XML
They can be opened, read (and edited) with any simple text editor. The problem is that there are a lot of these files and it is not that easy to find the right information. The best way for me is to do a search (Windows search function) in the whole XML directory for a certain word in each of the files. The information about nukes, I found by looking for the word nuke in each of the files. This resulted in about 25 hits (files) and I took a guess which file would have the sought after data and got lucky (the file names can help you in your guess, AudioDefines.xml is not very likely to contain the right data).
pixiejmcc said:
It seems to go back up by 3% each turn, could someone confirm this? I haven't tested it very thoroughy so I could well be wrong.
Lord Parkin said:
My guess is that each turn it'll go up by some +% of its original max defense value.
If I recall correctly, the percentage is 5% of the maximum amount. This would result in 3% if the maximum defence percentage were 60%.
It might be modified by game speed, but I do not think so.
chinese_samurai said:
i got very simple newbish questio??? how do you uninstall the game no before you rush to conclusions i will just uninstall it when i get the new battlefield becouse it dont let uninstall it
Go to Add and Remove Programs and select Sid Meiers Civilization IV.
SpookS said:
Thus, by following this, you can use a public map in a 'custom game'. I assume the file needs to be put into the warlords directory as above if you want to use it for warlords...
This sounds like the kind of information that you would get in the Creation and Customization subforum. It all sounds quite complicated as someone needed to make a utility to get it to work. If I ever feel the need to play a custom map (with custom game rules), then I'll know where and what to look for. Thank you!
