Quick Answers / 'Newbie' Questions

Easy. Open the folder where you installed Varietas Delecta and copy everything INSIDE Assets (not the assets folder itself) into My Documents\My Games\CustomAssets. Then delete the Varietas Delecta mod from the Mod folder. Then just run Dales Combat Mod.

well i did precisely as you first said ever
didn't work

should the Varietas units show up in the game when i put those files into custom assest like you said? in the case where it should load automatically and not as a mod? because i tried that and it didnt work

both mods ran fine early with Blue Marble, with blue installed and the other mod loaded, but i cant get dales and varietas to run together even without Blue Marble (in case that caused problems)

Try opening the ini file inside Dale's Mod's folder and allowing it to load custom assets. (something like that)

when u said this u said some stuff about leaving these at 0

; Custom Art from user folder is not loaded
NoCustomArt = 0
; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

did you mean to mention how to change it to load custom assests like you initially said? it seems in everyway leaving them at 0 means dales combat mod wont load custom assets

PS: does it really matter wether Dales is installed to its default in the /Program Files Mod folder or the /MyGames mod folder?
 
(I tried searching but couldn't find an answer.)

Has line of sight for cities that share a religion you founded been removed in BtS? I'm playing v3.13 and don't see it happening...
 
(I tried searching but couldn't find an answer.)

Has line of sight for cities that share a religion you founded been removed in BtS? I'm playing v3.13 and don't see it happening...

Yes, LOS has now been moved into the new Espionage mechanics...
 
Are there any WarHammer40k mods in the works? or just seperate projects for makingthe untis to the game? I think a turn based strategy game for 40k in the civ way could be pretty dang awesome

and i really want a program that can get mods to work together
i really want to run varietas and a combat mod together or something
 
Just asking if I'm right :
Mines provide production which increases the production speed in a local city.
Farms provide the food for the workers.
Cottages are good against overpopulation and provide gold.
 
Easy. Open the folder where you installed Varietas Delecta and copy everything INSIDE Assets (not the assets folder itself) into My Documents\My Games\CustomAssets. Then delete the Varietas Delecta mod from the Mod folder. Then just run Dales Combat Mod.

well i did precisely as you first said ever
didn't work

should the Varietas units show up in the game when i put those files into custom assest like you said? in the case where it should load automatically and not as a mod? because i tried that and it didnt work

both mods ran fine early with Blue Marble, with blue installed and the other mod loaded, but i cant get dales and varietas to run together even without Blue Marble (in case that caused problems)

Try opening the ini file inside Dale's Mod's folder and allowing it to load custom assets. (something like that)

when u said this u said some stuff about leaving these at 0

; Custom Art from user folder is not loaded
NoCustomArt = 0
; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

did you mean to mention how to change it to load custom assests like you initially said? it seems in everyway leaving them at 0 means dales combat mod wont load custom assets

PS: does it really matter wether Dales is installed to its default in the /Program Files Mod folder or the /MyGames mod folder?
Yes, CustomAssets should load automatically.

And the 0 makes perfect sense. NoCustomAssets = 1 would mean "don't load custom assets". NoCustomAssets = 0 means "don't don't load custom assets".

So, I think the next step is to start again from scratch. Install Blue Marble (because that wouldn't cause the problem), then install Varietas and Dale's into separate mods like you said you would. Then, go into the Assets folder of each of them in separate windows, and go through all the folders and make sure that none of the same files are in each one. If not, move the Assets folder from one mod into the other, and run that one, and pray. If not, there is absolutely nothing I can do. :(
 
Just asking if I'm right :
Mines provide production which increases the production speed in a local city.
Farms provide the food for the workers.
Cottages are good against overpopulation and provide gold commerce, which can be used to create research, culture, and gold.

The commerce/gold confusion is normal, but what gave you the idea that they helped with overpopulation?
 
How do you destroy airships (other than capturing the city)?
Any unit that has a chance of shooting down or damaging air units can potentially destroy airships while on defense. This includes Fighters, SAM Infantry, Destroyers, Mechanized Infantry, etc. But there's no way I know of to go out and effectively destroy them aside from, as you say, capturing the city where they're based.
 
Thanks Roland and 6K Man. The bottom line is that I finally figured out that the chariots bonus against axemen works only on attack.

Is there anyway to manually designate a defender in a stack? In this situation, I would have designated a chariot as a defender, because it would have been the cheapest unit that can suck away a turn from an enemy unit, win or lose.

As I said in my previous post, you should pick your promotions smart. So if you want your catapults protected against attacks from enemy axemen, then you want some combat 1, shock axemen in your stack to protect them or even better some combat 1, shock horsebowmen. Moving over terrain which gives defensive bonuses will also help some units to defend better. Of course, it's not so wise to give the catapults combat related promotions. That will make them more likely to be the best defender. It's better to give them city raider promotions to attack cities and barrage promotions to attack large stacks of units.

So picking the most likely defender happens long before you attack when you pick the promotions.

Are there any WarHammer40k mods in the works? or just seperate projects for makingthe untis to the game? I think a turn based strategy game for 40k in the civ way could be pretty dang awesome

and i really want a program that can get mods to work together
i really want to run varietas and a combat mod together or something

There are some fantasy mods. Fall from Heaven is probably the most well known. There is also a Warhammer Fantasy Battles mod in development. You should check out the mod section on this forum to see if you find something that you might like.

Combining mods is relatively easy if the mods change different files of the game (different sections of the game). In that case, it's just a question of combining the various files and folders of the mods in one combined mod folder in the mods folder of the game. However, if the mods change the same files, then you of course can only have the version of that file from mod 1 or from mod 2 and thus one of the mods will not function correctly. To really combine such mods will require a little work from yourself. You will have to look into these files and combine the changes that the mod makers have made to these files. This can be fairly easy if the files are xml-files, but it can also be pretty hard if the 2 mods changed python files and used the SDK (Software Developers Kit) to change some files.

The amount of changes that can be made by mod makers is extensive, but this also means that it can be hard to combine their changes if they made complicated changes.

Just asking if I'm right :
Mines provide production which increases the production speed in a local city.
Farms provide the food for the workers.
Cottages are good against overpopulation and provide gold.

If a city uses a mine with one of its citizens, then the production of that mine will be added to the other production sources of that city and thus the production speed is increased. If none of the citizens is working the mine, then nothing happens. This is true for all kinds of improvements made around a city.

A city needs 2 food for every citizen. I guess you meant citizen when you said worker. Worker is the name of the unit that improves the terrain around a city, it can be very confusing the use the same name for the citizens inside a city which are working the land. If a city has more unhealthy faces ( :yuck: ) than healthy faces ( :health: ), then it also needs 1 extra food for each unhealthy face that you have above the number of healthy faces.
The extra food is used to grow the city.
The goal of the city is to produce as much commerce ( :commerce: ) and production ( :hammers: ) as possible, so don't produce extra food if you don't want the city to grow or if there is no more land for the city to use.

Cottages provide commerce and provide lots of commerce when they are being used for a while by citizens inside a city. They will slowly grow and become more beneficial. However, they won't do anything against overcrowding.
There is no way to reduce overcrowding except by decreasing the size of a city which you normally don't want to. Overcrowding is a game mechanic designed to make it hard to maintain large cities which are happy and healthy. Each time a city grows, the number of unhappy and unhealthy faces grows. The only way to combat this is by increasing the number of happy and healthy faces to create balance. There are many ways to provide happiness and health for your population. The most used ones are luxury resources for happiness, food resources for health and some buildings for happiness and health.
 
Can totally new units be added into a game thats running a different mod? LIke if i want to add in one of the 40k units to a fantasy mod

if so then which is the best guide for this? there seem to be many
 
Can totally new units be added into a game thats running a different mod? LIke if i want to add in one of the 40k units to a fantasy mod

if so then which is the best guide for this? there seem to be many

You're probably better off asking such questions in the creation and customization part of this forum. The people there can answer such questions a lot better than we can.

A unit consists of graphics, sounds and values, so there are probably a few files which have to be edited. At least one for the graphics, one for the sounds and one for the statistics for the unit, maybe more.

I did a seach for the word 'spearman' through the assets directory of civilization BTS and came up with 12 files. I wouldn't be surprised if each of these 12 files contain some necessary information about the spearman which makes the unit function as it does (sound effects, art, civilopedia entry, stats of the unit, etc.). Adding a new unit would probably mean editing each of these files. It could be that these edits aren't a lot of work. For instance, the sound effects of a theoretically new horseman unit could use the same sound effects of the already existing knight unit. That would probably result in some copy-paste work for such a change.
 
Well, you'd need at least one XML file for each (graphics, sounds, values) and sometimes there is more than one that must be edited. Plus the ACTUAL graphics files (textures, models, animations) and sounds.

Yeah, Creation and Customization. Down the hall to the left.
 
What exactly determines whether a city will be destroyed when captured. I thought it was the same as Civ3 - either the city has to be size 2 or the borders have to have expanded. This morning I took out an AI capital with a chariot rush and then sat patiently waiting for the culture of the new capital to grow. When I took that city, it died :(

What gives?
 
4 Quick questions:

1. How do you pull up the combat/event log?

2. In BTS, does parking your spy in your own cities yield any counter-espionage benefit?

3. What are some desireable traits/start techs for cultural victory?

4. Espionage--what is the difference in end results between stirring unreast (+unhappy) or poisoning supply (+unhealthy)?
 
Has anyone run into a (BTS) time game that ends beyond 2050? My current game is set to end at 2080! I started as 'Ancient' as always but, for whatever reason, this game is getting an additional 30 years.
 
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