digitCruncher
Emperor
- Joined
- Oct 28, 2007
- Messages
- 1,012
Here is an unusual question:
I want to INCREASE the amount of global warming in my games.
Here is my logic: In the Rise of Mankind mod, with the wonders of Desert Windmills, those refining / recycling centers, and Soylent Green Facilities, Desert isn't all that bad! As a result, I want it to be possible to make an entire world A MASSIVE DESERT WASTELAND!
I feel evil, but the way I would do it is rather simple:
Lower the Global Warming prob, from 40, to around 30. This will significantly DECREASE global warming, especially for worlds with many forests
Increase the pollution effects of buildings (GLOBAL_WARMING_UNHEALTH_WEIGHT), from 40, to 50. Combined with many more buildings that perform unhealth, this would be an interesting way to make deserts.
However, the last thing, I can't do. It isn't that bad, having 1 tile turning to desert every turn (which would happen with a GLOBAL_WARMING_PROB being set to 999, which, thankfully, I won't). The problem is that it is SO SLOW. I want to be able to QUADRUPLE the number of times Global warming does it's checks (So, each turn, the computer will do *4* checks for global warming). Global warming should be rampant by the end-game.
It will need some tweaking, sure, but it will also be fun
But is there an easy way to change the mod so that it checks for global warming 4 times each turn, instead of just 1??
PS. Just to check, setting bPrereqReligion to 1 means that the unit requires THE state religion present in the city, correct?? I will check that myself soon anyway... Nope, it doesn't. I decided to go with someone else's suggestion, and gave pikes and Heavy pikes a +50% attack and defence vs. Templar Knights instead of limiting Templar Knights to require a state religion. Hopefully that will make Templar Knights slightly less "I am in your base, killing your dudes. And by dudes, I mean pillaging the **** out of your improvements" units, and instead become a specific mounted unit that literally destroys any stack of melee units (which aren't guarded by pikes). As it is, the pikes suicidal tendancies to ALWAYS DEFEND THE STACK VS. MOUNTED mean that that doesn't change much, but it is a nice tweak IMO.
PPS. For people with the Rise of Mankind Mod, where is the Encyclopedia in the XML. I wish to ... speak to it >.> <.< Found it. It is called PROJECT_ENCYCLOPEDIE (sic), and is found in CIV4ProjectInfo.
I want to INCREASE the amount of global warming in my games.
Here is my logic: In the Rise of Mankind mod, with the wonders of Desert Windmills, those refining / recycling centers, and Soylent Green Facilities, Desert isn't all that bad! As a result, I want it to be possible to make an entire world A MASSIVE DESERT WASTELAND!
I feel evil, but the way I would do it is rather simple:
Lower the Global Warming prob, from 40, to around 30. This will significantly DECREASE global warming, especially for worlds with many forests
Increase the pollution effects of buildings (GLOBAL_WARMING_UNHEALTH_WEIGHT), from 40, to 50. Combined with many more buildings that perform unhealth, this would be an interesting way to make deserts.
However, the last thing, I can't do. It isn't that bad, having 1 tile turning to desert every turn (which would happen with a GLOBAL_WARMING_PROB being set to 999, which, thankfully, I won't). The problem is that it is SO SLOW. I want to be able to QUADRUPLE the number of times Global warming does it's checks (So, each turn, the computer will do *4* checks for global warming). Global warming should be rampant by the end-game.
It will need some tweaking, sure, but it will also be fun
