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Quick Modding Questions Thread

File-wise it's all i think. Does it show up in the pedia/worlbuilder? Maybe the tech that unlocks it, or some other condition accidentally set (like coast only or something).

And maybe LSystem, if you add it to some exotic node.
 
File-wise it's all i think. Does it show up in the pedia/worlbuilder? Maybe the tech that unlocks it, or some other condition accidentally set (like coast only or something).

And maybe LSystem, if you add it to some exotic node.

Yeah I fixed it, it was just my copy/paste screw up :)
 
Good morning Fanatics! I have a quick question. I'm playing the Quot Capita mod, and one of the things added is a prehistoric era, along with prehistoric era techs. One of the techs allows "Slash and Burn", which is like an early "chop down forest" that doesn't give any hammers to the town. I'm okay with this, but later on when chop forest becomes available, the workers still use slash and burn when automated. I hate having to micro the workers, so is there a way to obsolete "slash and burn" when Chop Forest becomes available?
 
And what will I need to change? It's been a while since I've modded Civ, I've forgotten where evrything is.
 
Okay I upped the Slash and burn iTime to 800 while leaving chop forest at 300, but my workers still slash and burn and don't chop.
 
Code:
		<BuildInfo>
			[COLOR="Red"]<Type>BUILD_YOUR_REMOVE_FOREST</Type>[/COLOR]
			[COLOR="Red"]<Description>EARLY CHOP</Description>[/COLOR]
			<Help/>
			<PrereqTech>NONE</PrereqTech>
			<iTime>0</iTime>
			<iCost>0</iCost>
			<bKill>0</bKill>
			<ImprovementType>NONE</ImprovementType>
			<RouteType>NONE</RouteType>
			<EntityEvent>ENTITY_EVENT_CHOP</EntityEvent>
			<FeatureStructs>
				<FeatureStruct>
					<FeatureType>FEATURE_FOREST</FeatureType>
					[COLOR="Red"]<PrereqTech>TECH_YOUR_TECH</PrereqTech>[/COLOR]
					[COLOR="Red"]<iTime>300</iTime>
					<iProduction>0</iProduction>[/COLOR]
					<bRemove>1</bRemove>
				</FeatureStruct>
			</FeatureStructs>
			<HotKey>KB_C</HotKey>
			<bAltDown>1</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>,Art/Interface/Buttons/Builds/BuildChopDown.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,7,8</Button>
		</BuildInfo>
		<BuildInfo>
			<Type>BUILD_REMOVE_FOREST</Type>
			<Description>TXT_KEY_BUILD_REMOVE_FOREST</Description>
			<Help/>
			<PrereqTech>NONE</PrereqTech>
			<iTime>0</iTime>
			<iCost>0</iCost>
			<bKill>0</bKill>
			<ImprovementType>NONE</ImprovementType>
			<RouteType>NONE</RouteType>
			<EntityEvent>ENTITY_EVENT_CHOP</EntityEvent>
			<FeatureStructs>
				<FeatureStruct>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
					[COLOR="Blue"]<iTime>300</iTime>
					<iProduction>30</iProduction>[/COLOR]
					<bRemove>1</bRemove>
				</FeatureStruct>
			</FeatureStructs>
			<HotKey>KB_C</HotKey>
			<bAltDown>1</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>,Art/Interface/Buttons/Builds/BuildChopDown.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,7,8</Button>
		</BuildInfo>

Try with this set same iTime and different Production you can see in code. I think that iTime on 800 is very long time for early era.

This is just my opinion/idea of what I would do :)
 
Code:
		<BuildInfo>
			[COLOR="Red"]<Type>BUILD_YOUR_REMOVE_FOREST</Type>[/COLOR]
			[COLOR="Red"]<Description>EARLY CHOP</Description>[/COLOR]
			<Help/>
			<PrereqTech>NONE</PrereqTech>
			<iTime>0</iTime>
			<iCost>0</iCost>
			<bKill>0</bKill>
			<ImprovementType>NONE</ImprovementType>
			<RouteType>NONE</RouteType>
			<EntityEvent>ENTITY_EVENT_CHOP</EntityEvent>
			<FeatureStructs>
				<FeatureStruct>
					<FeatureType>FEATURE_FOREST</FeatureType>
					[COLOR="Red"]<PrereqTech>TECH_YOUR_TECH</PrereqTech>[/COLOR]
					[COLOR="Red"]<iTime>300</iTime>
					<iProduction>0</iProduction>[/COLOR]
					<bRemove>1</bRemove>
				</FeatureStruct>
			</FeatureStructs>
			<HotKey>KB_C</HotKey>
			<bAltDown>1</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>,Art/Interface/Buttons/Builds/BuildChopDown.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,7,8</Button>
		</BuildInfo>
		<BuildInfo>
			<Type>BUILD_REMOVE_FOREST</Type>
			<Description>TXT_KEY_BUILD_REMOVE_FOREST</Description>
			<Help/>
			<PrereqTech>NONE</PrereqTech>
			<iTime>0</iTime>
			<iCost>0</iCost>
			<bKill>0</bKill>
			<ImprovementType>NONE</ImprovementType>
			<RouteType>NONE</RouteType>
			<EntityEvent>ENTITY_EVENT_CHOP</EntityEvent>
			<FeatureStructs>
				<FeatureStruct>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
					[COLOR="Blue"]<iTime>300</iTime>
					<iProduction>30</iProduction>[/COLOR]
					<bRemove>1</bRemove>
				</FeatureStruct>
			</FeatureStructs>
			<HotKey>KB_C</HotKey>
			<bAltDown>1</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>,Art/Interface/Buttons/Builds/BuildChopDown.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,7,8</Button>
		</BuildInfo>

Try with this set same iTime and different Production you can see in code. I think that iTime on 800 is very long time for early era.

This is just my opinion/idea of what I would do :)

Tried it, same thing. I just want to obsolete "Slash and Burn" when Bronze Working is researched.
 
There's no real way to make it obsolete.
There'd be a dirty freak solution:
- tie "slash & burn" to an unresearchable tech
- make every civ start with that tech
- when a civ researches the normal chopping tech, then remove the unresearchable tech from this civ (relatively easy to do via Python)

If you have a , for a button for leaderhead buttons could that cause any problems?

...er...what, how?
 
There's no real way to make it obsolete.
There'd be a dirty freak solution:
- tie "slash & burn" to an unresearchable tech
- make every civ start with that tech
- when a civ researches the normal chopping tech, then remove the unresearchable tech from this civ (relatively easy to do via Python)

You know, I think I'll just remove the command altogether. Just remove it from BuildInfo, right?
 
Perhaps you can use a sneaky method: make a new worker type that is an upgrade to the original worker. The new worker does not get the build types to do a slash and burn for forest or jungle.

Quot Capita's unit infos even have a ForceObsoleteTech tag available which can, presumably, make the old worker go obsolete at the same tech the new one becomes available. I'm not sure how that works. There is also a ForceObsoleteUnitClasses which is somehow related. These come in via the RevDCM code. Somebody must know how they work.

Something that is easier to try first:

It is possible that they are just using the first available option that has the desired effect. The various things in the XML files are referenced in the order they are in the file if all the things are being checked. Therefore, try moving the BUILD_REMOVE_JUNGLE and BUILD_REMOVE_FOREST to be before the BUILD_BURN_FOREST and BUILD_BURN_JUNGLE entries in the CIV4BuildInfos.xml file.
 
what does the derivative civilization mean in the civilization.xml mean?
 
I made a mod with a bunch of new Civs, but I want to eliminate normal civs while playing the mods how do i do this?
 
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