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Quick Modding Questions Thread

I think he is trying to figure out the years for era starts.
Like when you start a Future Era game, which turn does it start in.

That would be according to the <iStartPercent> tag of the EraInfos file. For example, in BtS, Future is set at 80 (%).

BtS Normal speed = 500 turns, so 400 turns done, 100 left, AD1980 according to the GameSpeedInfo turn/time table, technologies still to research: Stealth, Genetics, Fusion and Future Tech.

Your answer
 
is it possible to make the <iAIWeight> for a civic in the civicinfos.xml specific to certain leaders than to all AI? I know there's a favourite civic in the leaderheadinfos, but they still don't always pick their favourite civic, I think they are most inclined to pick the one which will give the most happiness regardless.
 
is it possible to make the <iAIWeight> for a civic in the civicinfos.xml specific to certain leaders than to all AI? I know there's a favourite civic in the leaderheadinfos, but they still don't always pick their favourite civic, I think they are most inclined to pick the one which will give the most happiness regardless.

If your <iAIWeight> higher, that are higher chance that Al will use that civic. I think so, let me correct someone if I'm wrong.
 
yeah I know, but it applies to all AI, so if the AI weight is higher for Environmentalism, all AI will be equally more likely to choose Environmentalism. But if I want only Roosevelt to be more likely to choose Environmentalism, not other AIs, and another leader to be more likely to choose State Property, is that possible? Modifying the AI weight for civics to be leader specific?

Also failing that, is it easy to make civilisation specific technologies? e.g. a tech only america can research that replaces another one, like how unique units work replacing the standard unit other civs have. - Ok I think there is a longer way around this of creating my own new technologies and then disabling them for certain civilizations
 
I am trying to figure out what the heck the unused victory condition, iTotalCultureRatio is supposed to do, but looking at the CvVictoryScreen and CvGame codes, it is even more confusing...

Code:
	if (bValid)
	{
		if (GC.getVictoryInfo(eVictory).getTotalCultureRatio() > 0)
		{
			int iThreshold = ((GET_TEAM(eTeam).countTotalCulture() * 100) / GC.getVictoryInfo(eVictory).getTotalCultureRatio());

			bool bFound = false;

			for (int iK = 0; iK < MAX_CIV_TEAMS; iK++)
			{
				if (GET_TEAM((TeamTypes)iK).isAlive())
				{
					if (iK != eTeam)
					{
						if (GET_TEAM((TeamTypes)iK).countTotalCulture() > iThreshold)
						{
							bFound = true;
							break;
						}
					}
				}
			}

			if (bFound)
			{
				bValid = false;
			}
		}
	}

Yeah, I can read the codes.
iThreshold is defined as a value = Your Total Culture * 100 / XML value
If a team has more Total Culture than that, you have not won.

So what does a iTotalCultureRatio of 70% for instance supposed to mean? :D
 
To add civilizations in a scenario, what exactly do I need to do? I would like to add some civilizations (not ones that I would make - ones that are in civilization already, like the vikings) to the Earth18 civs scenario. I added civs to the Europe scenario, but when I tried to add some for Earth18 civs, the game wouldn't let me.
 
To add civilizations in a scenario, what exactly do I need to do? I would like to add some civilizations (not ones that I would make - ones that are in civilization already, like the vikings) to the Earth18 civs scenario. I added civs to the Europe scenario, but when I tried to add some for Earth18 civs, the game wouldn't let me.

Without changes, the game only allows 18 civilizations (+ barbarians).

To get more you either need to mod the DLL (via one simple change to a C++ file) and then rebuild the DLL. This requires installing software. See a tutorial here.

Or you can grab one that someone else has already modified. The first one I saw was is here. (This one might include the unofficial patch. I'm not sure.)

Once you have a DLL that can manage more than 18 civs you then need to modify your Worldbuild file. Open it in a basic text editor, like Notepad, and add all the missing players and teams so you have as many in the file as the DLL is expecting to find. It expects to find a number that matches the new maximum so if you use a 40 civ DLL then you need to have 40 of each of them (teams 0 through 39 and if the players are 1 per team there will be one player with each team number, but if they are grouped into teams there will be some unused teams - however they must still all exist). After that, the regular Wordlbuilder should work.

Oh, and if you are using the Mac version you are out of luck. There is no way to change it to use more civs since it does not use a DLL or any equivalent so there is no way to change it.
 
You extract it to C:/Program Files/Firaxis Games/Sid Meier's Civilization 4/[If you have Beyond the Sword or Warlords, put that here]/Mods/[Your mod]/Assets.

That may be way too in depth but there's the whole entire thing just in case.:goodjob:
 
How could I implement region-specific era music (like in Civ5)? This has probably already been requested (by me?) but I couldn't find something. So there would be different music for different regions (Europe, Native America, Middle-East, East Asia, Southeast Asia...) It annoys me to hear Church music while playing as China or the Aztecs. I would prefer some python solution, as I still do not fully understand DLL. Thanks!
 
You can manually start a specific song with Python, but I don't think it gives you enough control or the appropriate event triggers to use that to implement civ specific soundtracks.

I already did what you're going for with a combination of dummy eras to hold playlists and a very minor DLL change. So get back at me if you're willing to go into DLL modding.
 
I've got a pretty easy question, I think. Someone might have already covered this but there's like 130 pages to look through so I'll just ask anyway.

I've got a mod that I like to play, it adds new units and graphics. The only issue is there is no good, large, earth map to play on. So i want to download an earth map from here and play it in that mod- not as a separate mod. Is there any simple way to do this or would that require merging the mods?
 
I've got a pretty easy question, I think. Someone might have already covered this but there's like 130 pages to look through so I'll just ask anyway.

I've got a mod that I like to play, it adds new units and graphics. The only issue is there is no good, large, earth map to play on. So i want to download an earth map from here and play it in that mod- not as a separate mod. Is there any simple way to do this or would that require merging the mods?

Does your mod that you want to add the map to play with 50 or 18 civs?
 
So a WB save won't work for this, right? What file format should it be?

Also, I don't have private maps. Just public maps. Would I put that in the BTS public map folder or the mods public map folder?




Edit: I think I worked it out. Thanks!
 
Does somebody have a "blank" map of the SoI Middle East (without civs and extra resources, ready for use in BtS), it seems a really nice map to use in a mod play on.
I tried editing the civs and resources out, but I can't do it properly and does not work outside SoI. Thanks!
 
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