Quick Modding Questions Thread

Background is always 1024x768 but the dds format is 1024x512 which is then stretched to that
Check any of the python advisor screen to confirm since I am retired :)
 
Background is always 1024x768 but the dds format is 1024x512 which is then stretched to that
Check any of the python advisor screen to confirm since I am retired :)

The dimensions of the DDS may depend on which .nif you are using for the main menu background. The usual one to just get a picture show is to use the one from Next War as it hasn't got much extraneous junk in it (it has a second layer behind the main one which scrolls sideways for they sky, but if the main image has no transparency you can't see it). That one uses a 1024 x 1024 DDS image, which is warped by it to fit its desired aspect ratio. For the Rocks 2 Rockets main menu background I started with a 1280 x 1024 image and resized it to 1024 x 1024, which worked out OK for me (possibly because I play at 1280 x 1024).

As I recall, Final Frontier also uses a 1024 x 1024 .dds file but there is a transparent section down at the bottom so it really only uses 1024 x 764 (yes, 764, not 768; I have no idea why that is the case).
 
Nope, there is python for that.
It is just that you need a slot to add a new player, well obviously you cannot add a player if all slots are taken.

Okay, but BarbarianCiv is still relies on some functions added in the SDK. If it is possible to circumvent them it depends on Zlatko's python knowledge.
 
Does anyone know where I can get a "barebones" mod for BTS? What I'm looking for is a mod with most or all of the civs, leaders, techs, and units removed.
 
If I add a new unit can I load a savegame in which the unit did not exist? I get a compression error and the game exits - is there a way around this?
 
To the best of my knowledge exactly one mod has fixed this save incompatibility issue: Caveman 2 Cosmos. Well, also any mod-mods based on it like Rocks 2 Rockets as well.

It changes the data saved and how it is read back in so that it can still load a save after adding new assets or even, in many cases, removing assets. This requires DLL changes everywhere the saves and reads are done (well, for every type of thing you want to have this improved compatibility - a few things may not be possible to do this for) to use some new functions for doing the actual writing and reading of the data differently.

It's pretty clever and very nice to have.
 
How do you mod Audio3DScripts.XML? If I copy the BTS version to my mod folder the sounds are off and the Warlords version has no sound. I also copied the schema file. Does the game require both files to function? Do I have to merge them?
 
If I add a new unit can I load a savegame in which the unit did not exist? I get a compression error and the game exits - is there a way around this?

If you can't do it in the very specifical way God-Emperor described, you would have to save your game as a WorldBuilder save first, then add the unit and load your WorldBuilder save. It implies losing some counters/memories (like espionnage for example).

EDIT: espionnage is a bad example since it is retained in the WB save. But the points for the next Great General are not, your relations with the other Players (except war/peace) are not saved, etc.
 
If you can't do it in the very specifical way God-Emperor described, you would have to save your game as a WorldBuilder save first, then add the unit and load your WorldBuilder save. It implies losing some counters/memories (like espionnage for example).

EDIT: espionnage is a bad example since it is retained in the WB save. But the points for the next Great General are not, your relations with the other Players (except war/peace) are not saved, etc.

I could be wrong but IIRC they are saved, just as "Past events have brought us closer together" or "Past events have revealed your bad nature to us"
 
In order to stop Free Religion from being put to a vote in the UN do I just remove it from CIV4VoteInfo.xml?
 
Any simple solution? Are there any released mods that affects this?

Good question. It's one of our project issues as well in C2C. At some point I would like to look into it deeper but it is a rather complex matter for AI. The big questions that need to be answered to develop it for AI would be - in what situations should we utilize this ability? What exactly is it for? Does the purpose differ at times or is it always the same basic concept?

For naval, it's not as difficult an affair because you know you need it so you can have units cross what they otherwise cannot. This is obviously a different matter as that's not the motivator.
 
Thanks. :)


I'm sure you're already at it with excellent ideas, and so I even feel a bit embarassed to suggest one :blush:

but what about modern-day APCs? ;)


Offering protection and more range to infrantry moving them in safety to the objective would be a tactical advantage not to be ignored.

Also, because of all units were carried in this transport unit, the loss of the latter would result in the immediate loss of all them, just like with ships, thus adding a new gameplay mechanic:

are you going to use it or not? Since you could make without it on short range you'll have to calculate risks and advantages, and also preparing yourself to counter enemy use of this asset (maybe even mines?)


I admit I'll wait for this for my own project idea :rolleyes:

- it would solve the movement issue given I resolve to give all units only 1 point to force them attack only on adjacent tiles, since making this effect directly is an overwhelming aim atm. :cry:


Let me know if there are news on this (the more I know of C2C, the more wonders I hear of) ;)
 
We have APCs in C2C already... what we still lack is some good AI for them. We have some other specific reasons to want overland transport concepts too so when we go to write AI properly there the other purposes need to be kept in mind as well. Point being, it's not as straightforward a project as it may seem.
 
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