Cyrus of Persia
Warlord
- Joined
- Feb 26, 2011
- Messages
- 114
uuuhhh!!! that's awesome! I can make SUCH a better Civic tree this way!
@ Topsecret,
The link that you posted, does it mean that I can create more than 5 main catagories and it wil;l still work?
Because what I actually really wanna do is have like 10 different catagories, each with 2 or 3 options. Will this addon allow me to do that?
Cool beans!
Hey Lib.Spi't, I read that you had tried Supercheese's +health and +happy component for specialists. So does the AI recognize their value correctly? If I understand this correctly Supercheese didn't add any AI code for them.
We have merged it in to C2C as well. The AI does not recognise or value those at all. We saw this as soon as we added one with -happy. The AI saw the other attributes as good and all cities went into revolt due to unhappiness as it assigned as many of those specialists as it could.
We have merged it in to C2C as well. The AI does not recognise or value those at all. We saw this as soon as we added one with -happy. The AI saw the other attributes as good and all cities went into revolt due to unhappiness as it assigned as many of those specialists as it could.
I thought I'd added some evaluation for that... I'll have to look into it again.
It may be a case that AI does not value negative items well.
Try having 2 specialists available, like engineer and engineer with +3 happiness.
If all AI choose the latter, it does have valuation.
I think so, I put the vanilla image in the first open box after the pearl resource, which was the last resource in that line, and I did that in both files. The vanilla was from another mod, so I imported each image from its respective .tga file.
It works fine for me. Are you using the dll that comes with the mod? The default BtS has a limit on the number of resources and if you go over the fonts "corrupt".
Just adding tags to the XML wont add evaluation of the tags to the AI decision making.
How do I make a leaderhead not 3D but a still image or painting?
<LeaderheadArtInfo>
<Type>ART_DEF_LEADER_CAEL</Type>
<Button>Art/interface/LeaderHeads/cael_button.dds</Button>
<NIF>art/LeaderHeads/cael.dds</NIF>
<KFM/>
<NoShaderNIF/>
<BackgroundKFM/>
</LeaderheadArtInfo>
I did exactly what you said Zlatko, and it worked perfectly. Another question for you... Is it plausible to make the main image (the dds replacement of the nif), is it plausible to make that image transparent and then use the background image as the static one, thus allowing for simple animations such as billowing fire or rolling clouds in the foreground? Thanks.
try changing your textures to greyscale. They turn the model invisible when covered by a grayscale texture.I did exactly what you said Zlatko, and it worked perfectly. Another question for you... Is it plausible to make the main image (the dds replacement of the nif), is it plausible to make that image transparent and then use the background image as the static one, thus allowing for simple animations such as billowing fire or rolling clouds in the foreground? Thanks.