Quick Modding Questions Thread

@ 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?


I've only expanded it to 6, but it should work for 10. IIRC adding more than 60 civics messes it up, but I can't remember- it could be unlimited. :)
 
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.
 
Is there a way to modify (increase) how likely the ai is to add great specialists to its cities and also increase using academies vs using a great scientist for other things?
 
The AI decisions are coded in the DLL so you would need to alter the weightings in CvCityAI.cpp::AI_doProduction() which is the core code for city production decisions to increase the value of science buildings and in CvUnitAI::AI_<GPtype>Move , e.g. AI_scientistMove() to increase the weight of settling in a city for each GP
 
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.
 
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.

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 thought I'd added some evaluation for that... I'll have to look into it again.

Not the last time I looked but then we were discussing some other tags that were added in C2C as well.

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.

Or it did it by random between two equal options. The AI does not see the happiness or healthiness at all. The AI does not look at the tags because it does not know they are there. Just adding tags to the XML wont add evaluation of the tags to the AI decision making.
 
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.

I think I discovered the problem, if not the solution.

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".

http://forums.civfanatics.com/showpost.php?p=13009178&postcount=228

The Extra mod didn't come with its own DLL, and I doubt the DLL I threw in from 40Civs touched the resource limit. Extra probably threw in all the resources it could under bog standard BTS, and the one I threw in put it over the limit and into corruptionville.

Now I just have to learn how to modify DLLs...:crazyeye:
 
I'm having some trouble with war declarations in the DLL. it is a K-mod DLL.

I can see in the BBAI log: "Team 2 (Kingdom of Kosala) switching WARPLANS against team 4 () from PREPARING_TOTAL to TOTAL after 10 turns with enemy power percent 110"

this refers to CvTeamAI.cpp: AI_setWarPlan(eLoopTeam, WARPLAN_TOTAL);

no war is ever declared however and I can't see how the code gets from there to

void CvTeam::declareWar(TeamTypes eTeam, bool bNewDiplo, WarPlanTypes eWarPlan, bool bPrimaryDoW)

in CvTeam.cpp

can anyone help?
 
How do I make a leaderhead not 3D but a still image or painting?

Example:
Code:
		<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>

You need to fill correct patch between <Button> and <NIF> tags.
For <Button> tag you need 64x64 .dds image, for <NIF> you need 512x512 .dds image.
 
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. :)
 
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. :)

I don't think so. :(

However, you can use this mod to make the leaderhead change when it has different attitudes and such.
 
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.

As far as a moving background, it is very possible. I believe some of my leaderheads have a moving background ..
 
New Question: I want to set the Great Pyramids to be a Unique Building for Egypt. I've inputed the building into the civilizations info file, but the game doesn't read it. I even deleted the obelisk to try and "make room" for the pyramids, but it just says egypt has no unique buildings. What do I need to change to make the pyramids exclusively Egyptian? Thanks to whoever answer this one. :)
 
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