If you are referring to Fallout, that's a terrain feature, just like Forrest. Look at there.
I meant the damage to units and pop, but that's useful to know too. Thanks.
If you are referring to Fallout, that's a terrain feature, just like Forrest. Look at there.
Is there a way to change the number of trees shown in a 'forest'? I want to change it so there's just one tree displayed. I tried removing a bunch of the nifs listed in the Feature ArtDefines, but all that did was make the trees look weird and shove them to the NW end of the tile.
As far as I can recall, I did not have to modify the DLL after adding a new flavor type.
I'm looking to add some buildings in my mod. Is it as simple as copy and pasting a similar building's xml info, changing it slightly, and adding the text for it the text xml? Or are there more files I would have to edit?
Thank you very much! It works flawlessly.Your best option would be to edit the DLL - in response to your posting in the Civ4 Reimagined thread I posted a possible way how to do that: >link to answer<
If you only want to touch python you have a problem: Before onCityBuilt is executed all features are already removed in CvCity.cpp. However, you could try a somewhat hacky solution by adding floodplains if the city is on desert terrain and adjacent to a river - after all, that's where flood plains are located.
This won't work for cities placed with the world editor and might have other glitches, thus I recommend editing CvCity::init() instead if you can.Code:def onCityBuilt(self, argsList): 'City Built' city = argsList[0] if (city.getOwner() == gc.getGame().getActivePlayer()): self.__eventEditCityNameBegin(city, False) CvUtil.pyPrint('City Built Event: %s' %(city.getName())) self.featureFloodplains = gc.getInfoTypeForString("FEATURE_FLOOD_PLAINS") self.terrainDesert = gc.getInfoTypeForString("TERRAIN_DESERT") if (city.plot().getTerrainType() == self.terrainDesert and city.plot().isRiver()): city.plot().setFeatureType(self.featureFloodplains, -1)
For our mod we limited naval movement speed within enemy borders to 2 tiles/turn. It, too, requires DLL editing.
I know that. But that would imply that the flavour MILITARY actually doesn't do anything when it comes to building units - that only iBuildUnitProb influences how many units are made. So I wondered if the flavour MILITARY perhaps did influence that, in such a way that every single unit without a flavour automatically got the flavour MILITARY attached to it. But alright, thank you.Think of flavors as leader-specific positive bias. Everyone will still evaluates stuff in the game based on their usefulness. But a military leader will prefer military flavored techs even above that.
Flavors also have other effects, for example a great person associated with a flavor will prefer techs with similar flavors on their discovery list.
But in general you cannot break anything by adding a new flavor. The worst thing that can happen is that it does nothing.
@Crake
If you wanted to explore the problem further, this is the actual tag in the unitinfos that makes a unit 'gunpowder' in terms of building defence.
<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>