Quick Modding Questions Thread

Thanks again. How about this one. I am wondering where I can alter what tech enables you to trigger production into a commerce. I mean in vanilla music for instance enables you to swap production to culture, alphabet to science etc.

And also is it possible to set the ratio at how the shields are converted. I am probably looking to get me early access to culture production but with a poor shield to culture ratio (like 25%) giving newly founded cities an additional option to expand their cultural borders early on. Any suggestions?

I realized I could create a similar option by having the SPECIALIST_CITIZEN give +1shield AND +1culture I suppose. But still interesting if it can be done the first way I asked.
 
Thanks again. How about this one. I am wondering where I can alter what tech enables you to trigger production into a commerce. I mean in vanilla music for instance enables you to swap production to culture, alphabet to science etc.
Go to Assets/XML/GameInfo/CIV4ProcessInfo.xml and simply change this line <TechPrereq>TECH_MUSIC</TechPrereq>.
The file is not in BtS so I uploaded it below for you to download.
 

Attachments

Also I don't understand what you mean when you say "Shields".
Could you please tell me what you mean by that?

Thanks. Worked like a charm! Was also easy to have "2" culture things. So first an option for 25% conversion rate, and then +50% once you discoever Music. Surprising how easy that was to fix :)

Sorry, I have played a lot of civilization but never really talked to others about it like this before.

I think I call production shield to myself since they were shields in the Civilization 2-games :) hahaha. I noticed they are hammers in Civ4, never really thought about that before.

Also you are very helpful since you are so specific with your help! Exactly what I was looking for.
 
Hi,

What version of blender do people use for modding for Civ IV?
If its earlier than 2.9, where can you get a reliable, legitimate copy of it?
What versions of blender (with possible add-ons) work with both nif and nb2 files?
 
Hi,

What version of blender do people use for modding for Civ IV?
If its earlier than 2.9, where can you get a reliable, legitimate copy of it?
What versions of blender (with possible add-ons) work with both nif and nb2 files?
According to merijn_v1's tutorial, 2.79 is the latest version that works. You'd get that from the official blender page at https://www.blender.org/download/previous-versions/.
Addons and stuff like that are also described in the tutorial, so I'd recommend you to check it out.
 
When saving my game in the WorldBuilder as a scenario file and then load it there is no interface.
upload_2020-11-20_20-57-0.png

Anyone knows why this happens? What's causing it? :confused:
 
Or enable python exceptions and see if it gives you an error.
I think it's on, but will check it.
I modded the DLL in WTP to enable python errors at startup because I missed a world builder bug because the ini file had reset itself.

My guess is that it's a python issue in Python/pyWB/CvWBDesc.py. That file handles loading and saving of scenario files. In other words it has load code, which only triggers on load and with no other hints, that's most certainly a candidate.
 
Another question:
When addig a new wonder to the game, can it cause any problems if I don't disable it for the barbarians in CivilizationInfos? I mean some AI decision making or similar that may cause a CTD.

When I edited the above scenario with WB and assigned all barbarian units and cities to a non barbarian civ, then I could get past the turn that otherwise always CTD (but there no interface now)
 
To disable a building/unit/wonder for a civilization go to the CIV4CivilizationInfos.xml and make a new entry like this:
BUILDING_STONEHENGE
BUILDING_NONE
This is the best way to disable a building.
 
To disable a building/unit/wonder for a civilization go to the CIV4CivilizationInfos.xml and make a new entry like this:
BUILDING_STONEHENGE
BUILDING_NONE
This is the best way to disable a building.
I appreciate your helpful spirit ;) but that was not the question. I know how that works.
When addig a new wonder to the game, can it cause any problems if I don't disable it for the barbarians in CivilizationInfos? I mean some AI decision making or similar that may cause a CTD.
With other words: Is there any reason why the barbarians shouldn't be able to build wonders? And again, I'm not talking about balance but performance and bugs.
 
My guess is that it's a python issue in Python/pyWB/CvWBDesc.py. That file handles loading and saving of scenario files. In other words it has load code, which only triggers on load and with no other hints, that's most certainly a candidate.
And how to fix it? I tryed comparing CvWBDesc.py with the one in WTP but all I understood of it is "Don't touch it!" :lol:
I have attached the file in case it helps.
 

Attachments

When addig a new wonder to the game, can it cause any problems if I don't disable it for the barbarians in CivilizationInfos? I mean some AI decision making or similar that may cause a CTD.
One possible cause for a crash that comes to mind: The Barbarians don't have a capital. Non-Barbarian civs also don't have a capital at game start (also: Complete Kills option), so the AI always needs to check whether a capital exists, but, for a wonder that can't be constructed at game start, a missing has-capital check in your mod's AI code (A New Dawn DLL) might've gone unnoticed. The AI evaluation of buildings in a Barbarian city would normally happen on the Barbarian turn, i.e. the crash should then occur at the end of the AI player turns (assuming that the human player is in slot 0).
 
This makes me wonder, why isn't there just a boolean XML attribute to disable all wonders for a player? I mean, having to edit that list every time you add a new one is quite error-prone (nothing reminds you to do it when you forget), especially when you have multiple civs that work like barbarians (e.g. RFC independents).
 
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