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Quick Modding Questions Thread

What decides the order in which production options appear? (I mean units, buildings and wonders at the city window / choose next production popup).

I would say the order list in the CIV4UnitClassInfos.xml and the CIV4BuildingClassInfos.xml files respectively (besides recommendations).
 
I know this question has been asked before, but how is the amount of experience needed for a promotion determined?

In Python file CvGameUtils.py at the end of it (def getExperienceNeeded).
 

Thanks, but that's not quite what I had in mind. It adds a 18 new buildings to the game that I don't want, and although I could easily remove them, it also tells the AI to try to use them. Do you know of anything less far removed from the original game?
 
Can't at the moment really think of anything else.

But I'm also not sure if it's hard to mod. Just tested something right now:
- If you remove the "HolyCity" prereq from the shrines, a prophet will be able to build a shrine in every city, even if there's no religion. Since this does not really put the "holy city" in this city, a small python modification would be needed, but that's not a big thing.
- Problem: AI does not use it. I guess there are at this point not enough bonuses for the shrines. Adding some more (culture, happiness, whatever) would maybe make the AI use a prophet for it.
- Then the only other thing would be moving the tech prereqs for the religion founding to future tech, so that nobody gets them via a tech.

I'll maybe try that over christmas, if I don't forget it.
 
Coastal Buildings/Wonders

Hi, it seems that when I define a new building in CIV4BuildingInfo.XML with <bWater>1</bWater>, I thought it meant that this building can only be built in coastal cities similar to harbour and great lighthouse.

However, it seems that the new buildings can also be built with cities adjacent to fresh water lakes because they are also "coastal" tiles. Why is it that default BTS buildings cannot be built on such locations, but new ones can? Was there another check, or do I have to use Python to fix this...
 
Take a look at iMinAreaSize. For the harbor (and the others I checked, like the lighthouse) it is set to 10 in BtS. I expect this means the water area only counts if it is at least 10 plots in size.
 
What python file would be calling CyGame::setActivePlayer(NO_PLAYER, [Not sure]) on the custom game setup screen in BUG?
 
I want to create units that are invisible in certain terrains and/or features. For example, a unit invisible in forests and another invisible in desert. Is it already possible to do this with the XML? If not, is there a mod comp that does make it possible?

I saw the Graded Invisibility Mod, but it looks like it is old and never updated for BTS. I'd be happy to make my own mod component that does this, but I just want to make sure I'm not reinventing the wheel.
 
That Graded Invisibility thing isn't simple. It's very complected and involves large SDK changes.
 
Partial invisibility sounds like a brilliant idea though! Imagine special forces or Vietnamese guerilla forces that could 'hide' in jungles.
You've got me day dreaming now :)
 
"Hidden Nationality" may do a similar result.
 
That Graded Invisibility thing isn't simple. It's very complected and involves large SDK changes.

Partial invisibility sounds like a brilliant idea though! Imagine special forces or Vietnamese guerilla forces that could 'hide' in jungles.
You've got me day dreaming now :)

I'll see if I can create a partial invisibility mod after I finalize my current mod (see signature).
 
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