Quick Modding Questions Thread

The anger divisor controls the number of turns the unhappiness will last (all things being equal it should be the number of turns, but other factors can influence that as well).

Constant unhappiness regardless of sacrificed population is part of the mechanic: it's meant to encourage you to whip wisely (i.e. not to finish every odd building that has 20 hammers left) and offer you an opportunity to get rid off excess unhappiness by sacrificing a large part of your population (you'd be stuck with unhappiness in the early game if unhappiness scaled with population loss).
 
question 2: is there a way to enable the forest preserve improvement with the biology tech and not with the scientific tech? when it comes to adding buildings in a tech, so far i was successful (i think, i haven't tested it 100% yet :) )but when it comes to an improvement which is related to a certain tech i can't find the file that connects these two.

if anyone knows this and also which file associates techs with corporations. i'm completely lost here. i went to CIV4CorporationInfo.xml, CIV4TechInfos.xml and even CIV4UnitInfos.xml/unit_executive but couldn't find anything. is it in a python file? :confused:
 
oh my god i'm so stupid!!!! :hammer2: thank you The_J, that did the trick!!! :D

now i'm only left with how to enable forest preserve with biology and not scientific method...i'm sure i'm missing smth here too. any suggestions?
 
Can somebody explain to me how I can add multiple tabs to the financial advisor screen like the foreign advisor screen has? I've copied everything the foreign advisor does with the screens and already added a new WidgetType, but the screens just don't switch when I click the buttons I've added at the bottom of the window. When I set the advisor to start with the new screen when the advisor is opened it works, but I can't switch either. It seems as if the selected screen doesn't get passed along through all the method, even though in the DLL I call the showFinancialAdvisor method with the WidgetDataStruct.m_Data1 entry passed along as it should be.

Do I have to initialize something first? I hope you understand what my problem is.

Edit: resolved it myself.
 
hi guys, smth came up again and i need some help. i'm trying to add new resources by editing the CIV4BonusClassInfos.xml and CIV4BonusInfos.xml but when i'm searching for these files under bts/assets/xml/terrain i can't find them. have i deleted them by mistake or i should copy the ones from civ4/assets/xml/terrain?
 
thanks The_J you're right once again :worship: i never thought to search there. now everything is working fine again :)
 
This tutorial might be useful.
And it's definitely possible. In FfH2 there are boar riding dwarves, deer riding elves and bison riding barbarians. Somewhere in the database are also giraffe riding Zulus IIRC (not counting the zebra riding ones, that's "just" a reskin).

Thank you The_J this tutorial help me. And i make this:

n3FOZ.jpg


but unit haven't animation, it seems motionless and frozen. Can anyone help me? I heard that The_Coyote and Bakuel have a lot of experience in making the units.


unit art xml:
Spoiler :
<UnitArtInfo>
<Type>ART_DEF_UNIT_CHARIOT_GUSTER</Type>
<Button>,Art/Interface/Buttons/Units/Chariot.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,5,7</Button>
<fScale>0.35</fScale>
<fInterfaceScale>0.9</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/CHARIOT_GUSTER/CHARIOT_GUSTER.nif</NIF>
<KFM>Art/Units/Chariot_European/Chariot_Celtic.kfm</KFM>
<SHADERNIF>Art/Units/CHARIOT_GUSTER/CHARIOT_GUSTER.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/ChariotShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<TrailDefinition>
<Texture>Art/Shared/wheeltread.dds</Texture>
<fWidth>1.0</fWidth>
<fLength>180.0</fLength>
<fTaper>0.0</fTaper>
<fFadeStartTime>0.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.20</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>360.0</fAngleInterpRate>
<fExchangeAngle>-30.0</fExchangeAngle>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_WHEELS</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_WHEELS</AudioRunTypeEnd>
</AudioRunSounds>
</UnitArtInfo>
 
I can't remember a Mubarak LH, and there's none listed, so I guess we don't have one.
We have a Silvio Berlusconi, which might work if you reskin him a bit darker.

@zlatko: Seems that the skeleton from the...er...horses...wolfes...whatever has been there has not been matched to the lizard (?). Or is every animation missing?
...um...I guess this is way beyond my abilities in the graphics area.
 
IIRC these were dragons before.
Sure right, but I guess adding some small, nonfunctional T-Rex like arms (without any anims) should not be too hard for an experienced artist.
And the animation problem is sure more urgent ^^.

Edit: Oh, the idea looks in general good :thumbsup:.
 
@zlatko: Seems that the skeleton from the...er...horses...wolfes...whatever has been there has not been matched to the lizard (?). Or is every animation missing?
...um...I guess this is way beyond my abilities in the graphics area.

I will try that now, but i don't know much about skeleton and animation.. I don't know what to do with skeleton and animation?

Looks weird to see 2 legged lizards :D

Yes, idea come from "Dominions 3: The Awakening" :).

IIRC these were dragons before.
Sure right, but I guess adding some small, nonfunctional T-Rex like arms (without any anims) should not be too hard for an experienced artist.
And the animation problem is sure more urgent ^^.

Edit: Oh, the idea looks in general good :thumbsup:.

Yes, that were dragon before, I am cut off his wings, i think he used this kfm:
<KFM>Art/Units/Fall from Heaven/Heroes/Drifa/dragon.kfm</KFM>
hm, what to do with this 2 legged lizard :think: ?
 
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