• Civilization 7 has been announced. For more info please check the forum here .

Quick Modding Questions Thread

No idea :dunno:.
Do you have a debug dll? Maybe it would show something.

I am using the Standard DLL that came with Road-to-War. Does that have a debug.dll ?
 
Thanks for that. I'll look into that.

Next question. I would like transports to be able to carry and operate aircraft, i.e. act as escort carriers, or should I simply make a new class.
 
Yes. Given that the game is abstract in nature, one transport is more likely to represent an entire convoy and this convoy may have in it's make-up "escort carriers".
 
I get an error loading a mod I'm making, pertaining to units like Warriors and Scouts. I removed them from my mod, so what might be posing that error (I can post the files if you need me to; they're mostly XML so they won't strain your computer.)
 
Which files define how DOMAIN_LAND,SEA etc work? I have added a new domain, and cannot find where I set up how it operates - or if this is actually possible.
I'm quite sure it's somewhere in the CvGameCoreDLL (SDK you call it?), I have found a list of the domains in CvEnums, but that is all.
Anyway, if anyone knows where I need to look/change off the top of their head, that would be fantastic, otherwise I shall be continuing the slow search... or tell me if the whole idea is futile to begin with, so I know to stop, lol.

Thanks.
 
I want to add spacecraft onto a future era, which would be able to bombard the ground targets, and fight each other. Basically I want them to operate like water units, but able to do so over land and sea.
None of the domains allow normal combat over land and sea, so as I see it, making another one would be the best (only?) way.
With them defined as land domain, they can be loaded into transports and have invalid combat with sea targets. Sea domain, invalid combat with land and bad movement over land. Air domain, operate like fighters, which is not the intent.
 
:think: okay, that's a problem, and i don't see an easy solution for it.
The only thing i can think of: Make all normal land units a "special unit", and all the normal transporters for land units also only transporting this type of special unit.
Then they can't be loaded into these transporters.
 
Thats a good solution for the transports. Thanks muchly, you're a great help!

I did a couple of tests, and it appears that the combat between land units vs sea units on coast&ocean does actually work, I just always remembered land units instantly destroying sea units, though they've only made contact in cities before (doh).
 
How do you set the starting "Research" (Science Beakers) percentage in a scenario ?
 
Two questions:

When using custom textures in my mod, they do not work - but when placed in the BTS folder they work. Do I need to have some sort of texture validation?

When I create a custom resource in CIV4BonusInfos.xml... how do I make it in the editor? or even know if it works?
 
What mod shows this?
(The actual effects of the building?)
 

Attachments

  • Untitled.png
    Untitled.png
    54 KB · Views: 179
No idea, but if i should guess, then i would say the BUG mod.

Two questions:

When using custom textures in my mod, they do not work - but when placed in the BTS folder they work. Do I need to have some sort of texture validation?

Which folders exactly?

Oh, and welcome to CFC :).

When I create a custom resource in CIV4BonusInfos.xml... how do I make it in the editor? or even know if it works?

What editor?
And also, please rephrase it, i'm completly not sure what you mean.
 
Top Bottom