1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Quick Modding Questions Thread

Discussion in 'Civ4 - Creation & Customization' started by kiwitt, Jan 27, 2010.

  1. platyping

    platyping Sleeping Dragon

    Joined:
    Oct 22, 2010
    Messages:
    4,626
    Location:
    Emerald Dreams
    Adds to score?
     
  2. dacubz145

    dacubz145 Deity

    Joined:
    Jun 21, 2010
    Messages:
    3,730
    Location:
    Windy City
    I dont think units can effect the score. I assumed that it was how important it is to the AI. But theres already an AIvalue tag:confused:
     
  3. dacubz145

    dacubz145 Deity

    Joined:
    Jun 21, 2010
    Messages:
    3,730
    Location:
    Windy City
    Also how does cIV calculate how much damage a plane does to a unit? Is it strictly on the air combat? Because I want my fighters to have stronger strenght obvously, but bombers should obviously do more damage when bombing units. I mean i could obvoiusly get around that by giving bombers bonus vs ground + naval units, but im curoius if thats the only thing that factors in
     
  4. The_J

    The_J Say No 2 Net Validations Super Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    33,331
    Location:
    DE/NL/FR
    iAsset is how the AI should evaluate the relative value of a unit, AFAIK.
    Means higher = more important.

    No idea about air combat.
     
  5. Civciv5

    Civciv5 Grand Emperor

    Joined:
    Aug 14, 2011
    Messages:
    2,103
    Location:
    Nergenshuizen, Belgium
    In my futuristic upcoming mod I plan to add an "anti-matter bomb".
    I would like to give it the following abilities when launched (like an ICBM):
    -Destroy all things within a range of 1,that means it destroys all things(units,cities,improvements,terrain features)
    But it does not destroy base terrain.
    Would that be possible?
    If anyone can help me find a graphic for it,that would be very helpful...
    Also,where is the effect for the ICBM (mushroom cloud),the graphics and XML located.
    And where are the sound defined that units make when they attack?
     
  6. The_J

    The_J Say No 2 Net Validations Super Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    33,331
    Location:
    DE/NL/FR
    What terrain should appear there?
    (you say "destroy all [...] terrain, but should not destroy the base terrain, so what should now happen?)

    The mushroom is sadly defined in the GlobalDefines.xml, so you can change that for either all or none. Making different effects for different nukes would require some Python modding :/.
    Not sure about the sound, might be in the .nif itself :dunno:.
     
  7. Civciv5

    Civciv5 Grand Emperor

    Joined:
    Aug 14, 2011
    Messages:
    2,103
    Location:
    Nergenshuizen, Belgium
    Fallout should become a terrain feature on all the tiles affected by the bomb.
     
  8. DarkC

    DarkC Chieftain

    Joined:
    May 8, 2012
    Messages:
    55
    hi guys, i was able to fix the special unit problem i had :D and now another idea rose: is it possible to make a settler found a city with 2 pop instead of 1?
     
  9. The_J

    The_J Say No 2 Net Validations Super Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    33,331
    Location:
    DE/NL/FR
    Okay, then check the attachement.
    It's a cheap modification of my planet breaker modcomp.
    Since I can't test it, you first have to load it and check if the planet breaker unit (looks like an ICBM) does have the desired effect (should, if there's no bug).
    If it has, then check the CvEventManager.py. There's one change after onNukeExplosion, marked with "Planetbreakerbegin".

    XML\GlobalDefines.xml

    PHP:
        <Define>
            <
    DefineName>INITIAL_CITY_POPULATION</DefineName>
            <
    iDefineIntVal>1</iDefineIntVal>
        </
    Define>
     

    Attached Files:

  10. DarkC

    DarkC Chieftain

    Joined:
    May 8, 2012
    Messages:
    55
    i think this will change the pop for all new founded cities from settlers. i was thinking smth like, apart from settlers, to add a second unit, like advanced settlers that can found a city with 2 pop or with free building(s). i experimented a little with xml but couldn't find it. do i have to edit python?
     
  11. The_J

    The_J Say No 2 Net Validations Super Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    33,331
    Location:
    DE/NL/FR
    Can be done with Python. See e.g. here, as a trait.
    I'm sure we also had it somewhere as a separate unit, but I really don't know who made it :hmm:.
     
  12. stolenrays

    stolenrays Deity

    Joined:
    Aug 2, 2009
    Messages:
    2,061
  13. Civciv5

    Civciv5 Grand Emperor

    Joined:
    Aug 14, 2011
    Messages:
    2,103
    Location:
    Nergenshuizen, Belgium
    Thank you it works!
    So how would I make an "ant-matter bomb" use another effect then the mushroom cloud?
     
  14. The_J

    The_J Say No 2 Net Validations Super Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    33,331
    Location:
    DE/NL/FR
    If that anti-matter-bomb is the only nuclear weapon, then just change it in the globalDefines.
    If you have regular ICBMs, then you'd have to set it in the globalDefines to something nonexisting and trigger the effects via Python. AFAIK someone did this somewhere in a modmod, but not sure where :dunno:.
     
  15. Civciv5

    Civciv5 Grand Emperor

    Joined:
    Aug 14, 2011
    Messages:
    2,103
    Location:
    Nergenshuizen, Belgium
    That's weird,I just added the Anti-Matter Bomb to my mod and the added effect worked!
    Look!
    Spoiler :



     

    Attached Files:

  16. The_J

    The_J Say No 2 Net Validations Super Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    33,331
    Location:
    DE/NL/FR
    :thumbsup:
    But like said, the normal ICBM will now have that effect too.
     
  17. Civciv5

    Civciv5 Grand Emperor

    Joined:
    Aug 14, 2011
    Messages:
    2,103
    Location:
    Nergenshuizen, Belgium
    Spoiler :

    No,for an unknown reason they both have different effect...
    But that makes it only better...
     

    Attached Files:

  18. The_J

    The_J Say No 2 Net Validations Super Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    33,331
    Location:
    DE/NL/FR
    Oh, that's unexpected.
    But good to know, thanks :).
     
  19. Civciv5

    Civciv5 Grand Emperor

    Joined:
    Aug 14, 2011
    Messages:
    2,103
    Location:
    Nergenshuizen, Belgium
    Is it normal that fallouts disappear automatically after a time?
     
  20. The_J

    The_J Say No 2 Net Validations Super Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    33,331
    Location:
    DE/NL/FR
    Yes, it is. Should be regulated by the iDisappearance value in the FeatureInfos.xml.
     

Share This Page