Goody the Hutt
Chieftain
- Joined
- Aug 22, 2010
- Messages
- 23
Hi, does anyone know if it's possible to allow some civs to have advanced starts while others start normally (without rewriting the whole game)?
Oh okay, thanks.The advanced start is only one variable, set for all civs -> not possible.
Is it better to store each units animations (kf files) in the same folder as the (nif and dds), even if multiple units will be using the same animations (e.g. "uses Infantry animations")
For example
unit 1\nif file and dds file
unit 2\nif file and dds file
generic\kfm files
or
Unit1\nif file, dds file and kfm files
Unit2\nif file, dds file and kfm files
The latter option will use more space as the kfm files are duplicated, but will it be more stable as the Civ4 will not need to go to another folder for the files (or out of the PAK file)
So I have a question. On the scenario Earth 2010, the modder created a scroll bar for the civ scores. I wonder how do I make that or if there's a quick code for the SDK just to change that. I asked the scenario maker but I doubt (s)he would check the thread any time soon. So please, any help would be appreciated.
BeginGame
Era=ERA_INDUSTRIAL
....
BeginPlayer
....
StartingEra=ERA_MODERN
....
Also, what impact does the BeginGame Era variable have ?
Hey, I've got a quick question about modding civs.
How do I add "minor" civs? I have a mod with 18 civs in it, but I'm wondering if it would be possible to add at least 3 more minor civs as well.
One question emerges within me regarding the new units. If I create an unit what can freely fly around (above water and mountain, and can cross borders) and abduct workers (and weak units) will the AI use this too? Or is it only done/fun for real players?
Dear All,
Where to find the mentioned units? I only found the original units. Thanks.
What file can you creat unit invisible types in?
also anyway you can have a unit see more than one invisible type?
BasicInfos\InvisibleInfos
AFAIK not.