Quick Modding Questions Thread

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)?
 
The advanced start is only one variable, set for all civs -> not possible.
Oh okay, thanks.

Also, I wanted to apologize for disappearing from this thread a while back after you had already put time into helping me with my derivative civ mod... got distracted by irl stuff but should have at least said something. Hope you didn't go to too much trouble to make that script.
 
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.
 
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)

Personally I will rather keep the whole set in each folder, unless the shared part is a part from default bts then I won't bother to keep a copy in the new folder.
Simply because if I wanna delete that unit later, I won't have to check if there are other units using parts from that folder, make it easier for other modders as well.
However, if there are really too many units using the same part, then yeah, creating a shared folder to save space would be better.
I don't think it affects stability.
 
In the folder with the .kfm there has to be a .nif with the same name, else you'll get ingame errors. Just to say.
Else...no idea, didn't care about that for my mod :dunno:.

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.

scrolling scoreboard by johny smith
 
A quick question on Tech and eras. I assume that as soon as you research the first tech that has the era in it, you then reach that era.

So if I change the techs Fight, Mass Media, Radio, Refrigeration, Rocketry to "Industrial_ERA" in the techinfos file, that will mean the civ will remain in that era until it researchs a later tech set as "Modern_ERA". And alternatively if I change early industrial techs to "Renaissance_ERA" e.g. Steam Power, Scientific Method, Steel, Biology, Physics, Communism, it will remain in that era until it develops its first industrial tech.

Now this brings me to another related World Builder question.
Code:
BeginGame
	Era=ERA_INDUSTRIAL
        ....
and
Code:
BeginPlayer
        ....
	StartingEra=ERA_MODERN
        ....
If I set the starting techs for the civ to renaissance only, the city graphics that the civ will look like will be renaissance as well. And these will only change when the civ has developed/obtained its first industrial tech.

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.
 
Also, what impact does the BeginGame Era variable have ?

AFAIK this affects the start date. No idea if anything else.

Unrelated: Don't remove eras within your tech tree (what I mean: Don't make it so that there's one era which doesn't have at least one tech assigned to). That will confuse the AI.

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.

Besides what kiwitt said:
For a normal game (unmodded) you can't use minor civs, only if you have a worldbuilder file associated with it (in the WB file you can set civs to be minor, but AFAIK nowhere else).
 
Dear All,

Before I start build a new mod I have questions regarding a new unit I want to implement:
- Is it possible to create an ufo unit (vimana), which can fly around over sea and land without to have to land as bombers and fighters do?
- Is it possible for this ufo unit to fly over (or close to) and steal units from an enemy? (abduction)

"Possible" means possible via python or other tools mentioned above. Thanks.
Péter
 
In Beyond The Sword (but not in the base game) there are 2 XML tags, bCanMoveAllTerrain (makes a land unit able to move over water) and bCanMoveImpassable (makes a land unit able to mover over mountains), so that's possible.

For flying near...no, we don't have anything like that in the database. Only unit capturing after battles. Theoretically it could be coded with Python that a unit is stolen if you fly next to it, but that would be not very effective performance wise, because it would require that you make the check after each move of a unit.

And in case you haven't looked around: There are multiple (at least 3 IIRC) units in the database which could be used as flying saucers.

Edit: And welcome to CFC :).
 
Thanks.

So we have a unit for it (from mentioned unit database), what can move as desired, but it has to attack for abduction. (And can receive the attacked unit if the ufo is stronger as the attacked unit - as they were mere workers in the original game.) Ok then it must have the ability to load and unload units. It sounds promising, thanks.
 
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?
 
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?

The python effect (so abducting) is only really known for the human player.
But if the stats are else overall okay, then the AI will also use it. You also have a bit influence on the AI decisions via the iPower value (that's a generic weight value for the AI).

Dear All,

Where to find the mentioned units? I only found the original units. Thanks.

I can't follow you here :dunno:.
 
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