Quick Modding Questions Thread

I just wanted to quickly ask if someone could tell me in which XML I could change the city founding distance. A mod changed the distance you can found cities from each other and I want to change it back :)

Thanks in advance
 
I just wanted to quickly ask if someone could tell me in which XML I could change the city founding distance. A mod changed the distance you can found cities from each other and I want to change it back :)

Thanks in advance

xml/globaldefines.xml

PHP:
<Define>
		<DefineName>MIN_CITY_RANGE</DefineName>
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
change the 2 to the min # of squares inbetween
 
You could have them see more invisible types but I think that would be a DLL change.

EDIT: Didnt realize i was replying to a post from the page before
 
I am considering making Armor have something like 50% maximum damage and artillery lower still at 25%. This means that you will still need to bring in infantry units to make the final kills.

How will the AI adjust to that ?
 
kiwitt I dont think the AI would adjust to it
 
I was under the impression that the AI can adjust to just about anything you do only in XML.
 
Not if you do complete nonsense ;), e.g. land unit with naval AI, the AI will not use that.

Since the suggestion might require to give more units an artillery unit AI, the AI will probably change the composition of their stacks, and that might have quite an impact.
But like said: "might". It's not sure until anyone tested it.
 
Not if you do complete nonsense ;), e.g. land unit with naval AI, the AI will not use that.

Right; I didn't think of that. :blush:
 
I'll be using the unit class files to limit the number of units for each class. This hopefully may make it less of an issue. There will likely be a ratio of 10 x Infantry to 2 x Armor to 1 x Artillery.
 
I created a custom map, and let it randomize civs. However, all the civs keep starting in the exact same spots. How do I get the game and/or the map to randomize a civ's start positions, so the same civ doesn't start in the same spot each time I start a new game on that map? I set the map to have absolutely no units OR cities when I modified it in WorldBuilder and Notepad, yet civs still appear in the same spots.
 
Search in Notepad for "StartingPoint" (IIRC) and remove all the lines you find.
It can also be that starting points are assigned within the civ entries, but AFAIK only if the civs are already determined in the WBS. Not sure if it can also be with random civs.
 
Search in Notepad for "StartingPoint" (IIRC) and remove all the lines you find.
It can also be that starting points are assigned within the civ entries, but AFAIK only if the civs are already determined in the WBS. Not sure if it can also be with random civs.
Yeah, that's what I did, I completely erased any and all starting points, as well as "teamreveal" sectors of the map, but my game insists on having the players start in the exact same positions, regardless of leader or civ.

For the record, I tried setting the custom map to "randomize resources=true", and it did genuinely randomize start locs, but it also randomized resources, which I don't want, since I want certain resources in the spots I gave them.
 
Yeah, that's what I did, I completely erased any and all starting points, as well as "teamreveal" sectors of the map, but my game insists on having the players start in the exact same positions, regardless of leader or civ.

For the record, I tried setting the custom map to "randomize resources=true", and it did genuinely randomize start locs, but it also randomized resources, which I don't want, since I want certain resources in the spots I gave them.

Maybe ifi you cant figure it out, giving them starting spots would be the best idea which would make sure they start away from eachother
 
Maybe ifi you cant figure it out, giving them starting spots would be the best idea which would make sure they start away from eachother
Actually, I've played that map twice, and each time, even though there were no start positions specified, the civ distribution seemed to be mostly uniform, meaning they all had room to expand. Of course, that map has other problems which I've specified elsewhere in the Civ4 Section.
 
Yeah, that's what I did, I completely erased any and all starting points, as well as "teamreveal" sectors of the map, but my game insists on having the players start in the exact same positions, regardless of leader or civ.

:hmm:
Can you maybe upload the map? Want to take a look at it.
 
Got a unit creating quesiton

What is KFM exactly? My understanding was Nif was the actual object, KF was how it looks when its damaged etc and kfm deals with the animations, but then all of assudenly as i start creating units, when i attach a kfm (via xml) for a similar unit it doesnt work. And then i hear about nifs having animation and im pretty confused??

Any good tutorials for making kfms?
 
What's a "similar unit"?

.nif = 3D model
.kf = animations
.kfm = connector between model and animations. The .kfm tells the game which .kf to use for which action. If you wanted, you could give the unit a dying animations instead of an attack animation and vice versa, that's done in the .kfm.

If you attached a .kfm to a different unit, and it doesn't work, then it means the underlying skeleton structure of the unit is probably different.
The animations are attached to bones in the skeleton. If the skeleton is different (other names, other structure, etc), then an animation will not work anymore. In some cases the skeletons are compatible (e.g. I think spearman and pike, or marine and infantry), but in other cases they aren't (e.g. swordsman and spearman).
 
:hmm:
Can you maybe upload the map? Want to take a look at it.
I uploaded it in Post #4 in this thread: http://forums.civfanatics.com/showthread.php?t=456034

It's in a zip file. :)

Yeah, I admit a single-biome landmass is silly, but hey, to each his own? :)

The map was made by importing an image to MapView's Pic2map, and I did the rest in notepad2 and civ4 because mapview didn't work right on my machine. (It's BTS 3.19)
 
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