Quick Modding Questions Thread

The button that shows to everyone playing when a great person is born, its circular and points toward the city, i can play a little bit and show you it

:think: no idea then :dunno:.
Might maybe be the same problem like with the promotions, that somewhere the coding in the SDK is not totally proper, and that something has a problem with the path. Maybe also a space in the file name?

also another quetsion, where is the settler cost defined? Is it not via xml? Because the cost is 100, when it says 0 in xml. When i change the 0 to 40, its 140 in game. Is it python or DLL that changes the cost as time goes on??

Dll. Caused by the bFound tag of the settler. This causes the whole thing to scale with game speed and progression of the cities growth status.
 
:think: no idea then :dunno:.
Might maybe be the same problem like with the promotions, that somewhere the coding in the SDK is not totally proper, and that something has a problem with the path. Maybe also a space in the file name?
And now it works, and I have absolutely no idea why since I changed nothing:mad: So many weird things happening with mod lately

Dll. Caused by the bFound tag of the settler. This causes the whole thing to scale with game speed and progression of the cities growth status.
Just balanced it off with a -60 cost for settler, so starts off with 40:D I did this cause i want cities to be built early, since it is a modern mod
 
I have a slave unit in my mod which can hurry buildings like a great engineer or be turned in for gold like a great merchant.

I'd like to use the a couple of worker animations for those (build a fort and surrender) but I haven't been able to find where to hook up those animations to those missions.

can anyone help?

thanks
 
And now it works, and I have absolutely no idea why since I changed nothing:mad: So many weird things happening with mod lately

I hope you have a backup ^^.

I have a slave unit in my mod which can hurry buildings like a great engineer or be turned in for gold like a great merchant.

I'd like to use the a couple of worker animations for those (build a fort and surrender) but I haven't been able to find where to hook up those animations to those missions.

can anyone help?

thanks

You should take a look at this.
 
Hey when starting a new game and choosing a random civilization to start with, how do I edit some leaders out from being part of the random select?
 
Hey when starting a new game and choosing a random civilization to start with, how do I edit some leaders out from being part of the random select?

In CivilizationInfos, you can change the tag <bAIplayable> and <Userplayable> to 0 (it's something like that). To disable leaders you can go down a bit and there will be the sae looking tags under their entry as well.
 
Hello. Its been a while, but I am back to my modding project again ;)

I have a following question. I would like to make it so that Great prophet, when settled in the city gives +1 Happiness.

I have went to specialists file, and noted that there was no tag for happiness, so I decided to add one like this: <iHappiness>1</iHappiness>
and placed it after military experience tag.
Of course it didn't worked, the game complained that such property was not declared n Schema file.
So i went to schema file, found specialist section there, and inserted new element, trying to make it in the same pattern as other elements are.
That didn't work neither.

Can something like this be implemented with just the xml file editing?

thanks!
 
thank you guys!

another question for you, that always bothered me: SAM infantry - are they suppose to shoot rockets at air targets?
every way i tested them - vs each other, tanks, helicopters- they always use their Uzis.
the "tube" never gets used.
any suggestions on how to make them fire rockets?
thanks!
 
well while people pondering on my previous question, something else I need to ask:

1.
I want to mod some leader traits for my mod. However I noticed that there is no default trait xml file for BTS. There is one for vanilla Civ4, and for warlords and for various scenarios but not for plain BTS.
I have tried using the vanilla file, and ame won't load with it, since I guess cause its heavily obsolete.
Which traits xml file should use as BTS default standard to begin modding?

2. Is there a chart I could see somewhere on which Nation uses which base team colors?
I also need to know where/how to change them. I found in one xml file, that nation colors set to some predetermined values like _BLUE or _GREEN, but where are those colors actually specified?

Thank You!
 
Warlords one. Because there isn't any changes to traits in BTS, there wasn't a need for a new trait file

Interface/CIV4ColorVals.xml
 
thank you guys!

another question for you, that always bothered me: SAM infantry - are they suppose to shoot rockets at air targets?
every way i tested them - vs each other, tanks, helicopters- they always use their Uzis.
the "tube" never gets used.
any suggestions on how to make them fire rockets?
thanks!

This is an animations issue. I'm no expert, but it sounds pretty tricky. Especially the part about using different weapons against different targets; I'm not even sure that's possible without editing the graphics engine, which I don't think we have access to (Could be wrong). If you wanted the SAM Infantry to fire missiles against all targets, you could try to put them on some sort of animation similar to that of the mobile SAM or the Chinese Cannon. Again, I could be wrong about this. Either way, it would be really hard. An easier solution would be to mod the Chinese cannon unit so it looked like a SAM infantry. I know that's not how the SAMs are used, but it's a concession to reality.
 
thank you for replies guys!

on the subject of animation - it is strange that Fraxis released this unit this way - give them rocket tubes, yet made them use Uzis for all type of targets.
I guess finding the rocket firing effect is not a problem. The problem is giving them new animations to "fire from tubes" :)
 
thank you for replies guys!

on the subject of animation - it is strange that Fraxis released this unit this way - give them rocket tubes, yet made them use Uzis for all type of targets.
I guess finding the rocket firing effect is not a problem. The problem is giving them new animations to "fire from tubes" :)

They fire the rockets when they are defending a city/fort and intercept a aircraft.
 
It might be time to make this thread a sticky now. It is now the most popular thread here now.
 
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