• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

Quick Modding Questions Thread

thanks platyping and God-Emperor for your replies and suggestions! :)
i'm gonna try them and post results :)
 
Thank you The_J and God-Emperor :)

All is correctly now just look:

ZYfKd.jpg


What are you doing with the Charlemagne mod?
According to the error message there's a problem with one of the unit AI types.
Not that this helps here much, because I guess you haven't changed anything regarding unit AIs, right?

I am nothing do with Charlemagne mod, just copy the whole folder of Charlemagne mod I renamed it, and something added, something thrown. Maybe i don't look. The problem was irregular CIV4UnitAIInfos.xml.

Assuming an unmodified CvWorldBuilderScreen.py then what it is doing is looking for the descriptions of a unit AIs to build the unit AI dropdown menu.

My guess is that your mod does not have a correct version of CIV4UnitAIInfos.xml (in the BasicInfos folder). If the DLL you are using has added unit AI types then you need that file from the mod so you don't default to the one from BtS that doesn't have the extras. Or you have one in the mod that is not correct - perhaps missing the last entry (UNITAI_ATTACK_CITY_LEMMING), or something along those lines.

You are right. The problem was irregular CIV4UnitAIInfos.xml, I copied original CIV4UnitAIInfos.xml from BTS folder and now all work correctly :)
 
sakhr said:
hi man
you must have boning tool you can download in civ4 tools just remove the elephant and replace it with wherever you want

Where is boning tool on forum, I can't find it..
 
Can I just ask why cant I edit or create buildings in BetterBatAI?

I can do it just fine by editing the regular xml in custom assets and play no mods at all...
 
Would this be possible?
A component that gives civilizations unique era soundtracks depending on their artstyle.
I already posted this in the Mod Components Request Thread,but nobody seemed to notice it.
 
Would need SDK modifications, but think it would in general be possible.
If or if not it's much work is another question.
Then I can only wait until somebody accepts my request and makes it...
 
Would need SDK modifications, but think it would in general be possible.
If or if not it's much work is another question.
It's fairly easy to create additional playlists by adding dummy eras and modify the part of the DLL code that chooses the next song to look up in one of these dummy eras instead of the actual current era of the civ.

I did this for religion appropriate soundtracks in the Middle Ages already, but doing it for every civ and every era might get a little unwieldy.
 
It's fairly easy to create additional playlists by adding dummy eras and modify the part of the DLL code that chooses the next song to look up in one of these dummy eras instead of the actual current era of the civ.

I did this for religion appropriate soundtracks in the Middle Ages already, but doing it for every civ and every era might get a little unwieldy.
The list that plays should depend on the artsyle,if you have to modify all eras for all civs,that would be unwieldy indeed.
 
Oh, so you want just one playlist based on ArtStyleType?
 
Oh, so you want just one playlist based on ArtStyleType?
Yes,but in my mod there will be some extra artstyles (South East Asian/Indian and African).
 
2 quick questions:

* If I make a national wonder that obsoletes, once it is obsolete, will it count against the total number of national wonders allowed in that city?

* Is there any mod out there that can readily be combined with other mods, that results in nukes razing cities below a certain population - ie, if I hit a city of population 1, then it is completely destroyed and all that is left are city ruins - but if I launch 1 nuke at a major city with 30 population, the city remains (albeit reduced in population and output- ie the nuke effects as they currently are)
 
Does anyone know if there is a Python event or callback that triggers when a unit and another unit fight, but doesn't judge them by winner and loser, but by attacker and defender? This function MUST be called when a unit withdraws from combat.

Sorta like:

def onCombat(self, argsList):
pAttacker, pDefender = argsList

onCombatResult won't work because it refers to the units as pWinner and pLoser.
 
In my mod the maximum amount of civs in a game will be 50.
But the foreign advisor will not display them very organized and clear.
I can't find a good replacement in the database,so maybe somebody can help me.
Thank you!
 
* Is there any mod out there that can readily be combined with other mods, that results in nukes razing cities below a certain population - ie, if I hit a city of population 1, then it is completely destroyed and all that is left are city ruins - but if I launch 1 nuke at a major city with 30 population, the city remains (albeit reduced in population and output- ie the nuke effects as they currently are)

That would only require a short Python modification...

Does anyone know if there is a Python event or callback that triggers when a unit and another unit fight, but doesn't judge them by winner and loser, but by attacker and defender? This function MUST be called when a unit withdraws from combat.

There isn't, AFAIK.


No idea about the rest from the previous questions.
 
Isn't the retreating unit automatically the loser of the combat? You could simply check if the losing unit is still alive, if I'm not mistaken.
 
i was wondering, is it possible to make fish (or a certain type of fish) to appear only on lakes?
 
Back
Top Bottom