Quick Modding Questions Thread

@lib
Why will you use python to add a dummy building to restrict buildings when the same restriction can be done directly via python
 
There is a specialist enhancement mod, that allows specialists to add health and happiness to cities, you should be able to find it in the mod comp section.
This will allow you to make the pharoah a great person specialist.
I can't use that mod, I already use an SDK/DLL in my mod and I can't modify DLL/SDK so we have to find another way.
You should be able to work out the specialist building by looking at the great scientist and founding the academy, not sure how that works... but that would let the pharoah found his palace.
That should work.
The circuitous nature of your design will make it very complicated to do everything, you want to start with pharaoh,
you want the palace to spawn pharoah,
and pharoah to spawn the palace,
and the palace to destroy pharaoh.
You also want pharoah to be able to settle in cities.
You also want the palace to be buildable without pharoah,
but also be restricted in location... How many places do you want to restrict it to, 1 or more?
Is this a scenario with pre-placed cities, or do you found all cities yourself (with ai too)

Basically the answer to these quetions will change how you go about making it all work.

For example, if you want to restrict the palace location to 1 place, then a building prereq is what you want. (if the scenario has a prebuilt city location)

If you want it to be only buildable in a town that was originally founded by egypt, I have some python that should be moddable to do that, by adding a prereq building to every town that egypt founds.

If you use a resource prereq, then when that resource is connected to the trade network, you will be able to build the palace anywhere that is connected to the trade route, potentially even greece.
I know, it's very complicated, expect a new thread about my mod soon...
Yes, it sounds like a good idea to make the palace buildable only in certain cities, namely those located in Egypt. There are seven cities in Egypt: Ra-Katit (Alexandria), Hut-Waret (Avaris), Men-nefer (Memphis), Akhetaten, Waset (Thebes), Nubt (Kom Ombo) and Abu Simbel. There is not enough space to found other cities, the rest is all desert (you could still raze a city and build a new one however). The palace should always remain in Egypt, the Pharaoh's Palace cannot be located in Babylon or Jerusalum, or any other city not listed on that list. Would it be possible to do that? Because Egypt could still found cities in Nubia, Ethiopia, North Africa or anywhere else. So if Egypt (hypothetically) builds a city in Uzbekistan, you won't be able to build the Pharaoh's Palace, it should always stay in Egypt. Maybe we can do this by placing a dummy building or something in those cities. Egypt only owns Men-nefer in the beginning and should gradually conquer Egypt, Ra-Katit (Alexandria) is settled by the Ptolemaic Empire in the beginning of the game, and the Kingdom of Nubia is not so far away and seems to have a tendency to always go north and capture Abu Simbel.
When the Pharaoh's Palace is build, the old normal palace or old Pharaoh's Palace should disappear.
How can we ensure that there is only one Pharaoh at the same time? The Pharaoh's Palace is also buildable by a city, so if a player just continually builds (not with the Pharaoh's special ability) the palace in other cities, he/she could have multiple Pharaohs. The Pharaoh's Palace should only spawn a Pharaoh when there is no Pharaoh ("pharaoh=0"). We can't make the Pharaoh buildable, because he is a world unit, if we can find a solution for that...
 
I am using SevoPedia. In column 1 the text wraps to a new line when it is too long but in column 2 it doesn't.

How do I make column 1 act like column 2?
 

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Listbox was used in bts pedia.
It has its merits over table.
Table has the advantage of displaying buttons.

Depending on priority of needs, choose what you like.
 
Is there an easy way to turn a Hotseat save into a PBEM one?
 
Is there an easy way to turn a Hotseat save into a PBEM one?

You'd probably have to program something very tricky in the dll to enable a conversion and would have to know a lot about what processes may differ between the two. Just guessing... that'd be rather challenging.
 
This is ridiculous. It has to be extremely easy. In fact, that's the problem: PBEM games I'm trying to start with the RFCMP mod keep turning into Hotseat games against my will. Then again, maybe it's a problem with the mod itself. A pity Rhye isn't around anymore. :/
 
[QUESTION]

1. I want to change world wonders so more than one nation can build them. For example maybe have 5 instances, or unlimited instances of a wonder, so each nation can build their own or maybe only 5 nations can build, and the wonders will stay in the city even if the city gets captured and flipped through war (unlike national wonders which get destroyed; I don't want to have to convert WWs to National Wonders).

Is this possible? How?


2. Where can I modify the maintenance cost of cities? which file?


Please and thank you. :)
 
@ Cyrus:

1) Look at the CIV4BuildingClassInfos.xml file: you have to play with

Code:
			<iMaxGlobalInstances>1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>-1</iMaxPlayerInstances>

In the building file, the tag <iConquestProb> determines the percentage of chance that the building will be captured: 100 = always.

2) Files CIV4WorldInfo.xml, CIV4HandicapInfo.xml in GameInfo folder. Might be others.

Edit: + GlobalDefines.xml!

Code:
	<Define>
		<DefineName>INITIAL_CITY_MAINTENANCE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_DISTANCE_CITY_MAINTENANCE</DefineName>
		<iDefineIntVal>25</iDefineIntVal>
	</Define>
 
Anyone know how to change the HUD color? Theres several old mods that have it but they all contain 15+ folders (does it really take that much to switch a color value??) and none of them still work, all crash upon loading

Yes. Someone does. What I know is that it involves the theme files, at least.

I'd suggest trying Lemon Merchant's Civ4 HUD Color Utility rather than doing it by hand.
 
Hud Tutorial

This is the tutorial I learned how to do it from, it is a bit outdated, so takes a bit more trial, error and fiddling, but it isn't that hard, as GE says it does involve the theme files which is why you have to have so many extra files, because they all need to be together in the same place to work I think (otherwise it will say it can't find something I think) but the actual changes to these files are fairly minimal (Like 10 lines tops if I remember)

I mean if I can do it anyone can!
 
[Question]:

I want to change for example the tech required for building an improvement, for example the "Mine". When I look at the the ImprovementInfos.xml the tech requirement is not listed in the info section for Mine. When I look at the tech Mining in the TechInfos.xml there is again no information indicating anything about "Mine" (improvement) or anything else. So I'm confused as to where this information is recorded so I can change it!! Building carry their tech requirement within their own xml code. But Improvements don't!

Where is it??

The same goes for "Road" and "Rail Road". Neither one of them is even listed in ImprovementInfos.xml. Where the heck are they??


Thanks in advance.
 
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