Dancing Hoskuld
Deity
Try XML/GameInfo/CIV4SpecialistInfos.XML the yield tags.
Try XML/GameInfo/CIV4SpecialistInfos.XML the yield tags.
I see. That's not ideal. I want resources to give happy benefit only to the city they are placed in. Still thanks.
A citizen (not the specialist) gives 1 unhappiness, 1 unhealthiness, and eats two food. I wanna modify these. I can see the food_consumption in globaldefines, but I can't find the are two. Where are they?
I could be wrong but I THINK it's in the handicaps infos.
int CvCity::getOvercrowdingPercentAnger(int iExtra) const
{
int iOvercrowding;
int iAnger;
iAnger = 0;
iOvercrowding = ([COLOR="Red"]getPopulation()[/COLOR] + iExtra);
if (iOvercrowding > 0)
{
iAnger += (((iOvercrowding * [COLOR="Red"]GC.getPERCENT_ANGER_DIVISOR()[/COLOR]) / std::max(1, ([COLOR="Red"]getPopulation()[/COLOR] + iExtra))) + 1);
}
return iAnger;
}
int CvCity::unhealthyPopulation(bool bNoAngry, int iExtra) const
{
if (isNoUnhealthyPopulation())
{
return 0;
}
return std::max(0, (([COLOR="Red"]getPopulation()[/COLOR] + iExtra - ((bNoAngry) ? angryPopulation(iExtra) : 0))));
}
Does anyone know how I can change the missionary success rates? Ie. If a city has no religion, default success rate is 100%, 1 religion lowers the success rate to 90%, etc.?
@Zlatko
Who you talking to?
I have some buildings in my mod which are built by great people, like shrines, but the AI is extremely reluctant to build them even though they have decent bonuses (like +100% great people). xml entries iAIweight, iAsset and iPower seem to have no effect. can anyone tell me how to get the AI to build these buildings or tell me where that code can be found?
It's determined by the religioninfos which only allows it to be set by religion. Anything more tricky would take dll work (simple dll work but dll work.)
I'm trying to eliminate some Handicap levels in my mod (I just want there to be 3).
when I cut them out and load the game it says it is missing the the Handicap xml tags in Civ4ForceControlInfos.xml, but that file doesn't contain those tags. can anyone help?
<Define>
<DefineName>STANDARD_HANDICAP</DefineName>
<DefineTextVal>HANDICAP_NOBLE</DefineTextVal>
</Define>
<Define>
<DefineName>STANDARD_HANDICAP_QUICK</DefineName>
<DefineTextVal>HANDICAP_CHIEFTAIN</DefineTextVal>
</Define>
Does anyone know how I can change the missionary success rates? Ie. If a city has no religion, default success rate is 100%, 1 religion lowers the success rate to 90%, etc.?
iSpreadProb = m_pUnitInfo->getReligionSpreads(eReligion);
if (pCity->getTeam() != getTeam())
{
iSpreadProb /= 2;
}
bool bSuccess;
iSpreadProb += (((GC.getNumReligionInfos() - pCity->getReligionCount()) * (100 - iSpreadProb)) / GC.getNumReligionInfos());
if (GC.getGameINLINE().getSorenRandNum(100, "Unit Spread Religion") < iSpreadProb)
{
pCity->setHasReligion(eReligion, true, true, false);
bSuccess = true;
}
else
{
szBuffer = gDLL->getText("TXT_KEY_MISC_RELIGION_FAILED_TO_SPREAD", getNameKey(), GC.getReligionInfo(eReligion).getChar(), pCity->getNameKey());
gDLL->getInterfaceIFace()->addMessage(getOwnerINLINE(), true, GC.getEVENT_MESSAGE_TIME(), szBuffer, "AS2D_NOSPREAD", MESSAGE_TYPE_INFO, getButton(), (ColorTypes)GC.getInfoTypeForString("COLOR_RED"), pCity->getX_INLINE(), pCity->getY_INLINE());
bSuccess = false;
}