kiwitt
Road to War Modder
Is that a valid domain - all I see in the Modiki is AIR, SEA and LAND ?
Will I still need to set a iMoves of 1 ?
Will I still need to set a iMoves of 1 ?


HERE, can I make a referral in unitinfos.xml to this value and change different units to have different hitpoint values? For example a knight would have 500 hitpoints.
[...]
What tricks can you do with these values, can you refer to these values in civics for example and change these values?
Basically, can you refer to different values in different xml scripts and change them for different units, buildings, civics etc. AND HOW ?
Can you change this like with building technologies, make buildings stronger and lower their propability of being destroyed. What about wonders are they immune to nukes, or can they be MADE immune to nukes?
Oh yeah, and how many resources is the maximum requirement for units? Can you have a unit (or a building) requiring for example 4 resources to build?
EDIT: Yeah, and can I make buildings cost extra gold, I mean can I specify a gold sum a building costs instead of % of maintenance?
EDIT: <DefineName>NUKE_POPULATION_DEATH_RAND_1</DefineName>
<iDefineIntVal>20</iDefineIntVal>
</Define>
What are these death RANDs? How do I use them?
What is this boolean, what does it do, in buildingclassinfos.xml
<bMonument>
0
</bMonument>
It defines a building as a monument but what does that mean?
What do these mean in buildinginfos.xml
<iAsset>
3
</iAsset>
<iPower>
3
</iPower>
Asset and power but WHAT asset and WHAT power?
Thank you.
Cheers!![]()
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just File -> New, select the folder and create a new .fpk.just File -> New, select the folder and create a new .fpk.
No need to asign the single folder.
But attention, don't pack the "shared" folder, the other art files will not find it in the .fpk.
especially since I've put a lot of files in there.I'm trying to replace the cartoon animated leaders with static pictures, but I haven't been able to find a guide that addresses this. Do I just need dds files? Should I change the nif and kfm entries in the xml, and if so what should they point to?
<empty/>
<empty></empty>
I am just getting started messing around with modding units and I created my own mod following the Sovern tutorial however after I load my mod up the Custom Game and Play Now buttons are disabled. I am only able to load a game.
Does anyone know how I can fix this? Thanks.
@The_J
Thanks for the help, and grats on becoming a moderator.
.i thought i may as well ask here, is there away to change this bit of xml on fall from heaven 2
<UnitCreateFromCombat>UNIT_VAMPIRE</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>80</iUnitCreateFromCombatChance>
so that it only creates vampire units from combat with living units.
any ideas ? ... could it be the level of graphics ?i did discover...when i play in window mode (no full screen) your mod DONT crash..the last time i did play 4 hours straight and no crash happen.., but if i play in FULL SCREEN MODE, your mod crash every 2 turns aprox.
Yes, it's valid, look at the ICBM in Bts.
And yes, 1 move is needed.
In my mod i have an not movable big gun, which has even a movement of 3 and blitz promotion, works very well.
I got this response from one of my beta-testersany ideas ? ... could it be the level of graphics ?
.What happens when you trade your city the cannon is inside?
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