Quick Modding Questions Thread

What mod shows this?
(The actual effects of the building?)

That would be BULL, rather than just BUG, since it is done via DLL modifications.

Edit: Oops. Too slow. I would have been first, but I wasted time doing a quick check to see if it had ever been released as a separate mod component (as far as I can tell it hasn't).
 
CIV4CommerceInfo
change these <iInitialPercent>100</iInitialPercent>
This file was not in my mod, so I moved it from \Civ4\Beyond the Sword\Assets\XML\Gameinfo\ to my own \Gameinfo\ folder.
 
No idea, but if i should guess, then i would say the BUG mod.



Which folders exactly?

Oh, and welcome to CFC :).



What editor?
And also, please rephrase it, i'm completly not sure what you mean.

Thanks!

Fixed my problems though

1. Folder misspelling
2. Resources need to have a distinct description/tag or they will overwrite the original
 
I have made extensive changes to handicap file.

From Settler
Spoiler :
Code:
		<HandicapInfo>
			<Type>HANDICAP_SETTLER</Type>
			<Description>TXT_KEY_HANDICAP_SETTLER</Description>
			<Help>TXT_KEY_HANDICAP_SETTLER_HELP</Help>
			<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
			<iAnimalAttackProb>25</iAnimalAttackProb>
			<iStartingLocPercent>10</iStartingLocPercent>
			<iAdvancedStartPointsMod>150</iAdvancedStartPointsMod>
			<iGold>10000</iGold>
			<iFreeUnits>100</iFreeUnits>
			<iUnitCostPercent>75</iUnitCostPercent>
			<iResearchPercent>75</iResearchPercent>
			<iDistanceMaintenancePercent>10</iDistanceMaintenancePercent>
			<iNumCitiesMaintenancePercent>10</iNumCitiesMaintenancePercent>
			<iMaxNumCitiesMaintenance>4</iMaxNumCitiesMaintenance>
			<iColonyMaintenancePercent>10</iColonyMaintenancePercent>
			<iMaxColonyMaintenance>4</iMaxColonyMaintenance>
			<iCorporationMaintenancePercent>60</iCorporationMaintenancePercent>
			<iCivicUpkeepPercent>75</iCivicUpkeepPercent>
			<iInflationPercent>1</iInflationPercent>
			<iHealthBonus>4</iHealthBonus>
			<iHappyBonus>8</iHappyBonus>
			<iAttitudeChange>2</iAttitudeChange>
			<iNoTechTradeModifier>100</iNoTechTradeModifier>
			<iTechTradeKnownModifier>-100</iTechTradeKnownModifier>
			<iUnownedTilesPerGameAnimal>100</iUnownedTilesPerGameAnimal>
			<iUnownedTilesPerBarbarianUnit>50</iUnownedTilesPerBarbarianUnit>
			<iUnownedWaterTilesPerBarbarianUnit>1000</iUnownedWaterTilesPerBarbarianUnit>
			<iUnownedTilesPerBarbarianCity>160</iUnownedTilesPerBarbarianCity>
			<iBarbarianCreationTurnsElapsed>10</iBarbarianCreationTurnsElapsed>
			<iBarbarianCityCreationTurnsElapsed>20</iBarbarianCityCreationTurnsElapsed>
			<iBarbarianCityCreationProb>4</iBarbarianCityCreationProb>
			<iAnimalBonus>-70</iAnimalBonus>
			<iBarbarianBonus>0</iBarbarianBonus>
			<iAIAnimalBonus>-40</iAIAnimalBonus>
			<iAIBarbarianBonus>0</iAIBarbarianBonus>
			<iStartingDefenseUnits>0</iStartingDefenseUnits>
			<iStartingWorkerUnits>0</iStartingWorkerUnits>
			<iStartingExploreUnits>0</iStartingExploreUnits>
			<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
			<iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
			<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
			<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
			<iBarbarianDefenders>1</iBarbarianDefenders>
			<iAIDeclareWarProb>25</iAIDeclareWarProb>
			<iAIWorkRateModifier>0</iAIWorkRateModifier>
			<iAIGrowthPercent>125</iAIGrowthPercent>
			<iAITrainPercent>125</iAITrainPercent>
			<iAIWorldTrainPercent>125</iAIWorldTrainPercent>
			<iAIConstructPercent>125</iAIConstructPercent>
			<iAIWorldConstructPercent>125</iAIWorldConstructPercent>
			<iAICreatePercent>125</iAICreatePercent>
			<iAIWorldCreatePercent>125</iAIWorldCreatePercent>
			<iAICivicUpkeepPercent>125</iAICivicUpkeepPercent>
			<iAIUnitCostPercent>75</iAIUnitCostPercent>
			<iAIUnitSupplyPercent>75</iAIUnitSupplyPercent>
			<iAIUnitUpgradePercent>75</iAIUnitUpgradePercent>
			<iAIInflationPercent>27</iAIInflationPercent>
			<iAIWarWearinessPercent>125</iAIWarWearinessPercent>
			<iAIPerEraModifier>0</iAIPerEraModifier>
			<iAIAdvancedStartPercent>100</iAIAdvancedStartPercent>
			<Goodies>
				<GoodyType>GOODY_HIGH_GOLD</GoodyType>
				<GoodyType>GOODY_HIGH_GOLD</GoodyType>
				<GoodyType>GOODY_HIGH_GOLD</GoodyType>
				<GoodyType>GOODY_HIGH_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_MAP</GoodyType>
				<GoodyType>GOODY_WORKER</GoodyType>
				<GoodyType>GOODY_WORKER</GoodyType>
				<GoodyType>GOODY_EXPERIENCE</GoodyType>
				<GoodyType>GOODY_HEALING</GoodyType>
				<GoodyType>GOODY_TECH</GoodyType>
				<GoodyType>GOODY_TECH</GoodyType>
				<GoodyType>GOODY_TECH</GoodyType>
				<GoodyType>GOODY_TECH</GoodyType>
			</Goodies>
			<FreeTechs/>
			<AIFreeTechs/>
		</HandicapInfo>
to Prince in the mid-range
Spoiler :
Code:
		<HandicapInfo>
			<Type>HANDICAP_PRINCE</Type>
			<Description>TXT_KEY_HANDICAP_PRINCE</Description>
			<Help>TXT_KEY_HANDICAP_PRINCE_HELP</Help>
			<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
			<iAnimalAttackProb>90</iAnimalAttackProb>
			<iStartingLocPercent>50</iStartingLocPercent>
			<iAdvancedStartPointsMod>95</iAdvancedStartPointsMod>
			<iGold>500</iGold>
			<iFreeUnits>0</iFreeUnits>
			<iUnitCostPercent>100</iUnitCostPercent>
			<iResearchPercent>100</iResearchPercent>
			<iDistanceMaintenancePercent>50</iDistanceMaintenancePercent>
			<iNumCitiesMaintenancePercent>50</iNumCitiesMaintenancePercent>
			<iMaxNumCitiesMaintenance>6</iMaxNumCitiesMaintenance>
			<iColonyMaintenancePercent>50</iColonyMaintenancePercent>
			<iMaxColonyMaintenance>6</iMaxColonyMaintenance>
			<iCorporationMaintenancePercent>110</iCorporationMaintenancePercent>
			<iCivicUpkeepPercent>100</iCivicUpkeepPercent>
			<iInflationPercent>10</iInflationPercent>
			<iHealthBonus>2</iHealthBonus>
			<iHappyBonus>4</iHappyBonus>
			<iAttitudeChange>0</iAttitudeChange>
			<iNoTechTradeModifier>60</iNoTechTradeModifier>
			<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
			<iUnownedTilesPerGameAnimal>40</iUnownedTilesPerGameAnimal>
			<iUnownedTilesPerBarbarianUnit>10</iUnownedTilesPerBarbarianUnit>
			<iUnownedWaterTilesPerBarbarianUnit>200</iUnownedWaterTilesPerBarbarianUnit>
			<iUnownedTilesPerBarbarianCity>120</iUnownedTilesPerBarbarianCity>
			<iBarbarianCreationTurnsElapsed>5</iBarbarianCreationTurnsElapsed>
			<iBarbarianCityCreationTurnsElapsed>10</iBarbarianCityCreationTurnsElapsed>
			<iBarbarianCityCreationProb>6</iBarbarianCityCreationProb>
			<iAnimalBonus>-30</iAnimalBonus>
			<iBarbarianBonus>0</iBarbarianBonus>
			<iAIAnimalBonus>-40</iAIAnimalBonus>
			<iAIBarbarianBonus>0</iAIBarbarianBonus>
			<iStartingDefenseUnits>0</iStartingDefenseUnits>
			<iStartingWorkerUnits>0</iStartingWorkerUnits>
			<iStartingExploreUnits>0</iStartingExploreUnits>
			<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
			<iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
			<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
			<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
			<iBarbarianDefenders>2</iBarbarianDefenders>
			<iAIDeclareWarProb>100</iAIDeclareWarProb>
			<iAIWorkRateModifier>10</iAIWorkRateModifier>
			<iAIGrowthPercent>100</iAIGrowthPercent>
			<iAITrainPercent>100</iAITrainPercent>
			<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
			<iAIConstructPercent>100</iAIConstructPercent>
			<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
			<iAICreatePercent>100</iAICreatePercent>
			<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
			<iAICivicUpkeepPercent>100</iAICivicUpkeepPercent>
			<iAIUnitCostPercent>100</iAIUnitCostPercent>
			<iAIUnitSupplyPercent>100</iAIUnitSupplyPercent>
			<iAIUnitUpgradePercent>100</iAIUnitUpgradePercent>
			<iAIInflationPercent>10</iAIInflationPercent>
			<iAIWarWearinessPercent>100</iAIWarWearinessPercent>
			<iAIPerEraModifier>-1</iAIPerEraModifier>
			<iAIAdvancedStartPercent>110</iAIAdvancedStartPercent>
			<Goodies>
				<GoodyType>GOODY_HIGH_GOLD</GoodyType>
				<GoodyType>GOODY_HIGH_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_MAP</GoodyType>
				<GoodyType>GOODY_MAP</GoodyType>
				<GoodyType>GOODY_EXPERIENCE</GoodyType>
				<GoodyType>GOODY_EXPERIENCE</GoodyType>
				<GoodyType>GOODY_HEALING</GoodyType>
				<GoodyType>GOODY_TECH</GoodyType>
				<GoodyType>GOODY_TECH</GoodyType>
				<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
				<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
				<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
				<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
			</Goodies>
			<FreeTechs/>
			<AIFreeTechs/>
		</HandicapInfo>
to Deity at the top
Spoiler :
Code:
		<HandicapInfo>
			<Type>HANDICAP_DEITY</Type>
			<Description>TXT_KEY_HANDICAP_DEITY</Description>
			<Help>TXT_KEY_HANDICAP_DEITY_HELP</Help>
			<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
			<iAnimalAttackProb>90</iAnimalAttackProb>
			<iStartingLocPercent>90</iStartingLocPercent>
			<iAdvancedStartPointsMod>75</iAdvancedStartPointsMod>
			<iGold>25</iGold>
			<iFreeUnits>0</iFreeUnits>
			<iUnitCostPercent>125</iUnitCostPercent>
			<iResearchPercent>125</iResearchPercent>
			<iDistanceMaintenancePercent>100</iDistanceMaintenancePercent>
			<iNumCitiesMaintenancePercent>100</iNumCitiesMaintenancePercent>
			<iMaxNumCitiesMaintenance>8</iMaxNumCitiesMaintenance>
			<iColonyMaintenancePercent>100</iColonyMaintenancePercent>
			<iMaxColonyMaintenance>8</iMaxColonyMaintenance>
			<iCorporationMaintenancePercent>150</iCorporationMaintenancePercent>
			<iCivicUpkeepPercent>125</iCivicUpkeepPercent>
			<iInflationPercent>27</iInflationPercent>
			<iHealthBonus>0</iHealthBonus>
			<iHappyBonus>0</iHappyBonus>
			<iAttitudeChange>-2</iAttitudeChange>
			<iNoTechTradeModifier>20</iNoTechTradeModifier>
			<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
			<iUnownedTilesPerGameAnimal>20</iUnownedTilesPerGameAnimal>
			<iUnownedTilesPerBarbarianUnit>2</iUnownedTilesPerBarbarianUnit>
			<iUnownedWaterTilesPerBarbarianUnit>40</iUnownedWaterTilesPerBarbarianUnit>
			<iUnownedTilesPerBarbarianCity>80</iUnownedTilesPerBarbarianCity>
			<iBarbarianCreationTurnsElapsed>1</iBarbarianCreationTurnsElapsed>
			<iBarbarianCityCreationTurnsElapsed>2</iBarbarianCityCreationTurnsElapsed>
			<iBarbarianCityCreationProb>8</iBarbarianCityCreationProb>
			<iAnimalBonus>0</iAnimalBonus>
			<iBarbarianBonus>0</iBarbarianBonus>
			<iAIAnimalBonus>-40</iAIAnimalBonus>
			<iAIBarbarianBonus>0</iAIBarbarianBonus>
			<iStartingDefenseUnits>0</iStartingDefenseUnits>
			<iStartingWorkerUnits>0</iStartingWorkerUnits>
			<iStartingExploreUnits>0</iStartingExploreUnits>
			<iAIStartingUnitMultiplier>1</iAIStartingUnitMultiplier>
			<iAIStartingDefenseUnits>4</iAIStartingDefenseUnits>
			<iAIStartingWorkerUnits>1</iAIStartingWorkerUnits>
			<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
			<iBarbarianDefenders>4</iBarbarianDefenders>
			<iAIDeclareWarProb>100</iAIDeclareWarProb>
			<iAIWorkRateModifier>100</iAIWorkRateModifier>
			<iAIGrowthPercent>75</iAIGrowthPercent>
			<iAITrainPercent>75</iAITrainPercent>
			<iAIWorldTrainPercent>75</iAIWorldTrainPercent>
			<iAIConstructPercent>75</iAIConstructPercent>
			<iAIWorldConstructPercent>75</iAIWorldConstructPercent>
			<iAICreatePercent>75</iAICreatePercent>
			<iAIWorldCreatePercent>75</iAIWorldCreatePercent>
			<iAICivicUpkeepPercent>75</iAICivicUpkeepPercent>
			<iAIUnitCostPercent>125</iAIUnitCostPercent>
			<iAIUnitSupplyPercent>125</iAIUnitSupplyPercent>
			<iAIUnitUpgradePercent>125</iAIUnitUpgradePercent>
			<iAIInflationPercent>1</iAIInflationPercent>
			<iAIWarWearinessPercent>75</iAIWarWearinessPercent>
			<iAIPerEraModifier>-5</iAIPerEraModifier>
			<iAIAdvancedStartPercent>170</iAIAdvancedStartPercent>
			<Goodies>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_MAP</GoodyType>
				<GoodyType>GOODY_EXPERIENCE</GoodyType>
				<GoodyType>GOODY_HEALING</GoodyType>
				<GoodyType>GOODY_TECH</GoodyType>
				<GoodyType>GOODY_TECH</GoodyType>
				<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
				<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
				<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
				<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
				<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
				<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
				<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
				<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
			</Goodies>
			<FreeTechs/>
			<AIFreeTechs/>
		</HandicapInfo>
I want to use these handicaps to set the Difficulty levels for the AI within the scenario

Can some please review my logic on the fields. (I attach the full file for reference)
 
I don't think it is a massive change in comparison to the original Handicap file. In actual fact Settler is harder than the vanilla file and Deity is easier.

The player parameters I use are

75 (settler) - 85 - 90 - 95 - 100 (prince) - 105 - 110 - 115 - 125 (deity)

and reversed for the AI parameters.

One of the player parameters <iUnitCostPercent> used in the vanilla file are;

20 (settler) - 30 - 40 - 50 - 60 (prince) - 70 - 80 - 90 - 100 (deity)

and for AI parameters are;

100 (settler) - 100 - 100 - 100 - 95 (prince) - 90 - 85 - 80 - 60 (deity)

I have essentially made - prince - the "neutral" point and either side of it is easier or harder proportionally.
 
I've almost successfully implemented some new traits. However, I'm having some major issues with getting the building discounts to work.

For example:

TRAIT_SCIENTIFIC

I've decided to give all science multiplier buildings the production boost for TRAIT_SCIENTIFIC. However, despite having added the code to the building:


Spoiler :
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_LIBRARY</BuildingClass>
<Type>BUILDING_LIBRARY</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_LIBRARY</Description>
<Civilopedia>TXT_KEY_BUILDING_LIBRARY_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_LIBRARY_STRATEGY</Strategy>
<Advisor>ADVISOR_SCIENCE</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_LIBRARY</ArtDefineTag>
<MovieDefineTag>NONE</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<bStateReligion>0</bStateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<FoundsCorporation>NONE</FoundsCorporation>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>ERA_MODERN</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_WRITING</PrereqTech>
<TechTypes/>
<Bonus>NONE</Bonus>
<PrereqBonuses/>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_SCIENTIFIC</ProductionTraitType>
<iProductionTrait>100</iProductionTrait>
</ProductionTrait>
</ProductionTraits>



...The production is NOT being doubled when constructing the library. I'm not concerned with the information being presented in the popup yet... I just want to get the damn production doubled. It's driving me up the wall.

I've tried doing searches for all the related coding terms (ProductionTraits, ProductionTrait, iProductionTrait) in order to see if there is any other code to enter regarding the +100% :hammers: for my scientific trait. So far, I can only find the above portion of code to be needed.

What am I missing with regards to providing the building discount for my SCIENTIFIC trait?
 
I don't think it is a massive change in comparison to the original Handicap file. In actual fact Settler is harder than the vanilla file and Deity is easier.

:crazyeye: really?
Should have looked at the normal handicaps.

...The production is NOT being doubled when constructing the library. I'm not concerned with the information being presented in the popup yet... I just want to get the damn production doubled. It's driving me up the wall.

Is caching deativated (default is not)?
If no: Hold down shift during loading, and see, if this changes something.
 
:crazyeye: really?
Should have looked at the normal handicaps.
I did look at using the "default" handicaps, but if you played @ Deity level in my mod, you would be bankrupt in less than 5 turns with 0% research/culture/espionage.
 
Welcome to CFC :).

If you are able to code python, you should find someone who needs you :D.
Most of the bigger mods are still a work in progress, none of them is really finished.
Did you have any further thoughts about what you want to do?
 
Welcome to CFC :).

If you are able to code python, you should find someone who needs you :D.

Yes I am able to code python.

Most of the bigger mods are still a work in progress, none of them is really finished.
Did you have any further thoughts about what you want to do?

I want to code python :)
At this time I am exploring api and docks. It is more easy when you have certain task. And I want to find this task. I can create new or update/refactoring old ones.
PS. I want to find team which use some kind of subversion and bugtracker :)
 
I hope with the API you mean this one here ;).

A subversion system...oh, not many mods use one.
I think Legends of Revolutions (development stopped right now), BUG, RevolutionDCM and Affores Rise of Mankind modmod use one.

You might look into RevDCM. It adds lots of new rules to Civ4, maybe they have a use for another coder :D.

And if you need maybe just an interesting idea: FromAustria has asked a page before for an ethnical ingame GUI.
That should be possible in python, but it's quite a bit of work.
 
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