Quick Modding Questions Thread

Is there a way to cause one civilization to start out later than the others?

For example, If Celtia and America start out in 4000 B.C., is there a way to have the Zulus start in 2000 B.C., giving the first two civilizations an advantage?

Thanks.
 
That's not directly possible.
I've made a mod component, which allows you to spawn civs in later stages, depending on technology level of the other civs, but you have define which one when, and that will not change over the games.

But seeing this question, i want to ask back, if you have played Rhyse And Fall Of Civilization. This mod spawns all the civs at a more or less historical accurate time, with a lot more features, which depend on the world history. You might want to look in it ;).

I have set a -1 for happiness if you have a military unit in a city. I have not yet encountered an "A.I." - "Stack of Doom".

This makes it more real. I suspect the A.I. notices negative happiness in the city and spreads the units around their other cities.

Interesting. What about units outside of cities? Also no stacks there?
 
Interesting. What about units outside of cities? Also no stacks there?
Correct .... none encountered ... AI is bound to defend cities, which it needs to do, but it can't put too many in else it gets negative happiness.
 
Hi there. I'd like to know if there is a simple way (my mod skills are limited to edit the .xml files with a text editor :blush:) to set different maintenance costs for different unit types, so for example I can make that a riflemen has a higher upkeep than a warrior, but lower than a tank. Thanks in advance.
 
Welcome to CFC :).

In the Units\UnitInfos.xml there's for every unit an entry "iExtraCost" (or similar), which is extra cost per unit in gold (so a 1 will let the unit cost 1 more gold per round).
Sadly, this doesn't scale with gamespeed + map size, as far as i know.
 
Is there something special I have to do to get the greeting text to display for my new leaders? The test is defined, but its not showing up.
 
I have a file called CIV$GAMETEXT_DIPLOMACYText_BTS.xml, it has a bunch of first contact speeches defined as so
Code:
<Tag>AI_DIPLO_FIRST_CONTACT_LEADER_ZARA_YAQOB_1</Tag>
Including the ones that are not showing up. Do i have to tell the game to use the lines, or does it find them on its own?
 
The 'Gods of old' mod for BTS adds another radio button to the victories section at the bottom right hand corner of the custom game interface. How does it do that?

..... no problems found it, it's the VICTORY_RELIGIOUS entry in the CIV4VictoryInfo.xml file.

I've been looking for info on how to make changes (using xml and python) to the Custom Game interface for sometime now. So I thought I'd share my findings. I've discovered that you can place checkboxes in the custom game screen using xml (for BTS at least). For example to place a checkbox in the options section go to the CIV4GameOptionsInfos.xml file and add an entry. Where you place your xml in the CIV4GameOptionsInfos.xml file will be how it shows up in the Custom Game Screen. So if you want your checkbox to be first then place your xml above the GAMEOPTION_ADVANCED_START entry.

<GameOptionInfo>
<Type>GAMEOPTION_MORE_OPTIONS</Type>
<Description>TXT_KEY_GAME_OPTION_MORE_OPTIONS</Description>
<Help>TXT_KEY_GAME_OPTION_MORE_OPTIONS_HELP</Help>
<bDefault>0</bDefault>
<bVisible>1</bVisible>
</GameOptionInfo>

In the example above the entry (GAMEOPTION_MORE_OPTIONS) has been created. The <bDefault> tag works to a degree using

; Read Game options from XML, not .ini
ForceGameOptions = 1

in the mod's ini file. However the xml defaults don't work as expected, with the No Barbarions option selected I actually get Raging Barbarions... Hmmm. So it's better to add your option below the others so it doesn't affect them.

However the <bVisible> tag will make the checkbox visible at 1 or invisible at 0. As you can see with the <Type>, <Description> and <Help> tags the new entry has been given its own labels.

In the CIV4GameText_BTS.xml file create two new entries:

<TEXT>
<Tag>TXT_KEY_GAME_OPTION_MORE_OPTIONS</Tag>
<English>More Options</English>
<French>More Options</French>
<German>More Options</German>
<Italian>More Options</Italian>
<Spanish>More Options</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_GAME_OPTION_MORE_OPTIONS_HELP</Tag>
<English>Provides Players with more options.</English>
<French>Provides Players with more options.</French>
<German>Provides Players with more options.</German>
<Italian>Provides Players with more options.</Italian>
<Spanish>Provides Players with more options.</Spanish>
</TEXT>

The TXT_KEY_GAME_OPTION_MORE_OPTIONS and TXT_KEY_GAME_OPTION_MORE_OPTIONS_HELP tags have been taken from the CIV4GameOptionsInfos.xml file. The first set of <TEXT> tags give the checkbox its name and the second provide basic help for players which pops up when they place their cursor over the checkbox. If you're industrious you can place translations between the different language tags.

To test if the checkbox has been selected you can use the code below:

gc = CyGlobalContext()
if( gc.getGame().isOption(1)):
'do something...'

It starts at 0 so in this case gc.getGame().isOption(1) is checking the second checkbox down.

Also if your option checkbox is on by default and you don't want it to be check the the ini file.
On my PC: (C:\Users\Christopher\Documents\My Games\Beyond the Sword\CivilizationIV.ini)
Look at the Game options entry
; Game Options
GameOptions = 000010000100000000000000

If your checkbox is at the bottom then the last number should relate to that. If it's a 1 here then the checkbox will be on by default. Changing it to 0 will fix this.
 
Why does this unit - Strength 6
Spoiler :
Code:
		<UnitInfo>
			<Class>UNITCLASS_WW2_IMPROVED_FIGHTER</Class>
			<Type>UNIT_WW2_FIG1_GER</Type>
			<UniqueNames/>
			<Special/>
			<Capture/>
			<Combat>UNITCOMBAT_AIR</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_DEFENSE_AIR</DefaultUnitAI>
			<Invisible/>
			<SeeInvisible/>
			<Description>TXT_KEY_UNIT_WW2_FIG1_GER</Description>
			<Civilopedia>TXT_KEY_UNIT_FIGHTER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WW2_FIGHTER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_DEFENSE_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity/>
			<ReligionType/>
			<StateReligion/>
			<PrereqReligion/>
			<PrereqCorporation/>
			<PrereqBuilding>BUILDING_WW2_BUILD22</PrereqBuilding>
			<PrereqTech>TECH_WW2_TECH23</PrereqTech>
			<TechTypes/>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses>
					<BonusType>BONUS_COPPER</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>196</iAIWeight>
			<iCost>196</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bNoRevealMap>0</bNoRevealMap>
			<iAirRange>4</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<iCombat>0</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>6</iAirCombat>
			<iAirCombatLimit>100</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>35</iInterceptionProbability>
			<iEvasionProbability>18</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>28</iCollateralDamage>
			<iCollateralDamageLimit>10</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>1</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<UnitCombatCollateralImmunes/>
			<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_SEA</DomainType>
					<iDomainMod>-90</iDomainMod>
				</DomainMod>
				<DomainMod>
					<DomainType>DOMAIN_LAND</DomainType>
					<iDomainMod>-90</iDomainMod>
				</DomainMod>
			</DomainMods>
			<BonusProductionModifiers/>
			<iBombRate>5</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo/>
			<DomainCargo/>
			<iCargo>0</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>1</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>23</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>10.0</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WW2_FIG1_GER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion/>
			<iLeaderExperience>0</iLeaderExperience>
			<bDCMAirBomb1>1</bDCMAirBomb1>
			<bDCMAirBomb2>0</bDCMAirBomb2>
			<bDCMAirBomb3>0</bDCMAirBomb3>
			<bDCMAirBomb4>0</bDCMAirBomb4>
			<bDCMAirBomb5>0</bDCMAirBomb5>
			<bDCMFighterEngage>1</bDCMFighterEngage>
		</UnitInfo>
do 34% damage on this 80 strength unit
Spoiler :
Code:
		<UnitInfo>
			<Class>UNITCLASS_WW2_BUNKER</Class>
			<Type>UNIT_WW2_BUNKER</Type>
			<UniqueNames/>
			<Special/>
			<Capture/>
			<Combat>UNITCOMBAT_SIEGE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_SPECIAL</DefaultUnitAI>
			<Invisible/>
			<SeeInvisible/>
			<Description>TXT_KEY_UNIT_WW2_BUNKER</Description>
			<Civilopedia>TXT_KEY_UNIT_WW2_BUNKER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_WW2_BUNKER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>1</bRivalTerritory>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<bSuicide>0</bSuicide>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_SPECIAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity/>
			<ReligionType/>
			<StateReligion/>
			<PrereqReligion/>
			<PrereqCorporation/>
			<PrereqBuilding>BUILDING_WW2_BUILD08</PrereqBuilding>
			<PrereqTech>TECH_WW2_INITIAL1</PrereqTech>
			<TechTypes/>
			<BonusType>BONUS_MARBLE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>5000</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<bNoRevealMap>0</bNoRevealMap>
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<iCombat>80</iCombat>
			<iCombatLimit>25</iCombatLimit>
			<iAirCombat>10</iAirCombat>
			<iAirCombatLimit>50</iAirCombatLimit>
			<iXPValueAttack>1</iXPValueAttack>
			<iXPValueDefense>1</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>30</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>10</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>100</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>100</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>10</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<UnitCombatCollateralImmunes>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_AIR</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
				<UnitCombatCollateralImmune>
					<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
					<iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
				</UnitCombatCollateralImmune>
			</UnitCombatCollateralImmunes>
			<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_LAND</DomainType>
					<iDomainMod>25</iDomainMod>
				</DomainMod>
				<DomainMod>
					<DomainType>DOMAIN_AIR</DomainType>
					<iDomainMod>25</iDomainMod>
				</DomainMod>
			</DomainMods>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo/>
			<DomainCargo/>
			<iCargo>0</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>9</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>10</iPower>
			<UnitMeshGroups>
				<iGroupSize>4</iGroupSize>
				<fMaxSpeed>1.25</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>4</iMeleeWaveSize>
				<iRangedWaveSize>4</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>4</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WW2_BUNKER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_WINTERWARFARE</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>			
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<LeaderPromotion/>
			<iLeaderExperience>0</iLeaderExperience>
			<iDCMBombRange>1</iDCMBombRange>
			<iDCMBombAccuracy>5</iDCMBombAccuracy>			
		</UnitInfo>
 
The correct answer is probably "because it's an Air unit". Check the SDK for details on how much damage an air unit does, might be closely related to iInterceptionProbability.
 
Reading this is helping.

I set the 80 unit AirCombat to 80 and it reduced to 10%. I'll continue to test to determine the best parameters
 
Where can i set the default victory conditions? I have added the Mastery VC, and it is set as default on, I would like it to default off.
 
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