I like the idea of the first Great General (only) getting points from Barbarian combat. Is that a DLL change or is it python? If python, which file(s), please?
Any chance more of the leaders(like the mayan, incan and aztec for example) and the additional civilizations will be added to this mod in the future?
Any chance of making modular other mods in addition to Next War. Like "Extra" but better because your mod has RevDCM as its backbone.
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Please elaborate, what mods are you thinking on?
my favourite mod so far but:
if i remove/deactivate the next war modules i get these xml errors whle loading:
-Tag: UNITCLASS_AIRSHIP_PROTO in Infoclass was incorrect
current xml file: xml\Technologies/Civ4TechInfos.xml
-Same thing for the other prototype units
-Same thing for BUILD_TERRAFORM in the file xml\Units/Civ4UnitInfos.xml
i wanted to play without next war so i just removed the trouble causing stuff in the xml...
now the game just CTDs when the loadng process is done, without any error messages![]()
I see. I'll check what can be done to have those easily removed and get back to you.
You can use the WoC dependencies to prevent that.
Ok, but I guess in that case stuff would be just cut out, whereas it could be just switched to eg. a different tech requirement...
<CivilizationInfo>
<Type>CIVILIZATION_SIOUX</Type>
<Description>TXT_KEY_CIV_SIOUX_DESC</Description>
<ShortDescription>TXT_KEY_CIV_SIOUX_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_SIOUX_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_SIOUX_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_LIGHT_BROWN</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_NATIVE_AMERICA</ArtDefineTag>
<ArtStyleType>ARTSTYLE_SOUTH_AMERICA</ArtStyleType>
<UnitArtStyleType>UNIT_ARTSTYLE_SOUTH_AMERICA</UnitArtStyleType>
...
</CivilizationInfo>
<CivilizationInfo>
<Type>CIVILIZATION_SIOUX</Type>
<AndDependencyTypes>
<DependencyType>UNIT_ARTSTYLE_NORTH_AMERICA</DependencyType>
</AndDependencyTypes>
<UnitArtStyleType>UNIT_ARTSTYLE_NORTH_AMERICA</UnitArtStyleType>
</CivilizationInfo>
<CivilizationInfo>
<Type>CIVILIZATION_SIOUX</Type>
<AndDependencyTypes>
<DependencyType>UNIT_ARTSTYLE_SIOUX</DependencyType>
</AndDependencyTypes>
<UnitArtStyleType>UNIT_ARTSTYLE_SIOUX</UnitArtStyleType>
</CivilizationInfo>
Actually it could be both, have a regular tech to start with and a second section following afterwards which redefines the tech to another one if that other one exists (which is checked by dependencies).
Example :
I have a Sioux civ in my mod which is defined as follows
Spoiler :Code:<CivilizationInfo> <Type>CIVILIZATION_SIOUX</Type> <Description>TXT_KEY_CIV_SIOUX_DESC</Description> <ShortDescription>TXT_KEY_CIV_SIOUX_SHORT_DESC</ShortDescription> <Adjective>TXT_KEY_CIV_SIOUX_ADJECTIVE</Adjective> <Civilopedia>TXT_KEY_CIV_SIOUX_PEDIA</Civilopedia> <DefaultPlayerColor>PLAYERCOLOR_LIGHT_BROWN</DefaultPlayerColor> <ArtDefineTag>ART_DEF_CIVILIZATION_NATIVE_AMERICA</ArtDefineTag> <ArtStyleType>ARTSTYLE_SOUTH_AMERICA</ArtStyleType> <UnitArtStyleType>UNIT_ARTSTYLE_SOUTH_AMERICA</UnitArtStyleType> ... </CivilizationInfo> <CivilizationInfo> <Type>CIVILIZATION_SIOUX</Type> <AndDependencyTypes> <DependencyType>UNIT_ARTSTYLE_NORTH_AMERICA</DependencyType> </AndDependencyTypes> <UnitArtStyleType>UNIT_ARTSTYLE_NORTH_AMERICA</UnitArtStyleType> </CivilizationInfo> <CivilizationInfo> <Type>CIVILIZATION_SIOUX</Type> <AndDependencyTypes> <DependencyType>UNIT_ARTSTYLE_SIOUX</DependencyType> </AndDependencyTypes> <UnitArtStyleType>UNIT_ARTSTYLE_SIOUX</UnitArtStyleType> </CivilizationInfo>
So depending on which art style is defined, it uses different ones (the last one which was still defined). You could do the same for techs in your mod.
my favourite mod so far but:
if i remove/deactivate the next war modules i get these xml errors whle loading:
-Tag: UNITCLASS_AIRSHIP_PROTO in Infoclass was incorrect
current xml file: xml\Technologies/Civ4TechInfos.xml
-Same thing for the other prototype units
-Same thing for BUILD_TERRAFORM in the file xml\Units/Civ4UnitInfos.xml
i wanted to play without next war so i just removed the trouble causing stuff in the xml...
now the game just CTDs when the loadng process is done, without any error messages![]()
It's in the DLL, it's well commented. If you want, I can provide you the files (as I noticed that I did not include it in v4.0)
updated to v4.1
Changelog:
- added Paved Road, GravTube and JumpLane
Yes I would, please.