Suggestions and Requests

Doesn't that apply to every wonder, or at least most? The whole deal with wonders is having competition about building them, so restricting access seems weird.

But technically, you could make a Roman UB for the Colosseum that is buildable while the base building isn't.

Sure. I just thought I would be good to have that option in case somebody wants to have more historical accuracy in the game. Is there something like <PrereqCiv> working for buildings?

Another question. Is it possible to make the Celts playable? To me it seems everything is ready for them in the CIV4CivilizationInfos file.
 
Sure. I just thought I would be good to have that option in case somebody wants to have more historical accuracy in the game. Is there something like <PrereqCiv> working for buildings?

Another question. Is it possible to make the Celts playable? To me it seems everything is ready for them in the CIV4CivilizationInfos file.

Someone did once create a modcomp which forbids wonders to be build by ahistorical civs.
https://forums.civfanatics.com/thre...nked-with-civilization-for-doc-v-1-12.534716/

To make a civ playable, see this thread.
https://forums.civfanatics.com/threads/guide-adding-a-civilization-to-doc-updated.561840/
 
Sure. I just thought I would be good to have that option in case somebody wants to have more historical accuracy in the game. Is there something like <PrereqCiv> working for buildings?
Unfortunately not, you can control accessible buildings for civilisations only in the CIV4CivilizationInfos.xml file, where you can replace the default building with either a unique building or NONE to remove access to this building (see e.g. barbarians).

Another question. Is it possible to make the Celts playable? To me it seems everything is ready for them in the CIV4CivilizationInfos file.
As merijn said, in RFC/DoC more needs to be done to make a civ playable than to edit that XML file. It's true that this part is basically ready, for the other steps read the guide.
 
I recently plagiarized got inspired by a mechanic of the Planetfall mod which triggers Golden Ages based on culture production and have successfully merged it into my modmod. Would you per chance be interested in it for the main mod?
 
No, I think Golden Ages are already too frequent right now.
 
No, I think Golden Ages are already too frequent right now.
What about using that mechanic as some civ's Unique Power?
 
If there is one where it fits? It's a bit too much extra rules and interface work for a UP in my taste though.
 
If there is one where it fits? It's a bit too much extra rules and interface work for a UP in my taste though.
Well it was only part of one faction's trait in the Planetfall mod to begin with.
 
Well Alpha Centauri had more pronounced differences between factions anyway.
 
Idea: How about renaming the Guerrilla promotion line to something like Mountaineer, removing all terrain independent effects (like extra Withdrawal rate, first strikes etc.) from it and the Woodsman line, and adding a new Guerilla promotion line which grants extra withdrawal chance and first strikes, available to Melee, Gunpowder and Archery?
 
Hello, guys.
I have just downloaded the GIt version, but i realized that there is no blue marble style and also the personalized units for each faction.
How do i change it?
 
You can still download the additional modules as standalone, if you scroll down in the welcome thread there are links to download them as git repo or zip archive next to their description. Afterwards, in principle you can copy them into the main mod directory.

I don't recommend this for the culture specific unit art (aka VD), because I cannot guarantee compatibility with the git version, and it might updating the git repo impossible (I haven't tested that in a while however). But it should work for the rest.
 
Leoreth,

Before i readed there, i did a mistake: installed the git version and copied the "asset" fyle from the normal mod and saved in the git, which has given a error and so i deleted the file.
Now i can´t download it anymore and do as you instructed.

How to download it now?
the Downloading box frozen at this stage:
POST git-upload-pack (gzip 1701 to 889 bytes)
remote: Counting objects: 36494, done.
remote: Compressing objects: 100% (58/58), done.
Receiving objects: 10% (3817/36494), 92.27 MiB | 0 bytes/s
 
What happens if you abort the download, and then do another git pull (through the right click context menu)?
 
Hi Leoreth,

After several attempts, i´ve managed to download the Git version.
However, i can´t install the "varietas art", since the "asset" file became with a red exclamation, and when i´ve tried to initiate the game, several error messages has popped up, saying things like "heavy swordmen.txt error" and all other units.
 
That's what I meant earlier. You can revert by deleting the Assets folder and doing another pull again.

Has anyone managed to make VD work with the git version?
 
I propose to reduce the strength of archer from 3 to 2. The reasoning is easing the empire creation for ancient/classical civs, Egypt, Babylonia, Persia, Greece, Rome.
It might seem too low, but under some circumstances a fortified archer in a cultured city has about 30% odds to beat medieval infantry.
More powerfull cities can train skirmishers, that are more powerfull.

I tried it and the results were satisfying.

It also allows to reduce legion power back to 6.
 
For the same reasons, but for medieval era, I propose that heavy spearman requires iron, and maybe reduce its power to 5.
 
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