Uh Oh...Another new guy w/ questions about modding

chuckgilla138

Chieftain
Joined
Nov 27, 2008
Messages
21
Ok I have few questions to modding and a few ideas I would like to try if it's possible. First the ideas:

1. A button in the "city screen" that gives you the option to "come back after X- amount of turns". Press the button, put your # of turns in the field and ENTER. I run into the micromanaging problem a lot and I know this could help my early game where turns matter. I try to remember to come back to Dis in 13 turns but I just happened to get heat from another front. That means I'll probably forget and due to insufficient infrastructure, more than likely, will lose a worker. When :)'s aren't going to come to a town for awhile I like to bring pop. up so in case theres any starvation I have a little time to play w/. Might want to enlist a specialist right before/after a city pops(?).

2. I would also like to "go to a city's screen" from the F1 adviser. I know I can enlist specialists and build/queue(sp?). But I want to look at the layout of the land. Has it is I have to close out of F1 adviser and find the city by map or F10-cycle through. It just seems like you should be able to do this,imho.

3. Cycling through city screen, map plot and build menu(window) would (in my mind) help me has a new player also. Me being on the new, I was always turned off when I had to change my build queue and was forced to cycle through the city screen menu. The art, the units, buildings....(sigh). Im sure Im over thinking things has far has this may go. But when you don't know whats really going on and want to micro. the best you can, it might help..?

4. Ya I might want to build a dungeon if I knew what my crime rate was??? A mouse over (maintenance/crime rate) would jam right?

Which one of these would be the easiest for a noob to tackle? If anyone would like to comment on the difficulty level that might be involved, I'm all eyes. Of course any comment is appreciated.
 
The crime rate is already displayed when you mouse over a city.
 

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Ya but not when the "what to build next" window is up. So you have to choose a unit then come back and check the crime rate and change accordingly. How come?

Possibly because there's no real need to.

As [to_xp]Gekko said, the crime rate does very little now outside of influencing a couple of events.
 
My advice is to turn on the option "Minimized Popups"

This makes the popup nag screens come at the END of your turn, instead of forcing themselves on you at the START of the turn. Turn starts and you have icons on the side of the screen where you can access the popups if you want to, but instead I typically go through the normal routine of moving units which the computer places as selected. if it is in a city, I look to see what the city is building, often times it is nothing (because I am now giving the first order to what the just built) and so I can take my time and assign something to be built there.
 
I don't want to create another thread so here goes my question: where to find "blight" and such AC-tied events in the files?

I want to know how to set temporary unhealthiness into a city. All I see in API is int getExtraHealth (). But how do I set it up to be like -8 and become +1 each turn up to 0?
 
The Blight event trigger is in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2\Assets\XML\Events\CIV4EventTriggerInfos.xml, but what you want is found C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2\Assets\python\entrypoints\CvRandomEventInterface.py, specifically the pCity.changeEspionageHealthCounter(i) line.


Perhaps the API you are using does not include functions added by BtS.
 
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