Updating a difficulty level

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Prince
Joined
May 29, 2009
Messages
358
Location
Calgary
So I want to update the difficulty level Prince to be closer to King but without the free techs, and make a private mod I can use on my own to adjust difficulty here and there.

So I was wondering, what would do the trick?

Code:
			<Type>HANDICAP_PRINCE</Type>
			<Description>TXT_KEY_HANDICAP_PRINCE</Description>
			<Help>TXT_KEY_HANDICAP_PRINCE_HELP</Help>
			<StartingLocPercent>50</StartingLocPercent>
			<AdvancedStartPointsMod>100</AdvancedStartPointsMod>
			<HappinessDefault>9</HappinessDefault>
			<NumCitiesUnhappinessMod>100</NumCitiesUnhappinessMod>
			<PopulationUnhappinessMod>100</PopulationUnhappinessMod>
			<Gold>0</Gold>
			<GoldFreeUnits>0</GoldFreeUnits>
			<ProductionFreeUnits>5</ProductionFreeUnits>
			<ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent>
			<ProductionFreeUnitsPerCity>2</ProductionFreeUnitsPerCity>
			<RouteCostPercent>100</RouteCostPercent>
			<UnitCostPercent>100</UnitCostPercent>
			<BuildingCostPercent>100</BuildingCostPercent>
			<ResearchPercent>100</ResearchPercent>
			<PolicyPercent>100</PolicyPercent>
			<ImprovementCostPercent>100</ImprovementCostPercent>
			<CityProductionNumOptionsConsidered>2</CityProductionNumOptionsConsidered>
			<TechNumOptionsConsidered>2</TechNumOptionsConsidered>
			<PolicyNumOptionsConsidered>2</PolicyNumOptionsConsidered>
			<!--<InflationPercent>90</InflationPercent>-->
			<AttitudeChange>-1</AttitudeChange>
			<NoTechTradeModifier>70</NoTechTradeModifier>
			<BarbCampGold>25</BarbCampGold>
			<BarbSpawnMod>0</BarbSpawnMod>
			<BarbarianBonus>40</BarbarianBonus>
			<AIBarbarianBonus>60</AIBarbarianBonus>
			<EarliestBarbarianReleaseTurn>0</EarliestBarbarianReleaseTurn>
			<BarbarianLandTargetRange>5</BarbarianLandTargetRange>
			<BarbarianSeaTargetRange>10</BarbarianSeaTargetRange>
			<AIDeclareWarProb>100</AIDeclareWarProb>
			<AIUnhappinessPercent>100</AIUnhappinessPercent>
			<AIGrowthPercent>100</AIGrowthPercent>
			<AITrainPercent>100</AITrainPercent>
			<AIWorldTrainPercent>100</AIWorldTrainPercent>
			<AIConstructPercent>100</AIConstructPercent>
			<AIWorldConstructPercent>100</AIWorldConstructPercent>
			<AICreatePercent>100</AICreatePercent>
			<AIWorldCreatePercent>100</AIWorldCreatePercent>
			<AIBuildingCostPercent>100</AIBuildingCostPercent>
			<AIUnitCostPercent>85</AIUnitCostPercent>
			<AIUnitSupplyPercent>20</AIUnitSupplyPercent>
			<AIUnitUpgradePercent>50</AIUnitUpgradePercent>
			<!--<AIInflationPercent>80</AIInflationPercent>-->
			<AIAdvancedStartPercent>100</AIAdvancedStartPercent>
			<IconAtlas>DIFFICULTY_ATLAS</IconAtlas>
			<PortraitIndex>3</PortraitIndex>

Is the standard Prince code.

Would this work?

Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 6/27/2014 6:30:21 PM -->
<GameData>
	<Update>
<Type>HANDICAP_PRINCE</Type>
			<Description>TXT_KEY_HANDICAP_PRINCE</Description>
			<Help>TXT_KEY_HANDICAP_PRINCE_HELP</Help>
			<StartingLocPercent>50</StartingLocPercent>
			<AdvancedStartPointsMod>100</AdvancedStartPointsMod>
			<HappinessDefault>9</HappinessDefault>
			<NumCitiesUnhappinessMod>100</NumCitiesUnhappinessMod>
			<PopulationUnhappinessMod>100</PopulationUnhappinessMod>
			<Gold>0</Gold>
			<GoldFreeUnits>0</GoldFreeUnits>
			<ProductionFreeUnits>5</ProductionFreeUnits>
			<ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent>
			<ProductionFreeUnitsPerCity>2</ProductionFreeUnitsPerCity>
			<RouteCostPercent>100</RouteCostPercent>
			<UnitCostPercent>100</UnitCostPercent>
			<BuildingCostPercent>100</BuildingCostPercent>
			<ResearchPercent>100</ResearchPercent>
			<PolicyPercent>100</PolicyPercent>
			<ImprovementCostPercent>100</ImprovementCostPercent>
			<CityProductionNumOptionsConsidered>2</CityProductionNumOptionsConsidered>
			<TechNumOptionsConsidered>2</TechNumOptionsConsidered>
			<PolicyNumOptionsConsidered>2</PolicyNumOptionsConsidered>
			<!--<InflationPercent>90</InflationPercent>-->
			<AttitudeChange>-1</AttitudeChange>
			<NoTechTradeModifier>70</NoTechTradeModifier>
			<BarbCampGold>25</BarbCampGold>
			<BarbSpawnMod>0</BarbSpawnMod>
			<BarbarianBonus>40</BarbarianBonus>
			<AIBarbarianBonus>80</AIBarbarianBonus>
			<EarliestBarbarianReleaseTurn>0</EarliestBarbarianReleaseTurn>
			<BarbarianLandTargetRange>5</BarbarianLandTargetRange>
			<BarbarianSeaTargetRange>10</BarbarianSeaTargetRange>
			<AIDeclareWarProb>100</AIDeclareWarProb>
			<AIUnhappinessPercent>100</AIUnhappinessPercent>
			<AIGrowthPercent>90</AIGrowthPercent>
			<AITrainPercent>95</AITrainPercent>
			<AIWorldTrainPercent>100</AIWorldTrainPercent>
			<AIConstructPercent>95</AIConstructPercent>
			<AIWorldConstructPercent>100</AIWorldConstructPercent>
			<AICreatePercent>95</AICreatePercent>
			<AIWorldCreatePercent>100</AIWorldCreatePercent>
			<AIBuildingCostPercent>90</AIBuildingCostPercent>
			<AIUnitCostPercent>80</AIUnitCostPercent>
			<AIUnitSupplyPercent>10</AIUnitSupplyPercent>
			<AIUnitUpgradePercent>40</AIUnitUpgradePercent>
			<!--<AIInflationPercent>80</AIInflationPercent>-->
			<AIAdvancedStartPercent>100</AIAdvancedStartPercent>
			<IconAtlas>DIFFICULTY_ATLAS</IconAtlas>
			<PortraitIndex>3</PortraitIndex>
</update>
</gamedata>

Seems kind of rudimentary and like Im missing something
 
Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 6/27/2014 6:45:37 PM -->
<GameData>
	<Replace>
		<Type>HANDICAP_PRINCE</Type>
		<Description>TXT_KEY_HANDICAP_PRINCE</Description>
		<Help>TXT_KEY_HANDICAP_PRINCE_HELP</Help>
		<StartingLocPercent>50</StartingLocPercent>
		<AdvancedStartPointsMod>100</AdvancedStartPointsMod>
		<HappinessDefault>9</HappinessDefault>
		<NumCitiesUnhappinessMod>100</NumCitiesUnhappinessMod>
		<PopulationUnhappinessMod>100</PopulationUnhappinessMod>
		<Gold>0</Gold>
		<GoldFreeUnits>0</GoldFreeUnits>
		<ProductionFreeUnits>5</ProductionFreeUnits>
		<ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent>
		<ProductionFreeUnitsPerCity>2</ProductionFreeUnitsPerCity>
		<RouteCostPercent>100</RouteCostPercent>
		<UnitCostPercent>100</UnitCostPercent>
		<BuildingCostPercent>100</BuildingCostPercent>
		<ResearchPercent>100</ResearchPercent>
		<PolicyPercent>100</PolicyPercent>
		<ImprovementCostPercent>100</ImprovementCostPercent>
		<CityProductionNumOptionsConsidered>2</CityProductionNumOptionsConsidered>
		<TechNumOptionsConsidered>2</TechNumOptionsConsidered>
		<PolicyNumOptionsConsidered>2</PolicyNumOptionsConsidered>
		<!--<InflationPercent>90</InflationPercent>-->
		<AttitudeChange>-1</AttitudeChange>
		<NoTechTradeModifier>70</NoTechTradeModifier>
		<BarbCampGold>25</BarbCampGold>
		<BarbSpawnMod>0</BarbSpawnMod>
		<BarbarianBonus>40</BarbarianBonus>
		<AIBarbarianBonus>80</AIBarbarianBonus>
		<EarliestBarbarianReleaseTurn>0</EarliestBarbarianReleaseTurn>
		<BarbarianLandTargetRange>5</BarbarianLandTargetRange>
		<BarbarianSeaTargetRange>10</BarbarianSeaTargetRange>
		<AIDeclareWarProb>100</AIDeclareWarProb>
		<AIUnhappinessPercent>100</AIUnhappinessPercent>
		<AIGrowthPercent>90</AIGrowthPercent>
		<AITrainPercent>95</AITrainPercent>
		<AIWorldTrainPercent>100</AIWorldTrainPercent>
		<AIConstructPercent>95</AIConstructPercent>
		<AIWorldConstructPercent>100</AIWorldConstructPercent>
		<AICreatePercent>95</AICreatePercent>
		<AIWorldCreatePercent>100</AIWorldCreatePercent>
		<AIBuildingCostPercent>90</AIBuildingCostPercent>
		<AIUnitCostPercent>80</AIUnitCostPercent>
		<AIUnitSupplyPercent>10</AIUnitSupplyPercent>
		<AIUnitUpgradePercent>40</AIUnitUpgradePercent>
		<!--<AIInflationPercent>80</AIInflationPercent>-->
		<AIAdvancedStartPercent>100</AIAdvancedStartPercent>
		<IconAtlas>DIFFICULTY_ATLAS</IconAtlas>
		<PortraitIndex>1</PortraitIndex>
	</Replace>
</GameData>

i had row and row in there too didnt go so i tried without
 
dont know how to check the logs, but, ive tried it and the darn thing isnt going. double checked to make sure i added it on mod activate too
 
I missed it, but you need to enclose replace within...

<HandicapInfos>

</HandicapInfos>

If replace doesn't work then...

Code:
<HandicapInfos>
     <Update>
			<Where Type="HANDICAP_PRINCE"/>
			<Set ResearchPercent="150" BuildingCostPercent="125"/>
     </Update>
</HandicapInfos>

All within Gamedata, of course. You can add whatever adjustments you have to the <Set> stuff. I just randomly selected a column name and values.

Replace should work anyhow, but if it doesn't, I'm pretty certain this one will.
 
got it go thanks!

Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 6/27/2014 6:45:37 PM -->
<GameData>
	<HandicapInfos>
		<Update>
			<Where Type="HANDICAP_PRINCE"/>
			<Set AIGrowthPercent="90" AITrainPercent="90" AIConstructPercent="90" AICreatePercent="90" AIBuildingCostPercent="90" AIUnitSupplyPercent="40" AIUnitUpgradePercen="47" />
		</Update>
	</HandicapInfos>
</GameData>

this seems to work but is there a way to test this?
 
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