Version 2.7 discussion

Anyone knows how to change civs in midgame? The readme/civilopedia says ctrl+shift+L but it doesn't seem to work. Then I changed the globaldefinesalt. didnt work, then I checked the revolution.ini. It was already on ([ChangePlayer] Enable = True).
 
Which version, vincentz?
 
zappara said this.

Changed: Changing player only allowed when cheat mode enabled
 
You need to put the word "chipotle" somewhere, I believe.
 
Thanks :) This makes it a LOT easier to test my mods.

Spoiler :
Cheatdialog

After applying "CheatCode = chipotle" in configuration-file, open console with ~ and use command "game.toggledebugmode".

With debugmode turned on you can press SHIFT+T to open CheatDialog to alter Gold and Technology
Cheat Effect
SHIFT+T CheatDialog
Insert Unit/City

After active the cheat mode, press ctrl+shift+left click on a tile. A menu will pop up and allow you to insert unit or city for players/opponent.
Cheat Effect
ctrl+shift+left click Insert Unit/City
More hot keys

First enable Debug Mode then have either a unit or a city selected and push the following keys:
Cheat Effect
(City) Shift +"+" Add 1 to city population
(City) Ctrl + "+" Add 10 to city culture
(City) "+" Immediately complete whatever the city is producing
(Unit) Ctrl + "+" Unit level up
Ctrl + W World editor
Shift + [ Decrease highlighted unit's strength by 0.2
Shift + ] Increase highlighted unit's strength by 0.2
Ctrl + 4 Increase gold by 1000
Ctrl + D Display debug menu
Ctrl + Shift + Left Mouse Button Insert unit/city
Shift + Plus Increase highlighted city's population by 1
Ctrl + Plus Increase highlighted city's culture by 10
Plus Instant production completion for highlighted city
Ctrl + Plus Level up highlighted unit
Shift + T Pops up a dialogue to change a certain nations gold and change the era
Highlight a city. [Ctrl] + [Alt] + Left Mouse Button City editor
Debug Codes

Open the "civ4config" file found in your Sid Meire's Civilization IV install directory (Default is "C:\Documents and Settings\Owner\Application Data\Firaxis Games\Sid Meier's Civilization 4") find "cheatmode = 0", change it to "cheatmode = chipotle". During any game, open the console by pressing the tilda key "~", and type in one of the following then pressing enter.
Cheat Effect
help Displays all console codes
Sound.noMusic Stops music
Sound.reload Reloads audio scripts
Sound.stopSoundScape Stops soundscapes from playing
Graphics.ReBuildTerrain Rebuilds terrain and lighting
Graphics.SetHillScale <number> Sets hills' scale
Graphics.SetPeakScale <number> Sets peaks' scale
Game.showWBPalette bool bCreate Debugging
Player.setGold <player #>, <amount> Sets players gold (0 is active player)
App.crash Crashes game
Game.AIPlay <turn #> Forces AI to plat a certain number of turns
Game.toggleTextureAccessInfo Toggle output of texture loads/accesses to debug output
Xml.reloadArtDefines Reload Civ4ArtDefines.xml
Xml.reloadLandscapeInfo Reload Civ4TerrainSettings.xml
Xml.reloadGameText Reload Game Text xml files
Console.CreateDocumentation <filename> Writes HTML documentation for the current console commands
Console.Clear Clear the console
Console.History Dump console command history
Profile.morphGlobe <integer> Morph the globeview count times.
Profile.rebuildCity <x coordinate>, <y coordinate>, <integer> Rebuild city indicated number of times
Profile.rebuildPlot <x coordinate>, <y coordinate>, <integer> Rebuild plot indicated number of times
 
Maybe I just suck, but I have found Noble AI competent enough most of the time. Admittedly, if I play an industrious leader and start near stone, getting the early wonders (all of them) makes the game significantly easier. However, my builder ways sometimes leave my military lacking and I have lost games to AI attacks, particularly rushes.

Yeah, the medieval rush is the main challenge of the game. Maybe I'll try a game where I lose most of my major cities to the rush, then try to soldier on with only my colonies to increase the challenge...
 
Hello, in "v2.7test version 2" AI do not built cannon`s or artillery`s :) I think it`s because of new requirement building for siege weapon :) Can I turn off this requirement ? :)
 
Hello, in "v2.7test version 2" AI do not built cannon`s or artillery`s :) I think it`s because of new requirement building for siege weapon :) Can I turn off this requirement ? :)

A seige workshop is needed for cataputs and trabs, and a cannon foundry is needed for bombards and cannon. To turn it off you would need to edit the XML. Its in the Unit XML look for the unit type and PrereqBuilding I think. Don't forget to back it up.
 
Hi Zap,

since the new path/road system (which I find great) I had the problem differ the road buttons, especially road and paved road as they are the same ...

I redone the first 3 buttons now using the ingame graphics and a bit artwork from myself. If you like them I would be happy to see them implemented in 2.7:

New Path Button
BuildPath.gif

(BuildPath.dds)

New Road Button
BuildRoad.gif

(BuildRoad.dds)

New Paved Road Button
BuildPavedRoad.gif

(BuildPavedRoad.dds)
 
I think they look nice as well, but ultimately it's up to Zappara of course.
 
Hi Zap,

since the new path/road system (which I find great) I had the problem differ the road buttons, especially road and paved road as they are the same ...

I redone the first 3 buttons now using the ingame graphics and a bit artwork from myself. If you like them I would be happy to see them implemented in 2.7:

New Path Button
BuildPath.gif

(BuildPath.dds)

New Road Button
BuildRoad.gif

(BuildRoad.dds)

New Paved Road Button
BuildPavedRoad.gif

(BuildPavedRoad.dds)
Those look great, will add them in v2.71 patch... just uploading v2.7... :)
 
Never throw away a CD! Ever Never ever! :shocked: :p

JosEPh ;)
 
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