xml question

Joined
Jan 16, 2006
Messages
2,267
What is the monument tag in the building class xml? Also how do you change it so that a building survives being captured?
Also thirdly on a Warlords, can you have more than 18 civs without an extra mod( I just want 19)
 
ohcrapitsnico said:
What is the monument tag in the building class xml? Also how do you change it so that a building survives being captured?
Also thirdly on a Warlords, can you have more than 18 civs without an extra mod( I just want 19)

Not sure about the monument.

Not quite sure what you're getting at with "survive being captured". Do you mean some way to say that if an enemy unit moves into a defenseless city that the city somehow rebukes the attack? Or something else?

To answer the 18 question, you need to modify the dll to have more than 18. Perhaps you should get a modified DLL that has 24, and just make the scenario have 19, short of doing the modification yourself.
 
Thanks for the help:thanx:

For the building thing I mean when a city is captured, all the cultural buildings are magically destroyed, what I want to know is how to prevent that so those buildings work and are useable under a new owner.
 
Oh and also if add the mod with extended amount of civs in warlords will that work with the mods as well or just the vanilla warlords game?
 
ohcrapitsnico said:
Oh and also if add the mod with extended amount of civs in warlords will that work with the mods as well or just the vanilla warlords game?

The SDK will ensure that it will only work for Warlord games.

Believe it or not, I just answered that building's being captured question in another post about 10 minutes ago, so I'll just copy and paste :P

There are three criteria that must be met for a building to survive a city capture.

Building's have a "bNeverCapture" in their XML. If set to 0, the building will have a chance to survive. If set to 1 it is destroyed every time a city is captured.

The second criteria is if there is a limit to the number of buildings a player can have. If the capturing player has already hit the limit, then they'll go over. Check the "iMaxGlobalInstances" value for a building class (note that this is for a building CLASS, not a building).

Finally, there's a random probability. To make sure that a building is ALWAYS captured (given that the first two criteria are reached), then change the building's "iConquestProb" tag to 100, which means it will be captured 100 percent. Having this at, say, 70, means there's a 70 percent chance of it being captured, 30% chance of it being destroyed.

Note that this is what I gathered from the Vanilla Civ4 SDK, so you might want to double check to make sure any changes you make work.
 
Gerikes said:
The SDK will ensure that it will only work for Warlord games.QUOTE]

Sorry, so you mean vanilla warlords games and/but not warlords mods.

Thanks for the help.:D
 
Back
Top Bottom