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  • #16
    problem

    hello dear tywiggins,

    i need your help again.a problem has occured.
    regarding the railroad improvement.
    in the file civ4route infos,i have succesfully changed the yield for roads and now they add +1 commerce.
    but for railroads i cant do the same.i have tried a thousand times to add yields for railroads too in the same file but some lines down,in the same spot that roads were having them.and when i add them the game crashes.
    am i doing something wrong?
    or can u show me where exactly can i change the +1 food,commerce and hammer for railroads?

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    • #17
      fix the 30%

      hi again.

      i have been leaded to some conlcusions.
      i have succeded in adding the +1 commerce for railroads.
      in the route infos,the yield code i have been increased to 0,0,2 the last one.not results are produced when i was incresing the code to 0,0,1.then indeed the railroads producing+1 commerce.
      the problem i have noticed is that i cant do the same for the other 2.example,is when u put the code to the other 2(i mean food and hammer)railroads are producing in every tile +2 hammer,or food.i have notice your assets in your terraform mod that u put in every tile-relationed with food below the tech railroad and then the +1 food.but when i m trying the same the game crashes.i agree that in wheat,corn,or rice there should be +1 food and commerce but not hammer of course.your mod when it sais that supports +1 food for example lets say,u put in all farms +1 food and the tech railroad below?in mines u put also +1 hammer and the tech railroad below?
      perhaps i m not putting them in the right sentence.can u assist?

      -2HOURS LATER-

      Finally got it!!!no need to look anything.i have succesfully again modify and the food +1 when railroad is available.again using your guide.
      i cant go on further.i m talking about stealing a tech when u take over ana enemy city.the file u told me to look needs python edititng cuase it is in a form i cant read.so i m waiting for your news regardind this huge project.
      Last edited by aracuan_76; November 25, 2005, 19:16.

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      • #18
        I didn't want railroads to give an additional +1 commerce. If you do that's fine.

        I got the free technlology thing to work. Whenever you take over an enemy city, you get one of their technologies. I'll release it a little later.

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        • #19
          Get the free tech mod from Here

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          • #20
            my life now completed!

            MY LIFE NOW COMPLETED!
            THANKS AGAIN FOR THIS JOB.U ARE FROM HEAVEN SENT!

            -AFTER 20 MINUTES-

            EVRYTHING ARE WORKING PERFECTLY!the mod is perfect-what i dreamed.regarding your mod,what changes u have made in order to make the city to be abandoned?what should i change?
            Last edited by aracuan_76; November 26, 2005, 15:39.

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            • #21
              My next project is to try to change my abandon/raze city so that is easily incorporated into other mods. I was working on it last night, but I was having some problems. So I'll start over.

              Right now the easiest way to get abandon city to work is to copy the CvEventManager.py file from my terraform mod plus into whatever folder you put the freetechmod files. I tested it and it works.

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              • #22
                INDEED!

                I have just a question:

                why u dont working in firaxis?!
                i cant say anything else.indeed,i have paste the files and u can steal tech+abandon the city.
                very,very good.
                now i have( i am embarrashed)another 2 questions:

                *is it possible to create armies like civ 3?
                by the way have u find out anything regarding units having bombing ability to bomb other units?

                *how can u make the tech discoveries to be a little slower?cause when discover a unit a few turns later becomes obsolute from the next one...!the game when u switch it to "epic"helps that?
                Last edited by aracuan_76; November 27, 2005, 19:25.

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                • #23
                  It might be possible to have armies. I haven't tested what happens if you have a land unit that can carry other land units. It would most likely require lots of python editing to get it working like civ3.(if it's possible at all)

                  units Bombarding ability -- I haven't done anything yet

                  To make the tech disoveries take more time, you can either make one change to xml\gameinfo\CIV4GameSpeedInfo.xml or make many changes to xml\technologies\CIV4TechInfos.xml

                  If you change CIV4GameSpeedInfo.xml, just change the iResearchPercent for whatever gamespeed you want to change.

                  If you change CIV4TechInfos.xml you can change the research cost for each individual technology.

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                  • #24
                    indeed

                    hello again,

                    indeed u were right.several tests have already take place,and i m happy that the tech becomes slower.i like that cause in epic game the tech indeed gets slower,but the city growth its also very slow,and i ll keep on using this edit u showed me.
                    regarding armies i dont think u achieve something.it seems really difficult,and with the possibility to be impossible to change.
                    the thing i want to ask and i think it surely needs editing,is the trading:can u do something?

                    *for example:
                    resources can only trade with resources.they cannot trade with a tech,neither with money(cash).i think that is wrong.is it possible to fix this?cause the tradings here in comparison with civ 3 are very limited!if u cant do it just tell me where exactly to look.

                    also in order to add buildings,techs and units,u need python or xml editing?

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                    • #25
                      I don't think that we can can change the trading. I also like the trading better in civ3.

                      To add buildings, units, or techs, you just need xml. In my terraform mod, I created 2 new technologies. Just copy another building, unit, or tech, and then paste it near the bottom. Then change the name, cost, prereqtech, etc.

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                      • #26
                        thanks for your interest

                        ok!it seems now i must swim into the deep waters in order to make modifications of that sort.i believe that the basic things i have wanted are quite satisfied thanks to you.i ll keep watching your mods cause i m sure that u ll soon create a lot of good mods.
                        i believe however,too bad techs like explosives,electronics,and mass production are missing,too bad mass transit improvement doesnt exist,and too bad saltpeper resource dont included in this version.these should be my steps for working from now on.also i will try to find out how a wonder can automatically puts an improvement in every city,or produces a unit every 3 turns.
                        Last edited by aracuan_76; November 30, 2005, 03:17.

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