Is it possible to add new buildings and traits? If so can I also give 3 traits to every leader? Can the game handle it?
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Adding new buildings and traits, is it possible?
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Cool, what about buildings though?
Anyway, I want to add these traits, do you think they are balanced enough?
Farmer - All farms, pastures, and plantations produce +1 food
Engineer - All tiles that already produce 2 shields produce 1 more
Scientific - Automatic +25% reashearch
Popular (or a better word) +2 Happiness in all cities
What do you think?
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Originally posted by Qwertqwert
Cool, what about buildings though?
Anyway, I want to add these traits, do you think they are balanced enough?
But at first sight the first three seem horribly overpowered. There's a reason food, production and science are not touched by any of the existing traits...
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Don't forget to look for overpowered trait combos with that lot. I like the look of Expansive/Farmer, Industrious/Miner and Financial/Scientific, for example.Participating in my threads is mandatory. Those who do not do so will be forced, in their next game, to play a power directly between Catherine and Montezuma.
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Adding buildings is easy as it's pure XML. For adding traits, you need to use the SDK, but it's not that problematic, either. As for balance, generally a lot of testing is needed to determine whether something is balanced or not.
You Farmer trait throws a red flag for me. That means floodplain and food resource (wheat, etc) farms immediately get a bonus, which puts a farmer civ way ahead in generating GPs, and also lets them expand somewhat faster due to faster Settler construction. Uhmm.
Miner is better. You won't ever have too many mines mining a resource, and +1 shield is tame. It might even be underpowered.
Scientific - you're throwing a +10% research, which is the benefit of Free Religion, in for free and from the start? Red flag! Not necessarily unbalanced, but borderline, and gets a "needs testing" flag from me. Unbalanced in combination with Financial, possibly too strong with a high-food start and/or Parthenon/Great Library/Pyramids wonders.
Sorry if I sound harsh there, I just kicked into my "Civ4 tester mode" for this post.Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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Well, to correct myself, you can create new traits in the Assets\XML\Civilizations\Civ4TraitInfos.xml file. But you can only modify some stuff there, for example, you can't add a global research bonus, that would require the SDK for defining a completely new trait bonus type. Or so it seems.Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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Because I'm not sure about that. Well, I know that you can add stuff such as beakers via Python, but it wouldn't be a *true* trait defined in XML with new tags, would it?Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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Well, yeah. Although it's an interesting question on what to do when you have both options available, the Python one and the SDK. SDK's a bit faster, Python's open...Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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Python's easier to code, easier to combine with other mods, easier to update to Warlords once it's out, easier for others to further improve on, and its performance not nearly as poor as most people seem to assume. If you can avoid using the SDK, do so.
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