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How do I keep goody huts from appearing?

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I am tired of running into GW infantry and anti-tank guns in my scenario. Is there any xml code to take care of this?

Remember, remember, the 8th of September

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3d, graphics and plot.



Not sure how it will go, but supposedly the above is size #2 of a new medieval Japanese set.

Civ Leaders "Family Photo"

Map Generators

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Map type question.

I am looking for a map generator that will successfully create two continents 4:3 civilizations.

I am a bit tired of playing pangea map types, but all continental map generators seem to regularly create 5:2 or 6:1 distributions.

Understanding limited trading of certain items

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Hi all,

Purchased the complete edition of Civ V on Steam when it was sale, and played a few games now. There's a couple of things I'm still not understanding, especially trading.

In the game I'm playing at the moment I have 8 horses available; 6 of my own, and 2 from a Mercantile state that I'm allied with. I have 2 Horsemen units out on scouting duties. The bar at the top of the screen says I have 6 horses left. So far, so good.

When I try to trade with any of the 5 Civ's I've encounted, it says I have no strategic resources to trade. (By the same logic I also cannot trade my iron). What's happening?

With some civs I can trade some luxury resources, but not others. I suspect this may be that I'm already trading with them with that resource, but I'm not sure.

Lastly, are you able to trade away your last copy of a resource? One of my towns has 4 cotton plantations near it, all being worked. Can I trade all 4 of them (Thus depriving myself of a luxury) or will the game automatically keep one copy for my civ?

Thanks. :)

City States - Puppeting or allies

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Simple question really, what are the pros and cons of either puppeting (or outright annexation) a city state, vs keeping them as allies? (Not just friends; 60+ influence)

Ordinarily I keep them as allies, but I'm wondering if it's worthwhile making them puppets instead.

[UTILITY] Civ4 BtS Art Definition Checker

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:king: On this day of my coronation as an Emperor, I grant you this, fellow mortals: a mod which is not a mod, a mod component which is not a mod component but rather is a "mod utility".

DOWNLOAD

It will check if you have unused or missing building/leaderhead/unit art definitions.

Python code: platyping (shamelessly copied from PlatyHelpers: MirrorImage)

Idea, screwing of good Python code: isenchine

This utility is presented as a separate (small) mod: ArtDefChecker.
Install it as any other mod in the folder C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods or whatever works for you.

Important: you will have to edit with a text editor the 3 python files ArtDefChecker_Building.py, ArtDefChecker_LeaderHead.py, ArtDefChecker_Unit.py which are located in the Assets/Python/Screens folder. In them, at the top, in the def __init__ function, replace the mod's name Charlemagne by the name of your own mod, save the file.

Then load BtS, load ArtDefChecker, start a game on a tiny map (it really doesn't matter) or simply double click on the ArtDefChecker.CivBeyondSwordSave file included!

When the game is loaded and you are on the main screen of the game:

press the 'Ctrl Key' and the 'B Key' together to check Buildings,
press the 'Ctrl Key' and the 'H Key' together to check LeaderHeads,
press the 'Ctrl Key' and the 'U Key' together to check Buildings.

After a short while, a special screen will appear with a dropdown menu containing 2 options, UNUSED ART_DEF or MISSING ART_DEF. That's it.

Fortunately, you should see nothing in the 'MISSING ART_DEF' section, otherwise your game should crash on you sooner or later.

The 'UNUSED ART_DEF' tells you that you could clean up a bit the ART_DEF file if you want. It is not mandatory.

CAUTION: the ART_DEF_UNIT_SIEGE_TOWER is an exception as it is the only ART_DEF_UNIT called by the dll, not by the xml. It will appear wrongly in the list of 'UNUSED ART_DEF' but do not delete it or crash guaranteed!

The missing art is not covered by this utility. For that, use the tool CivChecker by davidlallen.

Why did I do it like that?: because to check the code, I deleted an ART_DEF in my own mod and the game crashed while loading leaving me without access to this screen! :D

Ideally, this should be an EXE running outside the game but I simply don't have the skills to do so. Do I see somebody volunteering? :goodjob:

[BNW] Im confused, GP improvements dont improve a resource?

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For example building a mine on salt will give +1 food and +1 production.

Building any GP improvement will connect the salt to your trade network but will NOT give you the +1 food and +1 production....why?

[BNW] Caravans - from where to where and how?

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So I know Science is King. Therefore my focus is on Growth most of the time. But very often I end up in Situations where I have to chose between something like 6 turn Growth, 20 turn Caravan Build time and 12 turn growth, 12 turn Caravan Build time. Depending on what tiles I work. Happens both in Capital and other Cities. (same dilemma while building workers, granary or basically anything)

1. How the hell do I chose ?? Is there a rule of thumb ore something ??? How do you decide what is better ??

2. I know food Caravans are good. Do I send all of them to the capital and leave 2nd, 3rd City small or do I send one to each City ??

3. If I can utilize Cargo Ships I do so, but more often than not one gets razed by Pirates. To prevent that I need a trireme or sometimes even two... But then if I build one preemtive and no costal barb camps are there, I wasted like 7-8 turns building a trireme. How do you handle this problem ??

They really should fix peace deals.

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An AI declares war on you, pretty typical right?

AI doesn't bring any units or very little units to your borders. Still typical.....

AI offers one of it's biggest cities or all of it's luxuries, GPT and Gold just for peace, even if you don't counter-attack.

Plz fix it. I've seen it with other cities where Spain was losing a war against Germany and Spain had a city WITH LAKE VICTORIA IN IT. And she just gave it away in a peace deal. Wtf?

[BNW] AI wont upgrade units?

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Tired of seeing masses of unupgraded unique units and especially tiremes in the modern age....

[BNW] Finding which of my mods alters the tradition finisher

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Apparently one of my mods, i dont know which, breaks the tradition finisher so that you never get the free aqueducts.

Is there any way to see which of my mods might be doing that? I dont see any errors in database.log and it would take forever to disable them one by one to see....

Edit : Found the culprit, whoward's dll has support turned on by default for a aqueduct bugfix which breaks the tradition finisher if you dont have the associated mod.

civ names instead of leader names

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Greetings!

I just recently played a bunch of games with many ai's (16-22).

I liked them a lot but I stumbled across a problem. My brain couldn't catch up with all the leader names and which civ they represent. In the diplo screen, thats causing some problems, as you might imagine.

Do you have these problems too? Do you know of a MOD that adds the civ name to the leader name (in brackets maybe?). That would help so much! :crazyeye:

Fiede

Obtaining various resources from tiles?

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I've got a couple of questions about different resources shown on tiles.

1. ) Can I work a fish tile with a second Work Boat, when the first one is through?

2. ) When I see resources such as Wine, Coal or Gems how do I extract those resources?
Do I send a worker to work those tiles the way I send an archaeologist to dig at an
antiquity site?

Ok, that's all. :) Thanks for any help.

GameInfoTypes no longer yields the object's ID

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The method to retrieve an object's id that I've used for a long time has always been GameInfoTypes[X], but inexplicably it has stopped retrieving the ID for a certain few of my modded civilisations (Norway, Nicholas II, and Peter), and, now, consistently returns numbers of indiscernible correlation (3, 2, 1, respectively). This has caused the code of a few of my civs to fail - yet the same GameInfoTypes method works for my other civs... Switching over to GameInfo.Civilizations[].ID fixes the problem, but the fact that this is a seemingly unprovoked issue is disconcerting. It also doesn't seem to be failing to retrieve the object ID of terrains or units, just Civs.

Does anyone have any idea why this might be happening?

[BNW] Changing any stats = save game crashes?

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Ive noticed that if you change anything in a mod like unit stats, etc, old save games will crash when you try to load them? Does this happen for anyone else?

From demigod to klutz

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Here I will post occasional news of my adventures as an aspiring demigod as well questions for passing kind souls with pity in their hearts to address. My first effort has already been abandoned after discovering the Iroqouis had no ready access to fresh water or horses :(. I beat off an early invasion by Egypt without loss of even a unit let alone anything worse, but the prospect of trying to overcome these two handicaps is just too much, so

Game 1 (Iroquois, large continental map 80% land) is hereby aborted.

Easy Virtue/Affinity Combos

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Hey Everyone,

In this thread, I was wanting some opinions on my easy combo idea, and to hear your ideas on creative ways to use the virtues/affinities.

After perusing Aeson's Virtue Screen (very nice job http://apolyton.net/showthread.php/2...Virtues-Screen) I found that you can get some easy early to mid game perks. The basic plan is to take 3 virtues in Prosperity for Frugality-->Workforce Initiative-->Pathfinders along with 2 in Knowledge for Foresight-->Field Research. These virtues coupled with Purity level 1 mean that your explorers can go around the map, protected from the aliens, gathering up goodie pods & excavating sites, netting you lots of rewards and plenty of :c5science:. Now, as long as you're not pissing off your AI neighbors, this essentially means exploration and resource grabbing with impunity. Sure, you have to go back home every now and then to refill on exploration modules, but when each scout is capable of FOUR (5 if you also bother getting Supremacy lvl 1), that seems like a pretty strong reward for not that much effort.

On the note of how strong Purity lvl 1 seems (esp compared to the other affinities' lvl 1 powers) does this also mean you can escourt settlers with a scout and be safe from aliens? (Goodbye warrior escourt?) Since the power currently reads "Aliens will not attack tiles with Explorer Units" does this also mean you can protect important choke points (or even Cities!?!?!) with a scout with this power? Now, I'm sure it won't work with cities, as that would be silly OP, but I'm saying that this power seems to have WAYYYYYY more potential than a level 1 ability should.

So yeah, opened a few questions on this thread:

1. What you guys think of this combo
2. Tell me your cool virtue/affinity combos
3. Purity lvl 1 OP?

Mod Name Question

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I'm curious if changing the modinfo file to place an "x" or something similar in a mod's title to bump it down to the end of the list in the mod menu will prevent that mod from updating through Steam.

I repacked a few mods because I had no other way to get music into them, and I can manually update the non-mp3 files if there's an update for any of them, but I don't want to miss an update by changing the title.

If the mods do still update, will I need to change the mod title after each one (something I'm very willing to live with if so)?

Thanks to anybody who can clear up this admittedly trivial question :)

Questions about the peace of Nikias (Era of Plato's birth/ Peloponnesian war)

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I will be needing some general info (and fact-checking..) since this is a bit of the backdrop in the first presentation of my second circle of seminars for the libraries.. :)
The seminar starts with Plato, who was born a few years (3 or 4, likely) before the treaty of Nikias. That peace treaty was supposed to last for 50 years, and its premise was that all of the lands controlled by other powers up to then would be returned to the pre-war state, apart from Plataea (which would now be Theban) and Nissaea, the main port of Megara (now to be controlled by Athens).

I want to ask about Nisaea:

-Where exactly was it situated? (which bit of the thin peninsula of Megara).
-Why did Athens wish to humiliate Megara in this way? (Megara was one of the very few Spartan allies which did not want to honor the Peace of Nikias)

Furthermore:

The peace of Nikias fell through due to the cancelling of the main Athenian request, which was originally agreed upon, and was the return of Amphipolis to their control.
-How was this cancelled?
-Was the Athenian campaign against Syracuse a direct result of an attempt to bring the original treaty back in force? (the treaty of Nikias was only fully abandoned following the disaster at Sicily).

Thanks in advance :D
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