Hey guys, Just a quick question, so far I have not found a setting for the taxation rates or the unrest it causes in the xml am I just bad at looking or is it all hardcoded? Basically what i wanted to try and do was change unrest so that it is based on current city population, that is having a normal tax rate doesn't punish new cities which have yet to build unrest reduction buildings as harshly and also makes the unrest buildings more relevan
Elsimir
Just a quick question, when modding the Core files what happens to them when the patcher updates? Are the files overridden completely or does the patcher only insert changes to the files? I just wanted to know because if its the later having modified files be partially changed would be quite...bad and you couldn't restore them from a Core file backup as you would erase the data changes made by the patch. Thanks, Elsimir
Wow yeah so, this would be awesome but so far i can't find a good way to do it sorry. Hopefully one of the bigger modders can come in here and give us some pointers :).
[quote who="Heavenfall" reply="2" id="3266732"]Since it is going to get unlocked with your first city, you don't actually need to worry about removing it from the technology (unless you worry about cosmetics).[/quote] Yep, I only changed the Tech because I thought having it still show up as an unlock was silly :P
Ok lets do this! First open /data/English/Only-SP/Techs_Amarian.xml from the TechDef "Civics" find and Cut out this block. [code="xml"] Player UnlockCityAction RushProduction Consumption_Icon.png Can Rush Production [/code] t
Yeh well I was thinking about it on the assumption that as more and more people finish multiple playthroughs of the vanilla game modding and mods would become more popular so it was more of a preemptive thing than something that is absolutely necessary now.
Hey guys, I'm just getting into modding at the moment and having read quite a few posts about things which are impossible / difficult to modify using the mods folder compared to directly changing the Core files I was wondering if there was sufficient interest in me creating a mod manager which could combine the xml changes to Core from multiple mods allowing easier compatibility and rollback to default Core. I would probably use a load order like Elder Scrolls does so that
(i apologize in advance if i'm repeating others arguments, this thread is long and while I've read it all its easy to forget sections.) I'm sorry if I've misunderstood how this works but many people are complaining about LAN support being false because the game must connect to the server. What you don't seem to be getting is that while you have the resources like images, sounds stored locally the game data determining ai behavious as well as stats for ite