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Tribes
Mar 2, 2010 6:22:54 GMT
Post by michael34 on Mar 2, 2010 6:22:54 GMT
Is the number of tribes hardcoded too? Perhabs it could be possible to mod tribes as new civilizations??
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Tribes
Mar 2, 2010 13:18:32 GMT
Post by michael34 on Mar 2, 2010 13:18:32 GMT
OK, Ive replaced the Dutch civ for the Korean, the Spanish for the Mayan. How can I make so that my new Dutch and Spanish units seem like western??
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Tribes
Mar 2, 2010 22:40:28 GMT
Post by PzK on Mar 2, 2010 22:40:28 GMT
OK, Ive replaced the Dutch civ for the Korean, the Spanish for the Mayan. How can I make so that my new Dutch and Spanish units seem like western?? Do you mean the units still look like Korean/Myan units? This might have something to with the name of the ddf, the way the civs are grouped. I have look for a solution. As for the tribes, are they located in the zip files?
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Tribes
Mar 3, 2010 6:13:39 GMT
Post by michael34 on Mar 3, 2010 6:13:39 GMT
Yes, I mean that. The point is that I have added western unique units to the mayans and koreans, but the rest of the units look mesoamerican and fareastern!! I have tried to rename the Korean and Mayan Civs blocks of code (which of course are in the folder containing the western civs) with Dutch, Spanish, and German, this way: //Dutch Civilization Dutch { CityNames = [ tx_ms_cityname_Inchon tx_ms_cityname_Kaesong
..........etc., but the game crashes. Which name do you think I should give the civ code blocks?
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Don't worry about the tribes, it was only a former idea that I had when trying to add the Dutch and the Spanish!! I like the tribes as they are. Thx for your help, Pzk!! And sorry for troubling you with my crazy mods!!
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Tribes
Mar 3, 2010 16:30:02 GMT
Post by michael34 on Mar 3, 2010 16:30:02 GMT
I think it's impossible Pzk...I have tried a lot of tricks and I get nothing.
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Tribes
Mar 3, 2010 18:53:19 GMT
Post by PzK on Mar 3, 2010 18:53:19 GMT
Im beginning to think maybe the civs arn't changeable Im under alot of uni work at the moment so im sorry I can't be of much help. I'll see what i can do tomorrow, there must be a file where the civs are linked to the visual units (not just the unique ones) Also for your crashing problem, you might need to change the AIP file too (folder /aips_ee2x) for your civiliations. The cpu might be telling the AI to build a unique civ unit which doesn't exist and so that might the reason for the crashing. Example of the american code / $Header: /EE2X/run/AIPS_EE2X/Civ_American.aip 1 6/10/05 4:00p Jlandry $ // This contains build list changes to make this specific to the American civilization
#include "AipStructures.h"
// this is the unique unit for this civ UnitFamilyListElement UniqueUnitFamily[] { // name // build factor [b]"UniqueUnitAmerican1", 0.5, // frontiersman sort of aren't great "UniqueUnitAmerican2", 1, "UniqueUnitAmerican3", 1[/b] }; You might need to change those bits and more for the civs you edited.
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Tribes
Mar 3, 2010 19:44:10 GMT
Post by michael34 on Mar 3, 2010 19:44:10 GMT
Thanks for your time and effort, friend. I'll research on that way. If it could be done, it would be fantastic.
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Tribes
Mar 7, 2010 22:06:38 GMT
Post by michael34 on Mar 7, 2010 22:06:38 GMT
Pzk, did you discover the location oof the tribes in the db files? If not, they are in EE2x_db/Simulation. You can replace them, but not add new ones. Anyway it's a little vain to put in the same scenario, say Celts and Inuit...
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Tribes
Mar 8, 2010 12:23:35 GMT
Post by PzK on Mar 8, 2010 12:23:35 GMT
Ah thanks for the directory. If you can't replace them then they must no. of them must be hardcoded in too. Are you still getting crashes with changing the civs?
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Tribes
Mar 8, 2010 13:08:30 GMT
Post by michael34 on Mar 8, 2010 13:08:30 GMT
No, no more crashes: I surrendered and only make new civs of the same region, I don't try to expand regions any more. Now my matter is how to rename tribes. I have modded the Roma to Iberians, but when I play it says: "You have encountered a new native tribe: the Player", I'm searching for the file (which I suppose must be in Text) in which tribes are renamed.
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