How to disable pioneer production for all players?
subj ![]()
Why in the gods' names would you want to do that?
Funny that was my thoughts, though I would probably try to put it a bit nicer
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Sincerely
~ Kongdej
Force a One-City Challenge game? Just a guess.
I would like to do this to make the map seem more open, rather than having the world seeming like one big metroplex by mid game. One would still have outposts
No Pioneers means no Outposts...
It could be a fun game. Certainly would make a change from mind numbing city spam.
The only means of expansion would be taking CPU factions capitals, and then waiting for them to build another city rather than taking out their sovereign.
To disable core units, you need to replace all the pioneer unittypes with a new one.
This is the list of the pioneers:
Unit_Pioneer_Altarian
Unit_Pioneer_Amarian
Unit_Pioneer_Ironeer
Unit_Pioneer_Krax
Unit_Pioneer_Mancer
Unit_Pioneer_Quendar
Unit_Pioneer_Tarth
Unit_Pioneer_Trog
Unit_Pioneer_Urxen
Unit_Pioneer_Wraith
Disable them by introducing a new Prerequisite that cannot be fulfilled within your game, and put it in all those copied unittypes. For example,
<Prereq>
<Type>Tech</Type>
<Attribute>Thisdoesnotexistnorwillitever</Attribute>
</Prereq>
ex, your altarian pioneer unittype would look like this
After this, there is still one pioneer that you can gain from a quest. But we are not getting quests currently so I won't go into that.
If you wanted to limit to one city but still allow outposts, you could change the required distance between cities to some really long distance. But you would have to make sure it wasn't so long that the other sovereigns can't settle their starting cities.
Or you might be able to disable the Settle ability for pioneers, but I think they are unmodable in the game's current state.
I use to play FFH with Settlers turned off and no city razing, but started with 3 cities each. Creates more meaningful cities that way, to me at least. Where as right now cities get destroyed all the time and rebuilt and seem to kind of lose their importance. Probably wouldn't work as well in this game, but it was a fun option.
AFAIK, the distance is hard coded, as it was in WoM
I think it can be changed in ElementalDefs.xml, but I have no reason to check. I like what we have there.
The below tag From ElementalDefs.xml controls the distance between cities. I have tested it and it does work.
<MinDistancesBetweenCities>8</MinDistancesBetweenCities>
my mind has been blown
Yea, increase the minimum distance between cities to a big number and voila.
We'll all need to collude this summer on HOW we want the mod UI to work so that mods like this can be displayed in a way that's accessible to players.
BUMP! I am going to have to gow through tthis whole mod forum to get the info I want, lol, can we make a sticky to reference threads like this, or a modders info on the stardock websit ? Looking forward to the mod testing stage of beta.
Not quite. It means Pariden, casting endless Arcane Monoliths, becomes the United Lands of Pariden.
well, you would have to disable that spell as well most likely, or give people a limited number of chances to cast it - could the ai handle being able to cast it only 3 times ? hmm.
If pioneers are completely removed, it would be best to completely remove the spell. Otherwise, the field is skewed in favor of one race, or any other created race tht gets the same trait.
err, yes, disable = remove, err sorry i thought that was clear.
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