View Full Version : Modules - Buildings


TAfirehawk
Nov 15, 2007, 09:21 PM
Discussion of Building Modules.

rockinroger
Dec 02, 2007, 05:12 AM
ok a couple of building id like to see are more national wonders such as is sevomod fairchild republic comes to mind.

Fierabras
Dec 06, 2007, 06:53 AM
I'm working on ethnic diversity for citystyles, but CIV4CityLSystem.xml and CIV4PlotLSystem.xml are not modular yet. Citystyles seem to be passed straight to the graphics engine.

The Navy Seal
Feb 22, 2008, 07:17 PM
More modern buildings like Museums, Archives, Theme Parks, Civic center, and a Future wall like in Next War.

NikNaks
Feb 23, 2008, 01:10 PM
Do you mean an arcology for that 'future wall' thing? If so, I've already modularized it. I just need to add a couple of things.

xienwolf
May 15, 2008, 11:19 PM
Bit of a question on the Extended City Radius. WoC basic comes with it loaded up, it sets the City radius to 3 for all cities I suppose. Though reading their global defines I would have thought it only placed you at a radius of 1 initially. It also assigns a bonus radius to the Granary, Hostpital and Incan Terrace.

Loaded up a game, popped worldbuilder and set my first city to Legendary Culture so I could test it out. Left Worldbuilder to confirm, and I have a lovely 3 tile radius. Back to worldbuild and grant myself a hostiptal... nothing. Grant myself a Granary as well... still nothing.

Shouldn't I be able to get a Radius of 6 if I construct all 3?

EDIT: A thought occurs. Instead of having the buildings directly grant you a bonus to your city radius... how about they grant you a new specialist: Governor. Each governor specialist will increase your workable radius by 1 Tile, but causes you to lose say... 3 :gold:? Then you can have many more buildings which enable you to assign Governor Specialists, and the player must choose from turn to turn if it is worth another working Tile to extend their range out further.

EDIT 2: Turns out that at a City Radius of 6 (set in the Globals, still can't get the Buildings to do anything) you are zoomed out too far, and it will not allow you to assign your worked Tiles personally. Clicking anywhere returns you to the map because you are in Globe view.

TAfirehawk
May 16, 2008, 05:48 PM
You have to enable the building function, I turned it off for now.

I guess the radius limit should be 5 :)

xienwolf
May 16, 2008, 11:51 PM
DLL change, or a Global Define? Haven't really checked the DLL for it yet, but not seeing it in the XML.

Mainly I just wanted to see how the city zoom adjusted ingame. If I set all base cities to 2 workable tiles, then build a Granary, Hospital & Incan Pavillion (or just change the XML to get a +3), does it zoom out all cities in the game, all in my empire, or just the one which can now work 5 tiles?

xienwolf
May 30, 2008, 11:35 AM
Ok, so I have read up on the WOCIPEDIA to see how to get the whole City Radius things working, and I now have it so that at best you can get a city out to a radius of 5, but without special buildings you can only work the initial 2.

First note: The Wocipedia said that the search string was DYNAMIC_CITY_RADIUS, but it is actually just CITY_RADIUS.

Second note: What I was hoping to see was that a city would be zoomed in as far as possible so that only the workable tiles were revealed. Thus if I had a city only able to work 1 radius, it'd be HUGE tiles in the detail zoom, while the neighbor city who can work 5 radius is zoomed WAY out and the tiles are pretty darn tiny.

Instead, no matter how many tiles a city can work, it is always zoomed out to show the most it is allowed to work in the game. And it highlights all of the tiles which it could, possibly, one day, work. Rather than just the ones which are presently selectable.


I've looked at the code a bit trying to see a way to change this to work how I am envisioning it, but as best as I can see, the current code modifications don't touch the right areas, or it is something that would be very tricky to accomplish.

It ought to be possible in my mind though. There is a function called at some point to highlight the tiles, because if you overlap your radius with another city and they are working a tile which you SHOULD be allowed to work otherwise, it is greyed over. So the highlighting of tiles you cannot select might be an easy thing to get rid of.

For having the zoom only show the zoom level which your city requires, it seems again that it should be fairly simple. The game updates the screen if you move from one city to another, and in that call it ought to be possible to re-define the Zoom Level for the camera, based on the workable tile range of that city, rather than on the global maximum workable range.

Brave Sir Robin
Aug 04, 2008, 04:23 PM
Congrats on the 1.00 core release many of us have been looking forward to this .
bug report tho
on start get this

Assert Failed
File: .\CvGlobals.cpp
Line: 4861
Expression: strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type BUILDING_MUSEUM_SHIP not found, Current XML file is: modules\Technologies\Ancient Era\Dualism\Plato's Academy\Plato_CIV4BuildingInfos.xml

also museum is spell as museam in its module

TAfirehawk
Aug 04, 2008, 05:09 PM
Thanks i am working on this now and believe i know where the problem is, at late addition, that was needed but not checked. still works ok, but annoying for sure.

Brave Sir Robin
Aug 04, 2008, 05:14 PM
Thanks i am working on this now and believe i know where the problem is, at late addition, that was needed but not checked. still works ok, but annoying for sure.

just unloaded the module involved and can play till its fixed ,just as intended

rockinroger
Aug 04, 2008, 07:26 PM
Its fixed please re download, it was missing a dependency, that was also throwing off the Boating Tech