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  1. K

    [MODCOMP] "1492: Codex"

    [MODCOMP] "1492: Codex" The discussion started by Commander Bello in the German Colonization forum and continued in Civfanatics concerned the Productivity and Liberty Bells encouraged me to finish at least my own solution of this problem. Proposed here variant is a part of my "1492: Global...
  2. K

    [Religion and Revolution]: New Calculation for Cargo (Ships and City Storage)

    The main problem for all transport units is exactly "if Cargo-Slot available". Now each cargo slot can have only ONE type of goods. Thus, now a ship has NO Cargo-Slot available, even if the ship transports only 1 unit of food in Slot 1 and 1 unit of wood in Slot 2. Such practically empty...
  3. K

    [MODCOMP] 1492: Gold Rush

    1492: Gold Rush Current version 1.1 Story About: I extracted from my "1492: Global Colonization" mod some elements and would like to present them as a separate [MODCOMP]. Why? There are two reasons: - "1492: Global Colonization" mod is under development and is not ready...
  4. K

    [MODCOMP] Slavery Market. The Orient. Port-Royal.

    Slavery Market. The Orient. Port-Royal. beta 0.1 About: This mod is mainly based on the "Triangle Trade" mod by Dom Pedro II. I adapted a part of his old mod for Civ4Colonization with 1.01f patch, added two additional screens and made number of required changes and corrections. Later I plan...
  5. K

    Strange problem with new Civ4Col mod starting

    I have a weird problem with new Civ4Col mod starting. What was done? - Full debug CvGameCoreDLL.dll was compiled without errors. - all required xml and art files were added, - in the CivilizationIV.ini the following lines were edited: - Colonization_PitBoss.exe gives no errors messages. - I...
  6. K

    Copy protection in Civilization V

    Information from 2kgames forum. Please, collect here all available information about copy protection in Civilization V. And my opinion as an usual player. I have no Internet connection on my game PC. When I buy a box version of the game, I do not have to worry about registering it via...
  7. K

    [MODCOMP] 1492: Reefs and Weather.

    1492: Reefs and Weather version 0.1 beta About: I developed this mini-mod to incorporate this concept into my "1492: Global Colonization" mod but I am releasing it as a separate [MODCOMP] as well. Therefore, this mini-mod contains the numbers "1492". It introduced Reefs and various...
  8. K

    "TurnDamage" error

    I plan to return "TurnDamage" feature in CivIVCol, however I have such error message during the CvGameCoreDLL.dll compilation: CvUnit.cpp Line: 802 (this line in Bold) Message: error C2664: 'CvUnit::changeDamage' : cannot convert parameter 2 from 'PlayerTypes' to 'CvUnit *' if...
  9. K

    Help Please: CTD happens on the same turn.

    Help Please: CTD happens on the same turn. Could somebody help with my problem? Here some details. I create a new "1492: Global Colonization" mod for Colonization where some features of Civilization will be included. Some screens and details are available here. At the moment I...
  10. K

    Very strange resources distribution in CivIVCol.

    Who understand the distribution of resources in CivIVCol? Let's analyse the situation with SILVER, for instance. As an example I will take original CivIVColonization with 1.01 patch. Please, note without any modification! Question: Where and how SILVER could appear? 1. SILVER as a...
  11. K

    Refuse tax rate fix.

    Refuse tax rate fix. Everybody knows what happens if the player refuses this King's request. Right! All goods of one of type (guns, tools, horses or something else) that the player have in his warehouse will be destroyed. I have a very simple question. Why? Let's image the...
  12. K

    Very srange effect in the game. Who can explain?

    I found a very strange effect in CivIVCol. I entered 11 civilizations of Euporian style, that have <bPlayable>1</bPlayable>. No problems, each civilization can "Build Settlement". By the same technique I entered next 12th Europian style civilization. However, here this civilization...
  13. K

    1492: Global Colonization. Mod development

    "1492: Global Colonization. Resource Pack" is available here. _____________________________________________________________________ Here I present first screens from new mod "1492: Global Colonization". All the world will be available for colonization. A very detailed Earth map of...
  14. K

    Wrap the maps in Colonization

    Usually any map in Colonization has black borders and looks as However, it's rather easy to remove such black borders. Let's take South America.ColonizationWBSave map. Just a very simple change wrap X=0 on wrap X=1 and no more limitations to travel along X axis or along "the...
  15. K

    [MODCOMP] Addon for Age of Discovery II 1.10

    Addon for Age of Discovery II 1.10 released 12-May-2009 This addon contains three elements that absent in brand-new version of Age of Discovery II 1.10 released 12-May-2009. 1. 2-Plots City Radius 2. Abandon colony 3. Diplomatic relation's icons Special THANKS to NeverMind for his "2-Plots...
  16. K

    Native villages: to demolish or to keep

    At the moment we can only demolish native villages even we have them as a gift. How the keep such villages from demolition? Any ideas? :confused:
  17. K

    Sid Meier's Civilization IV: Colonization Patch 1.01

    Sid Meier's Civilization IV: Colonization Patch 1.01 Date: 03-11-2009 Size: 23.13 MB Download here Enhancements: Released PITBOSS executable The end of the game is extended once a colony declares independence 100 turns on Normal speed Missionaries now have a chance of failure...
  18. K

    [UNIT] Privateer: new function

    RTFM or let's read the C4C manual, more precisely a section about privateer. C4C manual p.31: The Privateer: The Privateer is a special kind of naval unit designed to allow one to harass foreign shipping without necessarily going to war with the foreign nation. Privateers move, carry...
  19. K

    [MODCOMP] "1 treasure per Galleon" general fix

    The basic Civ4Colonization game and various modes (AoD2 and Snoopy/Dale Unofficial Patch, maybe other, too) have the same the "1 treasure per Galleon" limit. Where is this limitation is located and How to bypass this limit? Let's open in Notepad the "CIV4UnitInfos.xml" file. This file is...
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