Customhouse (that sells goods) is something that only exists in mods.
Try e.g. TAC, RaR or WTP.
As they share the same base, they all 3 have a Custom House.
Of course there are possibilities to improve performance. Lots of things could further be pursued.
But it will also be very mod specific solutions to the nature of Civ4BTS / Civ4Col modding.
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The topic "Multi-Threading" is not new in Civ4BTS / Civ4Col modding. It is not about...
There is no easy way to "backport" what we did in WTP to Civ4BTS. - At most it may be used as "blue print".
It would still alwas need to be a game / mod specific implementation of its own and very little could be "copy&pasted".
1) Some logic that uses Multi-Threading in WTP like e.g...
We never changed it, so it can also not be found in the mod files.
But simply add this to GlobalDefinesAlt.xml:
<Define>
<DefineName>START_YEAR</DefineName>
<iDefineIntVal>1492</iDefineIntVal>
</Define>
Once that is added you can also customize it. :thumbsup:
Edit:
I...
@Hussar114
please either:
1) Prepare a Pull request on the current development branch ("develop")
(As I saw, the package also incl. button changes in Atlas.)
2) Contact @Nightingale so he can give you commit rights to "develop".
(Probably the best solution long term to be able to commit...
Yes, it is the Bells Produced * Rebel Rate / 100.
So the absolute amount of Bells - which is related to the size of your empire - and the Rebel Rate matter both.
So the bigger your empire gets and the more rebellious, the more you will anger the King.
Having 0 Rebel Rate will of course drop...
You are not looking in the correct folder, but the file does exist.
(And it is also in the same folder as it is in Vanilla.)
Look here:
<Name_of_WTP_Folder>\Assets\XML\Units\Civ4UnitInfos.xml
A simple file name search in Windows Explorer would also have given you the file location. ;)
@stefmaster
WTP should be installed in the /Mods directory directly in the game installation path.
If you install it under the /Mod directory in /Users, you may get that small issue.
(It might be related to write permissions as the mod cannot write certain settings.)
Good example...
As far as I know each graphic file that is touched is loaded into memory and then kept there for a while. (After that time it is dumped from memory again though unless touched again.)
So if you have endless amounts of Terrain Features, Improvements, Units, City Sets, Leaders ... and they are all...
Reduction of (GPU) Memory Usage: Yes, but that is only an issue for mods that are extremely overloaded with graphics.
Improvement of (CPU) Performance: No, the graphics have almost no impact on the performance related to turn times.
In other words:
Your mod may load a bit faster when you start...
None of that sounds like bugs. :)
Those are all features of the mod.
1) Paying for Native Land
The feature to buy for Native Land may revert any war declaration (accidently) caused by conquering another Colony.
As the conquering of the city logic is executed first, you first steal their land...
There is something wrong in your image / version.
I just checked Colopedia of develop (which should be almost identical to WTP 4.1)
It correctly shows:
+2 for Sheep
I also checked XML and everything is correct there as well. :dunno:
XML: Civ4ImprovmentInfos.xml --> IMPROVEMENT_PASTURE
You could watch these:
Otherwise there are just many discussions in different forums and discord.
But no there is no "general guide" as the mod is just too big and for a simplified guide.
Looks better than the image we had previously. :thumbsup:
(I had cut it out from a low quality picture I had found somewhere.)
Here is by the way the thread where we had discussed / collected graphics last time...
Agreed, it is probably best to focus work on those graphics that currently have low quality and do not look as good as the others. :thumbsup:
If the image looks really nice and comes close enough to the most likely looks, it can stay as it is - from my point of view there is no need for...
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