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    Replacing the Civ XML parser

    The XML parser used by Civ4 is really annoying. It has a lot of quirks that are showing again now when I work on reading in the texts in UTF8 (but still trying to keep compatibility to a text XML that uses Latin-1). So I would suggest replacing the XML parser. To avoid having to rewrite all...
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    Effect System

    I don't like how there is currently so much duplication between tags. Like for everything that a tag might change on a city, there is one tag on a building, the same on a trait and a civic. The software architecture also splits that code in a hard coded way to many different functions where it...
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    How to add a translation to C2C

    Starting with the current SVN version (so it will be in V30) adding a new translation has become considerably easier. You can now translate as few texts as you want and it will fall back to using English for all texts that you have not provided a translation for. For the languages that are...
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    Trade Network

    While thinking about the culture/religion diffusion with 1D properties, I noticed that we don't really have a good connectivity network between cities (we have the trade plot groups, but those are plot based and do not really describe a network). On the other hand we have the very simple...
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    C2C DLL features

    Since a lot of it is behind the scenes I thought it might be a good idea to make a list of the features the C2C DLL provides. This is incomplete so post here to have something added. General Savegame compatibility between versions including modifier recalculation No limit on the number of...
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    Modder's guide to multiplayer safe code

    In this post I will give some detailed information about how the multiplayer synchronization works in Civ4 and how to avoid and find OOS errors. Everyone dealing with C++ or Python code or importing either needs to keep this in mind. How does the Civ4 synchronization model work? The full...
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    Multi Feature Mod

    The Multi Feature Mod I wrote months ago is now active on the SVN. Each plot can have any number of features and all of them are displayed as graphics. To keep backward compatibility there is still a main feature and the rest are secondary features. Not all effects of features work for secondary...
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    Using the new Build Lists

    I have added a new feature to the SVN version: build lists. To use them open the new build list editing screen on the upper left of the main screen (next to the BUG option button, it uses a hammer/production icon as button). On the left you can see all the build lists you have made (which...
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    ScriptData serialization issue

    From another thread: I have investigated that some more and yes, it is a problem but luckily not as much as I thought at first because it is only used in the problematic manner in very few cases. That is probably why that bug was not discovered earlier (it already is in this way in...
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    Anti-Steamroll measures

    The longer C2C games last, the more important it becomes to keep a challenge up over time. Civ has several mechanics that have a positive feedback loop and can result in a steamroll from a small advantage getting bigger and bigger. One such mechanic is wonders. If you build a wonder, you get an...
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    The Expression System

    Introduction This will be a kind of specification/explanation as there is no implementation yet. The idea is to move more modding ability to a generic XML syntax that currently requires very specific code support (e.g. by specialized tags). For instance now units can require one of a list of...
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    Against the late game micro bog

    Civilization type games often have the problem in late game that you get such a large empire that there is so much to manage that turn times get longer and longer. So I would like a discussion about what we can do to reduce the tedious part without reducing the complexity. One option I see...
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    Tag requests

    If you want to request any tags for the existing XML files, use this thread. Describe the tag name and the behavior that you would like. I will then copy them into the first post and we have some documentation as well once they are implemented. Requested tags Buildings...
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    Extending the generic property system

    When I thought about diseases and introducing a system of spreadables I noticed that actually I could just extend the property system. Instead of only static properties that are added by buildings and can trigger events or be a prerequisite to buildings, there could also be dynamic properties...
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    Memory footprint

    I have been investigating memory usage a bit. From what I can see, cities and units have some optimization potential but they should be smaller than 100MB in total even when there are loads of units and cities around. That can also be seen in the savegames that are quite small. The XML...
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    The Outcome System

    Some time in the next days I will have completed the code for the Outcome system so I wanted to give some information of how it will work (details about the XML will be added when the code is finished). What it is used for: It replaces the current Python code for the result of killing...
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    Highlights and Lowlights of C2C

    Now that a year of huge progress in C2C is drawing to a close, I wanted to ask you what in your opinion are the best and worst features of C2C. What would you like improved? What is perfect the way it is?
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    Usability

    The filtering/grouping/sorting for units and buildings makes it easier to use the game in the way it is intended, but I think there are a lot of other improvements that can be made to the game UI. In the end you want to fight civilizations and not the UI. One thing I consider annoying is the...
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    Wonders for small nations

    When a player is too small compared to others in Civilization, it gets really hard to catch up and more often you just fall further and further behind. Tech diffusion helps somewhat in regards to tech but empire size is not changed by that. So what about adding a set of wonders to the game...
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    Building list filtering/sorting

    This mod has a LOT of different buildings which is really overwhelming for new players and even experienced ones have difficulty finding the right building they want to build. Better usability here adds more to the mod than new mechanics. On Python UI side several buttons need to be placed...
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