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    [1.0.3.80] Incorrect check for water when building routes

    In CvPlot::canBuild there's this code: if(eRoute != NO_ROUTE) { if(getRouteType() != NO_ROUTE) { if (isWater() && !thisBuildInfo.IsWater()) { return false; } *snip* } bValid = true; } This is to prevent you from building a route on water if it's supposed to be on...
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    [1.0.3.80] GameInfo.HandicapInfos is not updated with mod information

    Original discussion thread. When you load a mod GameInfo.HandicapInfos does not seem to get updated. The database get updated and the information in the DLL get updated but GameInfo.HandicapInfos still refer to the original unmodded information. This can be seen very easily by changing...
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    iGoldPerTurn will display incorrectly for resolutions

    Patch 1.0.3.70, or rather the patch that was before it since I don't have updated DLL source. In CvResolutionEffects::AddOngoingEffects there's this line: iGoldPerTurn += pOtherEffects->iOneTimeGold; That should be iGoldPerTurn += pOtherEffects->iGoldPerTurn; If I...
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    AI deceptive feelings and ideology

    Brave new World, patch 1.0.3.18 Perhaps this isn't a bug but I found it very strange. In CvPolicyAI::DoChooseIdeology(CvPlayer *pPlayer) there's this switch: switch(pPlayer->GetDiplomacyAI()->GetMajorCivApproach(eLoopPlayer, /*bHideTrueFeelings*/ true)) bHideTrueFeelings is set to true...
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    A wild patch appeared!

    I finally decided to just finish and upload it. Many of the changes, such as subdue animal fix, had already been made but never released. Well that has changed now. Some of you might have already found it as I uploaded it yesterday. If you did then download it again. I just updated it with...
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    Ad break black theme

    I don't know if there's anything that can be done about it, since it's an external site, but (the ads from) doubleclick.net will turn forum links here black. Black links with a black theme is really difficult to see. Tested in both Opera and Firefox, same thing. If I block doubleclick.net I see...
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    Rebalancing AI leaders

    RifE has a lot of leaders. They each act like they do, according to their personalities. Except some of them don't. And some of them are playing worse because their personality isn't balanced. So, me and lemonjelly are going to rebalance them. For this we need your help. It's ok if you don't...
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    OT: stardocks fantasy strategy game

    Read about it here. I wonder what "good mod" he's talking about? ;) Given how long until it's coming out we might (might) be tired of FfH 2 by then.
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    AI can rush buildings it can't build

    The AI can use great engineers to rush buildings it's not supposed to be able to build. To reproduce: 1. Unzip this file in customassets\xml\civilizations 2. Load this save. 3. End the turn. Result: America will rush Stonehenge using a great engineer despite that the civilizations...
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    no forum jump to civ4 project & mod dev forum

    In the forum jump in the lower right corner of the page there is no link to the "Civ4 - Project & Mod Development" forum but there is to the civ 3 one and the no longer used one.
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    Snarko's Options mod

    The 0.23b version is available. Requires Fall from Heaven 2 0.40h This modmod makes more options available in the game and improves some of the already existing ones. The included options are: Barbarians (more than just none/default/raging) Barbarian cities Animals Separating...
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    Can research disabled techs

    If you disable a tech and enable a tech requiring the first you can research both by clicking on the second in the science advisor screen. Also the AI can research disabled techs. However until fixed by firaxis you can fix this yourself. Below is the code I've used including the line before...
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    Need help with CyUnit.doCommand

    I can't figure out how to use it. I thought it would be doCommand(int, int, int) but that doesn't work. Unlike most others that takes *type as an argument doCommand (and canDoCommand) takes an actual CommandType as argument... but what's an actual CommandType and how do I get it?
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    I'd like to join a (large) project

    I have alot of time and nothing to do with it. Since all the large mods I want to make seems to be made by someone else already and I'm horrible at finishing my own projects I'd like to try joining an existing one. Plus I don't know how long I'll have this much time. I can't do graphics. Or...
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    Insane barbarians

    A small mod which makes barbarians extremly common. You might not see them for a while, but don't be fooled. They will come. I suggest you play this at a difficulty level higher than normal because the AI doesn't know how to handle this many barbarians. One thing that does make it easier...
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