Thanks, thanks for the mod and for the feedback!!! best mod ever!!!
you must know that all the bugs that i find arent so important.. you made a superb job!!!
Hey, every
bug report is important! Just ask Drew Bledsoe.
If you don't squash the bugs immediately, even if they are tiny ones... eventually you have a whole nest to contend with at one time.
Words of wisdom for the day.
Keep up the good work mate, and yes, all the fixes I've posted lately for DCM will be in v1.3 which should be out soon.
Thank you, Dale!
Looking forward to v1.3!
I like this idea. It seems like a simpler way of including a drawback than trying to accurately model each economy. You'd have to weigh a switch to free market against a potential loss of trading partners due to deteriorated relations.
Elegant.
You can kinda-sorta do this with
<iCivicPercentAnger> tag. But I think what you guys want to specifically do would require some SDK work.
The advanced start problem was fixed with the previous patch, my fault.
It's OK...
I fixed something that I didn't even know I fixed.
Hey Grave, played my game a little further. There seems to be a problem with the Eiffel Tower. I built it but no bctowers appeared in any of my cities. At the time I already had the prerequ techs, even Radio for the towers. Is this a bug or did I do sth wrong?
Also, even tho I matches all the prerequs for the Statue of Liberty it only showed up in one single of my 15 cities as a build option, a border city. Is that intentional?
In the HiTM-Mod, Eiffel Tower no longer produces free Broadcast Towers in the other cities (like in vanilla BtS). The free Bc-Towers are now "made" by the national wonder "Broadcasting Corporation" I think.
And the Statue of Liberty can only be built in coastal cities (maybe to make it look like Ellis Island), not in inland cities.
Zoid
Hm okay no wonder I kept scratching my head, since the 'pedia still states otherwise. What does it do, then?
Concerning SoL this is becoming even more strange, since the city I built it in is actually inland and my coastal city never showed it as a build option. But I gotta check again perhaps the city lies by a lake that smartmap gave a coastal tag.
EDIT: Checked, just like I said, it is a lake with a coastal terrain tag. So much for the SoL thing.
That is correct... Statue of Liberty can only be built on coastal cities. I thought it was stupid to be able to build the SoL without access to the ocean.
Just look at the Pedia for it's effects... instead of a free broadcast tower in every city (which didn't make sense to me) I decided to let the SoL give you a free specialist in each of your cities, to simulate the "immigration" of people to your civilization.
Maybe the Strategy tag needs updated...
Waiting for v1.5
I did not know that about CivGold...So if I wanted to add the CivGold civs to HITM, do I add the whole Mod to the Module folder, or do I pick a folder inside the CivGold folder? I may have to experiement with that...
Something I left out. If you're going to use Civ Gold's modular civilizations, I think you're going to need to manipulate some of the Schema files a little.
One method pops up at me right now:
1) Delete all the Schema files in the modular civ's directory, then replace them with the ones from HiTM.
2) Go into the rest of the modular civ's XML files and change which Schema they point to from the Civ Gold ones to HiTM:
Example:
In the Aborigines's CIV4CivilizationsInfos.xml, From:
Code:
<Civ4CivilizationInfos xmlns="x-schema:Aborigines_CIV4CivilizationsSchema.xml">
To:
Code:
<Civ4CivilizationInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">
Otherwise, what will happen is the game will use the Civ Gold Schema files and not HiTM's, since module files override all other files.
Will v1.5 include dale's new compent CASA

plz!!!!
CASA is already in there, just disabled in the XML. Go into the GlobalDefinesAlt.xml file and enable it:
From:
Code:
<Define>
<DefineName>DCM_STACK_ATTACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
To:
Code:
<Define>
<DefineName>DCM_STACK_ATTACK</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>