raystuttgart
Civ4Col Modder
I agree.
Great.
But would you present pictures of the graphics? The graphics might be interesting...
Here you go.
It is the ship on the right.
(It is contained in AoD and also in our /transfer in SVN.)
I agree.
But would you present pictures of the graphics? The graphics might be interesting...
I've posted a new update.
- I've set TAX_TRADE_THRESHOLD to 500 (instead of 200) in GlobalDefinesAlt.xml
- I've fixed the incorrect native buildings.
- I've translated a few texts.
We should have to escort our trade ships.
You're welcome!Great.
Oh! I see... And I agree with Schmiddie, AI seems a little weak on the long term. But it is is easy as in vanilla C4CHuman player might be good at this.
AI is not.
So if we make Piracy easier / Trade harder, we will only weaken AI in the end ...
Also consider, that we will eventually have Pirates.
If all trade ships are weak, that might become a big problem for AI.
def addForestsAtPlot(self, pPlot, iX, iY, lat):
if pPlot.canHaveFeature(self.featureForest):
#if self.forests.getHeight(iX, iY) >= self.iForestTundraLevel:
if pPlot.canHaveFeature(self.featureForestTundra):
pPlot.setFeatureType(self.featureForestTundra, -1)
elif self.forests.getHeight(iX, iY) >= self.iForestLevel:
pPlot.setFeatureType(self.featureForest, -1)
def addForestsAtPlot(self, pPlot, iX, iY, lat):
if pPlot.canHaveFeature(self.featureForest):
if self.forests.getHeight(iX, iY) >= self.iForestLevel:
pPlot.setFeatureType(self.featureForest, -1)
Something is definitively wrong with our mapscripts...
Abandoning Cities
(@Robert: This Feature is already fully implemented in my Preview)
It is based on a mod-component from Trachmyr.
(I added improvements.)
It basically works like the "Abandon City" from Original CivCol.
A) Drag&Drop the last Citizen of a City to the Garrison-Area in City-Screen.
B) You can equip that settlers in that process if you want.
C) There will be a warning that the city will be lost soon.
D) Now you have time till the end of the game turn
- to change your mind and put a settler in the city again -> this will stop the abandoning
- send ships or wagontrains for example to the empty city to take out the last goods.
E) When you finish the game turn, the city is lost.
Feedback ?
Quick question: is this normal and planned behavior that Tavern is producing alcohol? I have no grapes, no barley and still it is producing wine and beer. I thought that Tavern are using alcohols, not producing. Maybe I do not understand the concept here? Please feel free to correct me if I'm wrong.
Be aware that changing the addFeaturesAtPlot() function (the one you need) should be done with caution.But maybe the code is wrong some place else.
(Maybe take a look where addForestsAtPlot is called. )
1. I have problem with special letters in city screen. In world map I can see correct name Québec, but in city screen there is Quźbec. "ź" is Polish letter, so I'm pretty sure that this is related to Polish version of the game (although I'm playing in English).
2. I'm not sure if this is a bug or not, but the bridge looks like rail bridge made of steel. Maybe this is just me, but this looks quite odd In TAC it looked more like stone bridge.
3. In city screen in buildings which are producing more then one yield, the second yield is always showing that it is consuming some resources twice.
To be honest I'm not sure if this is bug or maybe some technical limitations (in the end Vanillia was not designed to such functionality).
This the first thing I checked The answers is: no, I don't have special characters in Installation Path.Do you have Special Characters in the Installation Path of the mod ?
(This is a very bad thing for most mods.)
How can I change fonts in game itself? Theoretically I should be able to change font of city screen name to some other one
You may put the graphic improvement of the bridge on our list. I can work on it by the end of October.
... after few minutes, CTD occurs.
Besides, the mod needs literally few minutes to load, perhaps due to the specifications of my computer.
Any solution?