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Old May 18, 2012, 07:37 PM   #181
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What is it?
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Old May 18, 2012, 08:54 PM   #182
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unless you can get a better reskin it is not to useable as the water looks amazing, but it needs to mix in with the land otherwise it just does not look right at all, id ask hrochland since hes good at that

as for shark, nice work but it does look a bit, and i dont mean to be mean, but it does not look good really. I think it is because the actual beach platform, looks so cheasy having a square beach, i think it would look a bit better without it.

If i can make a suggestoin, look in better places for what to add, such as shark bay, your doing something specific at shark bay, not the whole shark bay. Like what you did with the lake or the grand canyon ideas. They are big overall natural wonders in the world, not something that is part of one if that makes any sense

the wonders do have wonder powers. Right now the base is a cultural/gold bonus for finding it, and a giant culture bonus for taking it in your city (i beleive those are right, havent talked about it in a bit). Thats the base, but if we do something like the galapagos, it could give a sceintific bonus
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Old May 19, 2012, 02:34 AM   #183
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why don't you have shark bay's placement onto a costal tile?
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Old May 19, 2012, 09:48 AM   #184
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I removed the beach. How do you like it?

Spoiler:


I still call it Shark Bay, but you may call it what you wish. And you are right about Baikal, the skin is a problem. I will continue to work on it.
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Old May 19, 2012, 09:54 AM   #185
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Definatly looks a lot better in my opinion and very civ-like, nice work
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Old May 19, 2012, 11:00 AM   #186
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How do you like Lake Baikal now?
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And what do you think of the idea of Bora Bora?
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"I do not feel obliged to believe that the same god who has endowed us with sense, reason, and intellect, has intended us to forgo their use." -Galileo
Every gun that is made, every warship launched, every rocket fired, signifies in the final sense a theft from those who hunger and are not fed, those who are cold and are not clothed. -Eisenhower
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Old May 19, 2012, 11:10 AM   #187
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the skin still needs a bit of work

what do you think about just taking the skins from the civ tundra and just putting it on there?

Also for bora bora i like the idea but i beleive if your gonna start something new i would suggest trying something a bit more famous, like if you could do the great barrier reef or grand canyon i feel like time is better spent there
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Old May 19, 2012, 12:43 PM   #188
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How do you do an underwater feature? and doesn't someone already have a reef.
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Old May 19, 2012, 04:23 PM   #189
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just place it on top of the water actually you can just set it deep, similar to submarine just deeper
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Old May 19, 2012, 06:18 PM   #190
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Quote:
Originally Posted by Voyhkah View Post
How do you do an underwater feature? and doesn't someone already have a reef.
C2C has both a reef (from Vincentz) and a coral reef which is recoloured (by HydromancerX) from another mod which I can't remember the name of at the moment. We need a lot more (interesting) sea terrains and features. One thing I would like is a feature of a bunch of small islands in a sea plot, similar to the pic of Bora Bora so we can have a "Bay of Plenty" like New Zealand. BTW love the shark bay graphic.
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Old May 26, 2012, 09:36 AM   #191
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@Jamie, when will you have the mod done by? You said you will download platypings version and fix all the python and send it to me, do you know a timetable?
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Old May 26, 2012, 11:51 AM   #192
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sorry about that. Did some fixing and memory boosting just now. Tested and it works fine

changed the text file name to NaturalWondersText and I am running it with my file fixer just so that those accents from translation are gone

also added two text entries for the messages that popup. when you get the mods files put in the videos and add some new wonders if you are ready... if you need help adding in the spawn conditons for the wonders into the OnGameStart in the event manager then feel free to ask!
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State Property, the new Forbidden Palace?

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Old May 26, 2012, 01:32 PM   #193
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Thanks, already downloaded, i added improved graphics mod and fixed some art of the three i did, so now it blends a lot better with the land

Only thing i see wrong is that they can be on the same tile as those tribe villages. The mix of those arts look weird so their should probably be a check for that. Going to add waterfall now
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Old May 26, 2012, 01:37 PM   #194
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right I will post a fix for that

I hope you are not having trouble adding in new entries to my dictionary in CvEventManager. It seemed the only way I could do it properly at the time
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State Property, the new Forbidden Palace?

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Old May 26, 2012, 01:41 PM   #195
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ok in onGameStart:

change
Code:
if not pPlot.isWater() and not pPlot.isAdjacentToLand(): continue #This plot must be a one tile island
to

Code:
if not pPlot.isWater() and not pPlot.isAdjacentToLand() and not pPlot.isGoody(): continue #This plot must be a one tile island or have a goody hut
that would be line 386, untested but it should work fine. Your views Plat?
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State Property, the new Forbidden Palace?

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Old May 26, 2012, 02:04 PM   #196
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That didnt work, one spawned on a tribal vilage
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Old May 26, 2012, 02:28 PM   #197
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hmmm will have to look futher into it
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State Property, the new Forbidden Palace?

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Old May 26, 2012, 07:51 PM   #198
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Let me guess, since it is defined onGameStart, there may be a chance that it is activated before goodyhuts are spawned.

Try a simple test, if pPlot.isGoody(), add a cow or something on that plot, then start the game, walk around and see the goody plots have cows on them.

If they don't, then it proves my theory, if not, then we look into why lol
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Old May 27, 2012, 02:13 AM   #199
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haha that cow solution made me burst out laughing thinking about cows...

right I will test it!

edit: there are a whooooole lot of cows on the map....

right I have fixed the problem anyhow:

Code:
if not pPlot.isWater() and not pPlot.isAdjacentToLand() and not pPlot.isGoody(): continue #This plot must be a one tile island or have a goody hut
should be:

Code:
if not pPlot.isWater() and not pPlot.isAdjacentToLand() or pPlot.isGoody(): continue #This plot must be a one tile island or have a goody hut
I just said that if it is a one tile island skip unless it is a goody hut
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Yay! 2 A* Grades, 6 A Grades and 2 B Grades!

State Property, the new Forbidden Palace?

Jamie

Last edited by j_mie6; May 27, 2012 at 02:25 AM.
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Old May 27, 2012, 07:41 AM   #200
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By the way, there are some codes written under onCultureExpansion i remembered.
However, onCE is not activated only when the culture level increases.
If the city is captured and is under resistance, when resistance is over and the normal culture borders spread out, onCE is activated as well.

Thus, there may be cases of double counting, where natural wonder bonus is added again
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