SDK request: Tech Yield & Commerce modifiers

Well, so far when I test a mod (or a mod that I add to my project for that matter) I just run a quick Custom Game. Then what ever it is that I added, I'll just the functionality of it.

In the case with your mods, I would start a Custom Game (set in Modern Times, Dual Map, fastest game speed... just so it loads faster). Then when I go to found my first city... all goes well, until I pick what my city is going to build next. That's when everything listed shows 1 turn to complete.

Same goes with the technologies. It happens no matter what civic options I choose, too. And it does always happen. :(


But I'll check out what the science/hammer output is in the city and get back with you. I really want to nip this in the butt, too.

Where in the XML files should I look for the 500% science/hammers that you put in for testing?
 
Hey Graveatr. I have discovered the cause of the problem, and I am really embarrassed (and not entirely sure how to solve it!).
Essentially Engineers and Mercants produce a ridiculously huge amount of hammers, commerce and science-just as I suspected earlier.
Now, the question which remains is WHY??? I think it might be connected to the code relating to Free Specialist Yields. I will have to look at it and see what I can do.

Aussie_Lurker.
 
OK, I feel like a bit of a knob now ;). I discovered the source of the problem. Apparently I had SpecialistExtraYields under (GC.getBuildingInfos) etc etc. Why this was a problem is beyond me, but moving it to (GET_NUM_YIELDS) seems to have solved the problem. Anyway, I will recompile and repost all the effected files today. Thank you so much for picking up on the problem, GraveEatr, and apologies once again for the screw up.

Aussie_Lurker.
 
OK guys. I have fixed the TechCivicFusion mod, and reposted it to my upload area. You can grab it from HERE

I am sorry I didn't check the modcomp more thoroughly before releasing it to you guys. I will try better in future ;).

Aussie_Lurker.
 
Aussie_Lurker said:
OK, I feel like a bit of a knob now ;). I discovered the source of the problem. Apparently I had SpecialistExtraYields under (GC.getBuildingInfos) etc etc. Why this was a problem is beyond me, but moving it to (GET_NUM_YIELDS) seems to have solved the problem. Anyway, I will recompile and repost all the effected files today. Thank you so much for picking up on the problem, GraveEatr, and apologies once again for the screw up.

Aussie_Lurker.

[party] :band: [party]


Well, I'm now happy to report that it's working as designed! I'm glad I could help you out, Aussie. That's what us fellow modders are here for! :goodjob:

Now I can get back to work on my project! :lol:
 
I hope you can add this to the CPP, the universal DLL :)
 
Ahhh, I wasn't aware that I was the one who needed to do that, I will be more than happy to add it in myself.
Oh, and now that I know that my changes to CvCommerceInfo wasn't the cause of my bug, I might go back into that and add TradeModifier tags to Commerce.

Aussie_Lurker.
 
I'm hoping to finish my current project soon and release .07 of the CCCP, After thats done I'd like to make incorporating all of Aussies mods along with Sevos Mastery victory and providing CivGold support the top priorities. I generaly like to do the mergings myself so I can keep things as neatly organized as possible, I'll just require a code dump. Theirs also the latest patch which needs to be aplied. For the meantime I'd recomend you keep working on more tag modifiers or strengthening your C++ skills.

What are these CvCommerceInfo modifiers your planning, the CommerceInfo file just holds basic info on the 3 commerce types, like buttons, Processes and Goldage thresholds/bonuses. Nothing on it is going to apply differently to one player or city so what are you trying to do?
 
Regarding the CCCP, make sure this gets into the WARLORDS version of the .dll; I'm basing my mod off of WL and would like to have this functionality added to the list of useful improvements that the CCCP provides :)
 
Hey, all of my SDK mods are for Warlords, so no problems there ;).

Aussie_Lurker.
 
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