@ETM: can you fix the link or at least tell us what the mod is
We're left with nothing to look at. Based on the post after, were you talking about the Mongol Camp mod?
Would it be possible to have a unit promotion that would allow road and fort production (engineer corps)?
If so we can have our Roman UU starting with it
yes/agreed
@Grishnash, if there is any cohesion/transition between Kongo and Congo, it will be a dynamic (changing) civ. Haven't read Kongo's history yet- been really busy, but I will, in the meantime let me know if this is an OK temporary solution.
Benin will be included, I forgot to put it on the list.
Wolof is new to me, and it looks like it could be included, though it is getting pretty crowded there.
@Gooblah- concerning the promotion, what aproximate (if you have to give a really vague guess here) year would military science be discovered? This is a planned tech but I haven't done any reading and therefore I don't know when it would be in use. Just making sure it will be there, as ETM said, in time for the Roman UU. EDIT: nvm, duh, I can just have it start with it.
I think it would probably have to be several different tech advisors (if not one for each civ), I didn't know there was a way around that. But heck, the tech tree will probably end up being 20x larger than that of FFH, in this mod's final form (note: I don't know how big FFH's tree is, but I'm guessing it's large?).
It also looks like we'll be going with a civic for the papacy. I'll update this topic when the mod's working- this will be one of the first history/coding things I work on.
Does anyone disagree with the 3 cities (Rome, Bologna, and Oistellfidar) idea? That could potentially work, provided the cities aren't too close together.
And thanks for sharing your knowledge on eras. I plan on reflecting all of those details in forced (historic) events, random events and in the many smaller eras.
I'm going to have a lot of resources in this thread by the time it's done
@Moopoo- I gathered it would be serious, that was verbal diarrhea. Anyways, now that I think of it more, it wouldn't work for me in that I wouldn't want the civ to
lose cities, just be limited. Therefore, I do not think that I would let any civ be the papal leader, but instead allow each civ to have a certain amount of influence on the pope (like Europa Universalis 3? I don't play that game, so I may be wrong). Again, I'll have to figure out how that would work.
~~~~~
On a (prioritized) troubleshooting note: I have managed to comment a whole bunch of stuff based on Rhyes.cpp without any sloppy errors (well I had a slew of them but I fixed them). Now, I am left with 12/14 new linker errors.
Here is the junk:
Linking...
Creating library C:\Documents and Settings\Timmy's Lost Soul\Desktop\CvGameCoreDLL/CvGameCoreDLL.lib and object C:\Documents and Settings\Timmy's Lost Soul\Desktop\CvGameCoreDLL/CvGameCoreDLL.exp
CvCityAI.obj : error LNK2019: unresolved external symbol "public: int __thiscall CvPlayer::verifySettlersHalt(int)" (?verifySettlersHalt@CvPlayer@@QAEHH@Z) referenced in function "public: virtual enum UnitTypes __thiscall CvCityAI::AI_bestUnit(bool,enum AdvisorTypes,enum UnitAITypes *)" (?AI_bestUnit@CvCityAI@@UAE?AW4UnitTypes@@_NW4AdvisorTypes@@PAW4UnitAITypes@@@Z)
CvGame.obj : error LNK2019: unresolved external symbol "public: void __cdecl CvGame::logMsg(char *,...)" (?logMsg@CvGame@@QAAXPADZZ) referenced in function "public: void __thiscall CvGame::setAIAutoPlayCatapult(int)" (?setAIAutoPlayCatapult@CvGame@@QAEXH@Z)
CvGame.obj : error LNK2001: unresolved external symbol "int * turnPlayed" (?turnPlayed@@3PAHA)
CvPlayer.obj : error LNK2001: unresolved external symbol "int * turnPlayed" (?turnPlayed@@3PAHA)
CvUnitAI.obj : error LNK2019: unresolved external symbol "protected: bool __thiscall CvUnitAI::AI_found_map(int)" (?AI_found_map@CvUnitAI@@IAE_NH@Z) referenced in function "protected: void __thiscall CvUnitAI::AI_settleMove(void)" (?AI_settleMove@CvUnitAI@@IAEXXZ)
CyPlayer.obj : error LNK2019: unresolved external symbol "public: void __thiscall CvPlayer::setName(class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >)" (?setName@CvPlayer@@QAEXV?$basic_string@GU?$char_traits@G@std@@V?$allocator@G@2@@std@@@Z) referenced in function "public: void __thiscall CyPlayer::setName(class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >)" (?setName@CyPlayer@@QAEXV?$basic_string@GU?$char_traits@G@std@@V?$allocator@G@2@@std@@@Z)
CyPlayer.obj : error LNK2019: unresolved external symbol "public: void __thiscall CvPlayer::setCivName(class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >,class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >,class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >)" (?setCivName@CvPlayer@@QAEXV?$basic_string@GU?$char_traits@G@std@@V?$allocator@G@2@@std@@00@Z) referenced in function "public: void __thiscall CyPlayer::setCivName(class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >,class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >,class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >)" (?setCivName@CyPlayer@@QAEXV?$basic_string@GU?$char_traits@G@std@@V?$allocator@G@2@@std@@00@Z)
CyPlayer.obj : error LNK2019: unresolved external symbol "public: void __thiscall CvPlayer::setCivDescription(class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >)" (?setCivDescription@CvPlayer@@QAEXV?$basic_string@GU?$char_traits@G@std@@V?$allocator@G@2@@std@@@Z) referenced in function "public: void __thiscall CyPlayer::setCivDescription(class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >)" (?setCivDescription@CyPlayer@@QAEXV?$basic_string@GU?$char_traits@G@std@@V?$allocator@G@2@@std@@@Z)
CyPlayer.obj : error LNK2019: unresolved external symbol "public: int __thiscall CvPlayer::getSettlersMaps(int,int)" (?getSettlersMaps@CvPlayer@@QAEHHH@Z) referenced in function "public: int __thiscall CyPlayer::getSettlersMaps(int,int)" (?getSettlersMaps@CyPlayer@@QAEHHH@Z)
CyPlayer.obj : error LNK2019: unresolved external symbol "public: void __thiscall CvPlayer::setLeader(int)" (?setLeader@CvPlayer@@QAEXH@Z) referenced in function "public: void __thiscall CyPlayer::setLeader(int)" (?setLeader@CyPlayer@@QAEXH@Z)
CyPlayer.obj : error LNK2019: unresolved external symbol "public: enum LeaderHeadTypes __thiscall CvPlayer::getLeader(void)" (?getLeader@CvPlayer@@QAE?AW4LeaderHeadTypes@@XZ) referenced in function "public: int __thiscall CyPlayer::getLeader(void)" (?getLeader@CyPlayer@@QAEHXZ)
CyGame.obj : error LNK2019: unresolved external symbol "public: bool __thiscall CvGame::changePlayer(int,int,int,int,bool,bool)" (?changePlayer@CvGame@@QAE_NHHHH_N0@Z) referenced in function "public: bool __thiscall CyGame::changePlayer(int,int,int,int,bool,bool)" (?changePlayer@CyGame@@QAE_NHHHH_N0@Z)
CyGame.obj : error LNK2019: unresolved external symbol "public: void __thiscall CvGame::convertUnits(int)" (?convertUnits@CvGame@@QAEXH@Z) referenced in function "public: void __thiscall CyGame::convertUnits(int)" (?convertUnits@CyGame@@QAEXH@Z)
../Beyond the Sword/Assets/CvGameCoreDLL.dll : fatal error LNK1120: 12 unresolved externals
Build log was saved at "file://c:\Documents and Settings\Timmy's Lost Soul\Desktop\Bladll\CvGameCoreDLL\Final Release\BuildLog.htm"
CvGameCoreDLL - 14 error(s), 0 warning(s)
Anyone have any ideas? The first time I got linker errors it was because of Codeblocks, so I switched to VB. The second time, it was because I needed to include the Rhyes.cpp file EDIT: and Rhyes.h, which is the only file RFC added to the DLL. My configurations should be good. I am at a loss of finding a fix to the new linking errors.