alerum68
Priest of Hiroshima
Main thread for development discussion. Please, developers posting only.
How does everyone feel about after 1.00 we start releasing a patch as well. I think this is going to become more of an issue as the flavor mod grows.
I need your and Niks help with translations though. I've started the Hints & Tips mod, and have roughly 20 tips added already, but I need the French and Italian translations for them. I'll have what I've done so far on the SVN tonight, after I make sure there are no XML errors present. The file is named Civ4GameText_BTS.xml. I chose this one because it seems to resize the window properly for longer hints, while Civ4GameText.xml does not. I can't find where the size of the loading window is stored. Anyway, do you think you'll have time to translate them before this weekend you two? It's working now, but will display the text in english for BUG Hints.
I can take a stab at that.All I really need for that is for someone to take the current left/right arrows for cycling through cities and rotate them for me as DDS files (or whatever they are now). Anyone up for the challenge?
Well, don't you have to calculate the 'turns to go' for all the cities to work out which one is next? I'm suggesting that you display the next for (say) 5 seconds, then the 2nd for 5 secs, 3rd for 5 secs and then back to the first. Let the user decide how long between updates (ie the 5 secs part) and how many cities to loop through.The GP bar only shows the next city and how many turns until birth. To show multiple cities would require more involved calculations. I'll think about it a little at work today. And yes, I can move the bar up a little. I just copied the code from Main Interface mod.
Well, don't you have to calculate the 'turns to go' for all the cities to work out which one is next? I'm suggesting that you display the next for (say) 5 seconds, then the 2nd for 5 secs, 3rd for 5 secs and then back to the first. Let the user decide how long between updates (ie the 5 secs part) and how many cities to loop through.
Sounds great!Two mods I was thinking about merging in. The First is the Top Civs score mod. This will allow you to limit the number of Civs displayed on the score. Was hoping to make the number of civs listed as optional, with a pull down menu having between 2-18.
Hmm. Personally, I think that that would alter gameplay so I wouldn't want it included at this point. Maybe in the future we could have a 'BUG Extended' mod which includes gameplay changes, but for now, it's a no from me for that mod.The Second is the Archeology Mod. I'm not sure about this one... What it does is have city ruins disappear over top, and then when Sci. Method is discovered, they reappear with a message about what city was there in the past. The problem is that it will make an improvement (ruins) go away without needing to be worked, and not sure if it will have improvements like farms, that are build over it, disappear.
Two mods I was thinking about merging in. The First is the Top Civs score mod. This will allow you to limit the number of Civs displayed on the score. Was hoping to make the number of civs listed as optional, with a pull down menu having between 2-18.
The Second is the Archeology Mod. I'm not sure about this one... What it does is have city ruins disappear over top, and then when Sci. Method is discovered, they reappear with a message about what city was there in the past. The problem is that it will make an improvement (ruins) go away without needing to be worked, and not sure if it will have improvements like farms, that are build over it, disappear.
Thoughts?