3-square radius cities mod

trancers21 said:
excellent ideas vehem

Thanks - but having looked at the implementation so far, it's not going to be at all easy to change to the above.
 
Lord Olleus said:
Spot the difference?
Yes, but I asked if that's how it was handled in CIV 4. I was looking for a "yes, CIV 4 handles it that way with a 2-square max radius, but this mod allows for a 3-square max radius."

With the diagram I made I counted 21 plots ... What happens [in Vanilla] when you get a city above size 20? What if you have a city of size 30 ... will you still be restricted to only the 21 available plots?
 
Shqype said:
With the diagram I made I counted 21 plots ... What happens [in Vanilla] when you get a city above size 20? What if you have a city of size 30 ... will you still be restricted to only the 21 available plots?

In Vanilla civ you can only work 21 plots. Any extra population will be specialists (and you'd better have the extra food to support them from somewhere).

Roger Bacon
 
cant seem to be able to d/l from the link..keeps giving me a file not on server error
 
RogerBacon said:
In Vanilla civ you can only work 21 plots. Any extra population will be specialists (and you'd better have the extra food to support them from somewhere).

Roger Bacon
Thanks Roger Bacon, that was very helpful! I didn't know they give you specialists with each additional population.. and about having the food to support them, that explains why cities don't normally grow above 20. This mod is great then, and very useful.

:goodjob:
 
trancers21 said:
cant seem to be able to d/l from the link..keeps giving me a file not on server error

Indeed, the problem is with the hosters themselves, as they give the following statement:
To All FileFront Users: Hosted file services for some files posted by usernames M-S may be temporarily unavailable.

And I really want to have this :cry:
I'd think this would be a great boon on the bigger maps. I only wonder if the AI does a decent job spacing it's cities more/better out..?

Ah, well, try again tomorrow...
 
Invalid Key or in use or Missing File

Your download key for the requested file is invalid. Download keys are only valid for 48 hours. Once your download is complete, the key is no longer valid. Keys are also only valid for the original server.

Additionally this error may be caused because the file was not found on the server.

:cry: HELP!!!! Someone send me this file....cas70@cox.net
 
I don't think the AI has been altered has it Roger (although some of the code is quite clever, and might realise)? Maybe increasing the min-city spacing in the global defines might help. You certainly wouldn't want cities only a few squares from each other when they can grow this big.
 
The Great Apple said:
I don't think the AI has been altered has it Roger (although some of the code is quite clever, and might realise)? Maybe increasing the min-city spacing in the global defines might help. You certainly wouldn't want cities only a few squares from each other when they can grow this big.

No the AI hasn't been touched. I've been playing with minimum city spacing of 4 for months now because I hate city overlap. I'd recommend bumping the default up to at least 3. Still, even if you don't, having more city overlap won't really be any different than the vanilla game until your cities get bigger than size 20.

Roger Bacon
 
RogerBacon said:
Sorry for the delay. I have added a second doqnload link to the first post in this thread.

Roger Bacon

Great! Got the file this morning before going to work, and will start a game momentarily :king:
 
RogerBacon said:
Sorry for the delay. I have added a second doqnload link to the first post in this thread.

Roger Bacon

Thanks for the link, I was wandering how many settings were changed in GlobalDefines.xml If it's possible to list them that would be great. Or the srart-end of the changes.
 
casey1966 said:
Thanks for the link, I was wandering how many settings were changed in GlobalDefines.xml If it's possible to list them that would be great. Or the srart-end of the changes.

I know what you mean, I want to play the sevomod, and it's already got a changed globaldefines.xml.

The difference I found was:
Code:
	<Define>
		<DefineName>CAMERA_CITY_ZOOM_IN_DISTANCE</DefineName>
		<fDefineFloatVal>4000</fDefineFloatVal>
	</Define>

(the number was 3500 in Sevomod)
So change that in the globaldefines of the mod you're using and you should be fine, unless I've missed stuff, but the only change would be the different view of the map in the cityscreen.
 
You should really use GlobalDefinesAlt.xml for mods - any entries in there overwrite the entries in GlobadDefines.xml making the whole thing alot neater.
 
BTW Great mod Roger. :goodjob:


I would just like to point out to all of those who are using this mod. Cities have a strange thing about them that I found out while making my mod. They cannot go past the size of 182. You can set them to size 1000 in the WB, however, once a city is size 183 the population goes into the negative numbers.

Example: 2 to the power of 31 = 2.1 Billion (Approx) The game is 32-bit, so, when you have a city with the size of 182 you get a population of 2.1 Billion or so. At size 183 you get that same number in the negative. Going further will drop that negative number until it reaches the positive side again and then goes back up to 2.1 billion and back again. I can't quite recall the pop for the city size of 1000 but I think it's in the 100 millions.

So, in other words, for those using this mod, make sure your plots do not end up with an output of more than 10 food each.

The plot the city is built on will have 2 food, and then with a max of 10 food for the other plots, with this mod you'll have 36 workable plots surrounding it, that's a total of 362 food.

36 * 10 + 2 = 362 / 2 food usage per pop = 181. ;)

Hope that helps all you mod makers. ;)
 
The Great Apple said:
You should really use GlobalDefinesAlt.xml for mods - any entries in there overwrite the entries in GlobadDefines.xml making the whole thing alot neater.

TGA, the first line in the GlobalDefinesAlt file is:

<DefineName>MODS_SHOULD_OVERRIDE_GLOBAL_DEFINES_HERE</DefineName>
<iDefineIntVal>0</iDefineIntVal>


E.G. does that value being 0 in the Alt file allow an override, or does 1(I assume its a binary on/off)? It seems like it should be 1 to override the GlobalDefines file, but my thinking could be backwards on this.. :(


Cheers!
 
BlazeRedSXT said:
TGA, the first line in the GlobalDefinesAlt file is:

<DefineName>MODS_SHOULD_OVERRIDE_GLOBAL_DEFINES_HERE</DefineName>
<iDefineIntVal>0</iDefineIntVal>


E.G. does that value being 0 in the Alt file allow an override, or does 1(I assume its a binary on/off)? It seems like it should be 1 to override the GlobalDefines file, but my thinking could be backwards on this.. :(


Cheers!
You can also delete this entry. It's only a spacer.
 
If anyone can answer this. I was wandering where I can change the pollution from population? Besides adding bonuses for health,has anyone played this game long enough to see if it's a problem? Either way I'd like to know,can't seem to find anything in the xml....unless I've overlooked it.
 
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