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#121 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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It can probably be done now - all units can get unique names like GPs.
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#122 |
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No, no, please. Please.
Join Date: Mar 2006
Posts: 2,319
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Is there any change to what tools you must use to compile the SDK?
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#123 |
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Deity
Join Date: May 2002
Location: Ohio
Posts: 17,392
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No. I do it exactly like I did for vanilla Civ4.
__________________
Civ4: Fall from Heaven II (forum) (webpage), FfH: Age of Ice Civ5: Queen of the Iceni, Legions, Modders Guide to Civilization V Current Project: Fallen Enchantress |
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#124 |
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Chieftain
Join Date: Jul 2007
Posts: 3
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Quick Question please
Hi
I need a quick bit of help please. I'm no modder and I have little knowledge but I edit my game to make it slower and also to start building gold from the beginning. The place to change speed settings have not changed but I don't know how to enable gold production in BTS. Please help if you can. Cheers |
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#125 |
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Espada
Join Date: Jan 2007
Location: Hueco Mundo
Posts: 2,363
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I'm having a problem with the new art styles. I can add the new ethnic units into the art style fine (and they appear in game under the appropriate civs) but whenever I try to add different buttons for the new ethnic units it seems to just show up as the default button art for that unit. Any ideas? Maybe I need to add something about the buttons to the main CIV4UnitArtStyleTypeInfos.xml file? I only have them listed in the CIV4ArtDefines_Unit.xml file at the moment.
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#126 |
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WoC Team Manager
Join Date: Aug 2006
Location: Florida
Posts: 2,326
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I would like to invite any Civ4 modder, SDK, python, art desginer, xml editor, scenariomaker, etc to a NEW project a number of us modders are looking into...World of Civilization - a Collaboration of the Civ Community. This is really just expanding on the work done by Impaler[WrG], but one person can't do it all so we need all interested Civ4 modders.
Everyone who likes this idea, a total modular mod-development project, just PM me.
__________________
WoC is not a mod but an extension of the Modular XML Loading Firaxis released with BtS The WoC goal is to allow the player the choice of mod components from all BtS modders Do or do not... there is no try. Yoda |
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#127 |
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Civ4:Col UI programmer
Join Date: Dec 2005
Location: Vallejo, California
Posts: 1,736
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Chuggs find is confirmed, I'm hoping its an easy Fix, If so I'll send a patch to Firaxis, otherwise I'll request they have a look at it.
__________________
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche Civ 4 Community Core Project One DLL to Rule them ALL, Now a part of WoC, 3.02 version in the Progress Modular XML Loading 3.0 True Drag and Drop modability, Included by Firaxis in Beyond the Sword World Of Civilization A World of Mods under one roof |
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#128 |
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Deity
Join Date: Nov 2006
Posts: 3,266
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Do you have a link, TAf ?
__________________
"Values too far out of the expected range can cause the game to behave strangely."Civ2Rules 46Techs, AUB for button makers, 59Miscs, 72Pack, walking on the moon, AUB from WW, italian renaissance BoardgameButtons
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#129 |
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WoC Team Manager
Join Date: Aug 2006
Location: Florida
Posts: 2,326
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I have registered a new website, www.WorldOfCivilization.com, but of course it won't be available for awhile yet.
We have a chat room and new forum site, but they really aren't setup either. We will be setting up a new SVN at sourceforge.net I am sure, but that isn't done either. So basically nothing is done, except that the basis for the work is Impaler and his CCCP DLL, which is where we are starting from and using the same basic premise.....make a mega-compliation of all the major Civ4 modding in a user selectable/modular format on top of BTS.
__________________
WoC is not a mod but an extension of the Modular XML Loading Firaxis released with BtS The WoC goal is to allow the player the choice of mod components from all BtS modders Do or do not... there is no try. Yoda |
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#130 |
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WoC Team Manager
Join Date: Aug 2006
Location: Florida
Posts: 2,326
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I now have a link to the PDF showing the first draft of what we have planned, http://tafirehawk.com/Civ/Civ4-BtS-WOC-2.pdf
__________________
WoC is not a mod but an extension of the Modular XML Loading Firaxis released with BtS The WoC goal is to allow the player the choice of mod components from all BtS modders Do or do not... there is no try. Yoda |
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#131 |
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Espada
Join Date: Jan 2007
Location: Hueco Mundo
Posts: 2,363
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#132 |
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King
Join Date: Jan 2006
Posts: 671
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iCombatLimit is not a percentile value. It only is percentile if you leave MAX_HIT_POINTS in GlobalDefines unchanged. If you change max hp to say 1000, 100 combat limit means the unit can no longer do more than 10% damage.
__________________
"My lines seem to be finding their way into many a signature - many times uncredited." |
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#133 |
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Modder For Life
Join Date: Apr 2002
Location: Exit 16, New Jersey
Posts: 6,811
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Well, you could always get rid of the current buttons and develop new, more abstract buttons that could apply to all units of that class. I mean, if this can't be fixed, then you'll have to decide which is more important: the buttons or the ease of the new system.
__________________
Dynamic Unique Units Modcomp : Announcing Dom Pedro II's Civilization 4: Test of Time : Dom Pedro II's Mod Helper for Python Modders and those who would like to beOne night I dreamt of wondrous things. When I awoke, I made a mod. |
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#134 |
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Civ4:Col UI programmer
Join Date: Dec 2005
Location: Vallejo, California
Posts: 1,736
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Personally I've been hoping someone would make 'neutral' buttons that just show swords/axes etc etc and could be used for that purpose. I find most of the new buttons to be very sub-par.
__________________
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche Civ 4 Community Core Project One DLL to Rule them ALL, Now a part of WoC, 3.02 version in the Progress Modular XML Loading 3.0 True Drag and Drop modability, Included by Firaxis in Beyond the Sword World Of Civilization A World of Mods under one roof |
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#135 |
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Espada
Join Date: Jan 2007
Location: Hueco Mundo
Posts: 2,363
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I don't like the new buttons either and they don't really match the older ones.
Any updates on the button fix for the ethnic units? |
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#136 |
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Deity
Join Date: Dec 2002
Location: Arizona
Posts: 4,688
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It didn't look like the original texture artist's work.
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#137 |
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Prince
Join Date: Feb 2002
Location: Calgary Alberta, Canada
Posts: 477
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Main page is down
JUST BLANK
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Don't allow this to bother you and it won't. You're in Control. |
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#138 |
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Deity
Join Date: May 2002
Location: Ohio
Posts: 17,392
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Wow, that is just bizzare. I'll PM Thunderfall.
__________________
Civ4: Fall from Heaven II (forum) (webpage), FfH: Age of Ice Civ5: Queen of the Iceni, Legions, Modders Guide to Civilization V Current Project: Fallen Enchantress |
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#139 |
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Modder For Life
Join Date: Apr 2002
Location: Exit 16, New Jersey
Posts: 6,811
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Yes, neutral is what I meant by abstract. I think that would be the best way to go.
__________________
Dynamic Unique Units Modcomp : Announcing Dom Pedro II's Civilization 4: Test of Time : Dom Pedro II's Mod Helper for Python Modders and those who would like to beOne night I dreamt of wondrous things. When I awoke, I made a mod. |
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#140 |
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Deity
Join Date: Feb 2006
Posts: 2,104
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Umm, does anyone know where the trait infos are now? Civ4TraitInfos isn't there anymore and a search in assets reveals nothing for TRAIT_FINANCIAL and what not. So, where is the trait infos? (sorry if this has been explained. I did my best to read through everything)
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