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#181 |
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Deity
Join Date: Dec 2005
Posts: 3,602
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As in "are any of the changes in assets/xml/mumble?" Yes, I know that there are some (Barrage promotion for Armor, at least one new setting in GlobalDefines.xml, some text changes....)
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"Turn on resource bubbles!" Pre-beginner's guide to Civ4 * Strategy Guide Catalog * Strategy Guide for Beginners * How to beat... * Noble's Club * Noble Exercise Work Book * Everyone's guide to getting advice |
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#182 |
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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You can see a list of the changed files in here . Special thanks to ruff_hi
![]() The XML files that were changed are Code:
Beyond the Sword\Assets\XML\Text\CIV4GameText_BTS_Fixed.xml Beyond the Sword\Assets\XML\Text\CIV4GameTextChanged_BTS.xml Beyond the Sword\Assets\XML\Units\CIV4PromotionInfos.xml Beyond the Sword\Assets\XML\Units\CIV4UnitInfos.xml Beyond the Sword\Assets\XML\GlobalDefines.xml
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" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts |
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#183 |
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Prince
Join Date: Feb 2002
Location: Texas
Posts: 468
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Yeah, I think I would have preferred that too. I like the passive aspects of espionage (seeing research, city visibility), but don't the the MM involved with the sabotage missions, especially since there's no way to completely defend against it.
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#184 | |
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Deity
Join Date: Nov 2002
Location: Section 1
Posts: 2,097
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Quote:
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Admin, Civ4players Ladder Former Firaxis QA Tester Realms Beyond Civilization First Recorded Sid Victory
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#185 |
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Modder For Life
Join Date: Apr 2002
Location: Exit 16, New Jersey
Posts: 6,811
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EDIT: My overall impressions is that there's a lot of new functionality for modifying game sounds, some new functionality for messing with the interface, but nothing particularly earth-shattering beyond that. The top item on my wishlist was more of the trade screen exposed, followed by some of the interface stuff from Colonization such as the spin boxes, drag-and-drop ability, and the ability to allow popups appear with the city screen up. I'm sad we didn't get that, but there's still enough here that the hearts of many a modder should be warmed.
Here's a more comprehensive list of the stuff that's been moved to the DLL: CvCity getBuildingArtInfo getBuildingVisibilityPriority These two give you greater control over how cities look. Haven't really thought of any great applications for them... will probably be mod-specific. getMusicScriptId getSoundscapeScriptId These affect city sounds. I'd like to tweak these myself because I want there to be a distinction between the sounds of coastal and inland cities. When you open a coastal city screen, you might hear seagulls, a boat horn, etc. getBuildQueue Not sure why you'd want to mess with this, but there it is. CvPlayer getIntroMusicScriptId getMusicScriptId With these two, I think you could actually now have different music play under different circumstances. It already does it based on peace/war and era, but you could make it so that it'll play different music based on the other player's state religion, civic, or anything else you can think of. Maybe not extremely useful in the standard game, but could be interesting for specialized mods. getGlobeLayerColors getTradeLayerColors getUnitLayerColors getResourceLayerColors getReligionLayerColors getCultureLayerColors Controls the colors for different things on the maps.. Not sure why you'd want to mess with this, but there it is anyway. getUnitArtInfo This'll provide a fairly easy and straightforward way to have units look different based on religion or civics among other things. CvPlot getSoundScriptId Controls the tile's sound. Takes the improvement sound first, if there's none, goes to feature, if no feature, it goes to terrain. Could be modified to have culture-specific sounds I guess. get3DAudioScriptFootstepIndex You can use this to set conditions for what kind of footstep noises should play. getAqueductSourceWeight Tweaking this would make the aqueduct appear in more rational or more insane positions I think shouldDisplayBridge Pretty self-explanatory. The only reason why I might think one would want to mess with this is if you wanted to make bridges something that had to be specifically built and thus open to targetting by pillaging, bombing or sabotage. I'm seriously considering it ![]() checkLateEra This is obviously some kind of graphical display thing. It might be used to control the appearance of improvements? CvUnit getSelectionSoundScript Want your Roman unit to shout in Latin when you click on him in the ancient era and in Italian when you click on him in the modern era? This is where you'd code that. getLayerAnimationPaths The greatest unexploited feature in BtS... the Layer Animation Paths. No Unit Maker that I know of has ever actually made units to take advantage of this fantastic feature. Previously, changing the layer animation paths was strictly reserved for promotions, but with this function exposed you can have it based on virtually any criteria you want. isCombatVisible Basically controls quick combat. Could use it to have certain types of units skip battle scenes even if the Quick Combat option isn't turned on CvDLLInterfaceIFaceBase setInterfaceMode getInterfaceMode getShowInterface getMouseOverPlot There some potential for some good interface changes with these... Being able to get the plot the mouse is currently over can be quite handy. I've already got some ideas about what I might do with this. CvGameInterface This file and the CvGameTextMgr have most changes made to them, and has potentially the most interesting new functionality. getGlobeLayers startFlyoutMenu applyFlyoutMenu Not sure, but I think the flyout menu concerns the bottom part of the screen... so the list of stuff you can build, draft buttons, hurry buttons, selecting units, etc. getNewHighlightPlot getPlotHighlightColor More map stuff getWidgetShow There's two of these. One determines if a model should be shown in the civilopedia for a particular resource (prevents Hit Singles, Movies, etc. from showing on terrain). And the second determines if a water improvement is to be shown in water. nextActivePlayer Moves the next player in line to be the new active player. getNextSoundtrack getSoundtrackSpace isSoundtrackOverride More sound control initSelection Picks which unit to select first such as at the start of a new turn shouldDisplayFlag Controls when your player flag should appear at the bottom of the screen. shouldDisplayUnitModel Controls when your selected unit's model should appear at the bottom of the screen shouldShowResearchButtons Controls when your research options should appear at the top (like when you've finished research a tech) shouldCenterMinimap Controls when the map should be centered. handleCityScreenPlotPicked handleCityScreenPlotDoublePicked handleCityScreenPlotRightPicked handleMiddleMouse This deals with mouse clicks on plots when the city screen is up. For me, this is very handy since I plan to make changes to how players manage their cities. Just how useful these functions will be I haven't determined yet. handleDiplomacySetAIComment Concerns diplomacy... not sure why you'd mess with this CvGameTextMgr getFontSymbols assignFontIds This is the meat and potatoes of the gamefont changes. If you want to add new stuff that will have a little icon associated with it that you want to appear in text, this is where you're going to mod it in. This does not pertain to adding new religions, corporations, yields, commerces, or general buttons like , , or . That you've always been able to do. These functions would only need to be modified if you wanted totally new stuff like civilization languages, or political ideologies, or something along those lines.getPlotHelp getRebasePlotHelp getNukePlotHelp This provides a bit more flexibility for modders in determining what text they want to appear on the left-hand side of the screen when a player mouses over a plot. THis could be very useful if you want to provide more info to players when they're using interface modes (such as when you select an air mission and you see the air range and the target cursor appear). So if you wanted to, you could program it to tell you the odds of being intercepted on that particular tile if you wanted. getInterfaceCenterText This controls the text that appears in the middle of the screen when a player wins. getTurnTimerText Looks like this controls the game turn info? Thought that was done in python... There's also a bunch of functions controlling text when in Advanced Start mode or World Builder, but I decided not to list them all/
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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. Last edited by Dom Pedro II; Jun 11, 2009 at 11:11 AM. |
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#186 |
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Deity
Join Date: Nov 2002
Location: Section 1
Posts: 2,097
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Can someone tell me if CvGameCoreDLL.dll from the BTS/Assets folder was changed with the patch?
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Admin, Civ4players Ladder Former Firaxis QA Tester Realms Beyond Civilization First Recorded Sid Victory
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#187 |
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Cheftan
Join Date: Mar 2006
Posts: 1,288
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#188 | ||
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That's a paddlin'
Join Date: Jan 2008
Posts: 892
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Quote:
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Also, just so I understand correctly, with this patch I will no longer need to have the disc in the PC to play? Now I'll just sit around an wait for somebody else to figure out if BUG will still work. |
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#189 |
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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BUG seems to work ok
![]() That part of the overflow... yes, it is about what you said, but it seems that the 3.19 code is not doing what it was intended to do ....
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" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts |
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#190 | |
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King
Join Date: May 2007
Posts: 896
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Quote:
2. Correct. 3. EmperorFool has said that he has played BUG V 3.6 with 3.19 patch for over a hundred turns without seeing any problems.
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Don't go around saying the world owes you a living. The world owes you nothing. It was here first. - Mark Twain nbcman Last edited by nbcman; Jun 11, 2009 at 11:36 AM. Reason: Corrected misquote of EF |
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#191 |
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That's a paddlin'
Join Date: Jan 2008
Posts: 892
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Thanks guys! When I posted my questions, I hadn't yet noticed that there were 10 pages of comments (I read page 1) and could have answered all those questions myself. Sorry about that.
On the other hand, I stand by my bastards comment about the AI making super medics. That's the last thing I need is for them to recover from my brutal siege attacks before I can finish them off. I wonder if they'll ending up making more than one of them. If anything, I suppose this will make the Ballista Elephant a more interesting unit provided that the AI super medics are based on mounted units like the human players normally do. |
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#192 |
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General Guy
Join Date: Oct 2008
Location: Los Angeles
Posts: 5,527
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Too bad they didn't fix the land tranports...
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#193 | ||
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Emperor
Join Date: Feb 2008
Posts: 1,179
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Wow a patch -- that's a (partially) nice surprise!
![]() And quite a lot of the UP fixes are implemented. The one change I am most curious about is this:Quote:
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I tried really hard, but I just cannot see the intended logic in this piece of code. The new variable iMaxOverflowForGold is calculated as the maximum of the current build cost (iProductionNeeded) and the number of base hammers of the city (from tiles, specialists, buildings) multiplied by its generic (=non build-specific) modifiers. In the early game with the typical low base hammers and few generic modifiers (forge, bureau) iMaxOverflowForGold will be equal to iProductionNeeded. Chops and whips have absolutely no effect on it! The capping of iOverflow at the maximum of iProductionNeeded and the base hammers multiplied by ALL modifiers remained unchanged and will also typically result in iOverflow = iProductionNeeded in the early game, especially at slower speeds. Thus iProductionGold = max(0, iProductionNeeded - iProductionNeeded) = 0. You will gain a little overflow gold if the city has a lot of base hammers (e.g. > 17 base for pro-stone-wall @normal speed) and then the amount of gold will be higher the more build-specific modifiers are active .The exact gold overflow = base hammers * build-specific modifiers, excess chops and whips turn into thin air. IMHO this goes against everything the change note of the patch stands for. Solver offered his help, maybe he can shed some light on this (and perhaps tell us why the UP-code wasn't good enough)?
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#194 |
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Deity
Join Date: Mar 2003
Posts: 6,296
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Wait, so this doesn't just fix the overflow gold exploit, as is done by the UP? It removes overflow hammers over base production entirely? So there is no overflow (hammer or gold) from whips and chops at all?
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Do not PM me with questions about modding. I will not answer. If you want help with something, start a thread on it, or post in a related existing thread. |
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#195 |
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Warlord
Join Date: Feb 2002
Location: Lakewood, WA
Posts: 254
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A new patch that also removes the disc check? Is it early Christmas? Yay!
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Veritas Vos Fugare Facet |
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#196 |
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The Flavournator
Join Date: Feb 2006
Location: Leipzig, Germany
Posts: 1,008
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Just want to say thanks for this nice and comprehensive list. This helps a lot to get an impression and should save other modders some time, they would otherwise have to spend on figureing out, what the new methods are for.
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Past member of the Fall Further team [forum] - Solo projects: BTS: Culturally Linked Starts, FFH: FlavourMod 2.8.2 for Fall from Heaven 0.41j |
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#197 | |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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Quote:
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Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V |
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#198 |
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Emperor
Join Date: Feb 2008
Posts: 1,179
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The mechanics for overflow hammers remained unchanged. Only the excess hammers that go beyond the capped overflow hammers which were converted to gold previously are lost now (in most situations, see above).
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#199 | |
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Prince
Join Date: Feb 2002
Location: Texas
Posts: 468
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Quote:
I'm just trying to understand how serious this issue is. It sounds like a pretty minor change, except in rare circumstances. Correct? People seem to be implying that this change is an error. From what it sounds like, maybe it's an intentional change to prevent abuses getting easy gold. From the code, it looks like the change is intended, not an accident. |
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#200 |
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King
Join Date: Feb 2002
Location: Maryland, USA
Posts: 778
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It is definitely a bug, although the effect on game play is minor. Sorry about that.
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