CivicInfosPlus_BtS Version

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Jul 21, 2003
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Location
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Sorry its been so long guys, but I have finally updated my CivicInfosPlus file-with the extra tags-to make it compatible with BtS v3.13.
I have also added a few extra tags. Now you can have your civics modify the yields & commerces generated from Corporations consuming resources, you can modify the commerces (profits) generated from having a CorporationHQ & I have added a tag which can allow you to change civics so that they modify the maintenance costs for colonies.
Please note, however, that I have not yet had the opportunity to test these new tags so if you have any trouble with them, please let me know so that I can correct any errors ;).
Anyway, go to the following link for the download:

http://forums.civfanatics.com/downloads.php?do=file&id=7813

BTW, for those waiting for my Expanded Civics Mod, obviously these will now be coming out in installments over the next week or so-stay tuned ;).

Aussie_Lurker.
 
Everything takes one turn to complete: Units/buildings, researching techs, etc. Also you get like +1564987654 gold per turn.


Remember when we discussed this exact same bug about a year ago with the Warlords version? Same thing is happening here with BtS. To fix it you need to do the same thing. I don't have my SDK files infront of me right now to tell you exactly what it is, so PM me if you need help figuring it out.

There were also several default BtS Text tags that were missing. Did you use an older version of a text file by chance? This is just me, but I would recommend creating a while new text file instead of modifying existing text files when you're adding content. Again... that's just me. ;)

Anyway, once I fixed the SDK and started individually testing the new tags, I noticed that several of them aren't working:

- State Religion Extra Health does not give :health: bonus
- Non-State Religion Extra Health does not give :health: bonus
- Colony Maintenance Modifier is missing Text (TXT_KEY....)
- State Religion Yield Modifier does not give any extra yields
- State Religion Commerce Modifier does not give any extra commerce
- Non-State Religion Yield Modifier does not give any extra yields
- Non-State Religion Commerce Modifer does not give any extra commerce
- Building Yield Changes gives a :food: bonus, but does not give a :hammers: or :commerce: bonus
- Building Commerce Changes gives a :science: and :commerce: bonus, but does not give a :culture: bonus
- Corporation Yield Modifier does not give any extra yields, and is missing Text (TXT_KEY....)
- Headquarters Commerce Modifier does not give any extra commerce, and is missing Text (TXT_KEY....)
- Corporation Commerce Modifier does not give any extra commerce, and is missing Text (TXT_KEY....)





These tags do seem to work (sort of):

- Specialist Extra Yields does give the correct yield bonuses, but it also gives it to Citizens... is it supposed to do that, since citizens are default specialists?

- Free Specialist Count doesn't even show up on the Civics screen, however it does give the free specialists that you designate.




Sorry to the be bearer of bad news. I know you work hard on this, but I thought I'd let you know this now... to save problems later on down the road.
Hope you can get these issues fixed, as I've always loved the concept of this mod! :goodjob:
 
Hey there Grave. Sorry I didn't get back to you sooner, but have been on holidays until yesterday.
Anyway, thanks for picking up this stuff. Ripple also noticed these problems. I confess I wanted to "rush it out" before Christmas, but can now take the time needed to go through & fix the problems. Your testing of the mod will make that task so much easier! Anyway, hope to have something new soon (its like a million degrees C in my current work area, which makes long-term work on this project next to impossible :( ). Anyway, keep an eye out here for updates!
BTW, what is the numbering convention for updates to mods?

Aussie_Lurker.
 
Hey there Grave. Sorry I didn't get back to you sooner, but have been on holidays until yesterday.
Anyway, thanks for picking up this stuff. Ripple also noticed these problems. I confess I wanted to "rush it out" before Christmas, but can now take the time needed to go through & fix the problems. Your testing of the mod will make that task so much easier!

Well, glad I could be of assisstance. :goodjob:

Anyway, hope to have something new soon (its like a million degrees C in my current work area, which makes long-term work on this project next to impossible :( ). Anyway, keep an eye out here for updates!

Good to hear. I'll be waiting! ;)

BTW, what is the numbering convention for updates to mods?

Aussie_Lurker.


Hell if I know, I just pick a number that sounds good. :lol:
 
Hi Grave. Have had some time to look through the code & have come up with the following:

1. The infinite gold & hammers problem was last time due to me placing the Specialist Yield tag in the wrong part of the CvPlayer file. I made the same mistake this time around, but have since fixed it.

2. Building Yield & Commerce changes should NOT be selective. i.e. the code effects YIELDS & COMMERCES as a whole. I seriously can't see why it wouldn't be working across the board.

3. Have found the cause of the State & Non-State Religion Commerce problem, but have not found any possible reason for Yields not working properly!

4. Similar deal with Health effects. They worked in Warlords, & the code is no different :(. Very strange.

5. All the Corporation stuff is dependent on the right resources being present. Did you make sure of that? As for Headquarters Commerce not working, well all I can say is: very strange?!

6. All the text stuff I thought I had fixed, I will need to double check all of that.

Anyway, back to fixing it!

Aussie_Lurker.
 
Hmmm, think I may have found a root cause of all my problems. they added Const to lots of their code in CvPlayer. I was using the old stuff from Warlords.

Aussie_Lurker.
 
5. All the Corporation stuff is dependent on the right resources being present. Did you make sure of that? As for Headquarters Commerce not working, well all I can say is: very strange?!


Uh.... :mischief: .... um.... yes, of course I did, don't be silly! :p

Ok, so I didn't. That may be my mistake, not yours. I'll try it again with the right resource.


Hmmm, think I may have found a root cause of all my problems. they added Const to lots of their code in CvPlayer. I was using the old stuff from Warlords.

Aussie_Lurker.

Sounds like you're making progress, man. I ran into the same obsticales when I was converting over old Warlords mods to BtS. Some of them them I just couldn't convert for that very reason.

I wish I could help you with the code, but I'm not very good with SDK stuff. :(
 
Well, afraid progress wasn't made. All those changes & NADA! I have decided to go back to scratch & use WinMerge to port all my Warlords Changes into the BtS files. Wish me luck!

If that doesn't work, then I'm afraid I will need to call in the BIG GUNS-either Impaler or Dale. Those guys ROCK!

Aussie_Lurker.
 
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