raystuttgart
Civ4Col Modder
@The_J:
Thanks.
Thanks.
Sorry! I can't open the 7-zip file...
I'd like to see something like a hunt bison or deer feature that is similar to the chop forest and get chunk of lumber feature, but with chunk of food and fur.
I would also like to have the natives get really pissed about it and perhaps vice versa.
Very well !@Robert and colonialfan:
I will start creating the feature Native Raids tomorrow.
(So we can easily integrate it into TAC 2.02c, when it is out.)
When I am done, I will send you a Preview again.
The part "Selection" for Maps and Mapscripts (which is an adaption of a feature from Dale) however still has a bug.
(It sometimes creates duplicate civs.)
But of course, this will be fixed.
Hi guys,
Robert and I had already discussed the following bug (already in Vanilla):
Bonus-Ressources like Iron or Silver are currently not created on Peaks during Map-Generation.
In Religion and Revolution even more Bonus-Ressources are affected:
Stone, Gold, Gems, Coal ...
On the other side, we have Bonus-Ressources that should be created on Hills but not on Peaks:
Wine, Sheep, ...
So ok, that is what I will implement:
Bonus-Ressources on Peaks configurable in CIV4BonusInfos.xml
Similar to the XML-tag <bHills> there will be an additional XML-tag <bPeaks> in CIV4BonusInfos.xml to explicitely control,
if a Bonus-Ressource can be created on Peaks.
Rest will be put in DLL.
@Robert, colonialfan:
Agree with the solution ?
Thank you! I don't believe you've already done it... Actually I was simply thinking of using my version of the correction! But you've done even better. I simply removed a condition in DLL "if isPeak() return False" in "bHills" case...Hi guys,
this is implemented and tested.
In DLL:
// R&R, ray, Bonus on Peaks - START
In CIV4BonusInfos.xml (and of course in CIV4TerrainSchema.xml):
bPeaks
Works perfectly.
A little bugfix-feature that makes the maps a lot better to my opinion.
@Robert:
Really good idea to correct this.