embryodead
Caliph
Can't wait
Also, can you create a DLL file that is compatible with the bull mod the BaT mod, if yours isn't already. I pretty sure I use the Bull DLL in my mod, there may be some other of sdk files that would need merged also... I will take a look this coming week. Again thanks for this great mod already.
Just want to make a quick point that I think Super Forts is best off left as a clean build which makes changes relative to the base vanilla code. Just my own 2 cents worth.
Cheers
Awesome, Can't wait to try this out! I have an idea that I have been toying around on paper with but can't seem to figure out how to go about getting it to work.
I would like to see a fort or even a new pre-built structure beable to produce units and build military type buildings. Such as a barracks, air defense, Air field, etc. And only allowing Cities to build non military units.
And going away from easy here, have a new civilian unit type that is created in a city and is added into a fort / base / air-field / naval port to work tiles to create production, coin, etc. to produce the units and fort/base structures.
Anyway... can't wait to get this in my game and MOD! Thanks for this!!!
Yea, I merged it all the files except the DLL which is the bigger problem for me, no worries. I have noticed when razing cities that you will keep LOS, the 9 squares around city center, from the city you raised and once you have left the area.
I am looking into the idea of unit production out side of cities. It will most likely take a large dll changes though, something I am not familiar with.
Concerning merging, I have not merged myself, but I was under the impression there was no way to directly merge two DLLs. Spanky, I believe you have to merge the .h and .cpp files of the two mods and compile a new DLL. If this is not the case, then I would appreciate being corrected and learning something new.
Now, I have also noticed that the AI loves placing forts everywhere now... usually unprotected too!
I think you have posted that if a Unit is stationed in the fort then it can't be culture flipped, correct?
If so, how can I implement that a fort loses it's culture after x amount of turns if a unit is not stationed at the fort, forcing a player/AI to "Control" the fort? Of course this would mean out side of a cities influence radius in contested lands.
What you described above would take some SDK changes. The changes could all be done in CvPlot.cpp. You would have to add a variable to keep track of the amount of turns a unit had not been stationed there. If the variable became greater than x, then you would use the setOwner() function to set the plot's owner to NO_PLAYER. This check could be put in the doCulture() function which is where the game checks for fort and city culture flips.
It might also be possible to do it with python, but I prefer the SDK and am unfamiliar with python.
Edit: You might not need this anymore after I update the AI because the AI should keep a unit in each of their forts. Unless you want it for human players.
Hi, Red Key and others. Is here, please somebody, who can implement this mod to mY library?
thanks for answer
Hrochland
PS: maybe better wait new version but I cannot hardly wait to...
Hi Hrochland,
Are you talking about adding it to your main game or adding as a mod where you have to select the mod and then play?
Hi, Sir Spanky. I have on mind adding SDK components to the my gamecorelibrary what I have in my HrochMod. Xml and python I hope can add oneself
Adding this setting and maybe making it game option would be nice but I think that would be a python change, I am not sure. I am will look into it and think about it adding something like that to your mod for my mod.
If all you need is the SDK components and you aren't going to modify the SDK, then copy CvGameCoreDLL.dll from the Assets folder to your mod's Assets folder. You should also copy CIV4TerrainSchema.xml from the Assets/XML/Terrain folder to your mod's own copy of those folders. Also in Assets/XML/Terrain is CIV4ImprovementInfos.xml. You should copy this file to your mod, and modify it to the settings you want for improvements in your mod.
If you want to mod the SDK, then I recommend the tutorials here: http://modiki.civfanatics.com/index.php/Civ4_SDK. If you need to combine the SDK changes of this mod with another mod that has made SDK changes, then there is no way to merge them without modding the SDK.
Let me know how it goes. If you get it working in python, then I'm sure anyone else who wants this option would greatly appreciate it if you made your python files available.