yeah but right now i'm focusing on the important parts first, then last will be stuff that won't directly affect gameplay(art, dynamic names)does the barbs.py checkTurn method stop checking for that turn once it places a barb spawn?
also, do you have to make the excel city name maps by hand or is there a way of exporting the data from a WB save with landmark/sign info?
re: dynamic names
I found it really easy to just delete the civ and religion specific parts and use the kingdom>empire part for all civs. thats modding SoI, not RFC.
does the barbs.py checkTurn method stop checking for that turn once it places a barb spawn?
also, do you have to make the excel city name maps by hand or is there a way of exporting the data from a WB save with landmark/sign info?
re: dynamic names
I found it really easy to just delete the civ and religion specific parts and use the kingdom>empire part for all civs. thats modding SoI, not RFC.
How do I make a civ only attack specific areas? For example, in my Africa scenario Arabia is attacking Antioch instead of egypt, even though egypt is high in their settler & war maps and antioch is low.
// returns region name as translated wstring
CvWString CvPlot::getRegionName(bool bTooltip) const
{
char szBuffer[20];
CvWString szResult;
if (bTooltip)
sprintf(szBuffer, "TXT_KEY_REGION_TOOLTIP_%d", regionMap[EARTH_Y - 1 - getY_INLINE()][getX_INLINE()]);
else
sprintf(szBuffer, "TXT_KEY_REGION_%d", regionMap[EARTH_Y - 1 - getY_INLINE()][getX_INLINE()]);
szResult = gDLL->getText(szBuffer);
return gDLL->getText(szResult);
}
anyone know why the smiley faces that indicate stabily aren't showing in my modmod? it looks like this:
I can run the debugger in autoplay and have fixed some bugs there but when the main screen comes up I get this:
Run-Time Check Failure #2 - Stack around the variable 'szBuffer' was corrupted.
and it occurs in CvPlot, here:
well I went back and made a debug DLL with the unmodded SoI source files plus Asaf's project files and ran SoI with it and got the same result as above. I also got the same result with all my backups.
yes I did get the stack corruption attempting to run SoI. perhaps I am not doing the debug thing properly. I have to use the "attach to process" method, launching from visual studio gives a message about not finding the path. I will try it again. my mod also runs fine as far as I can tell, on a release DLL, no crashes. so to be clear my situation is both mods (mine and SoI) run fine on a release DLL and both get stack corruption on a debug DLL.