Recent content by 8BitArchitect

  1. 8

    Immigration Overhaul [IMPLEMENTED]

    Excessive immigration/population growth is one of my pet peeves with Col. I had a personal mod with some tweaks with version 3.x where I simply removed the cap on the amount of crosses required to generate an immigrant. This mostly solved the problem, but did mean immigrants essentially stopped...
  2. 8

    [MOD] Does anyone know what Final Frontier (Plus) changed to break specialists?

    I'm working on some tweaks to Final Frontier Plus, one of which is adding back specialists to give some use to all that excess food you tend to have in lategame. With some tweaks to the XML and python I was able to get them to show up mostly correctly, but there are two major issues: 1)...
  3. 8

    New profession/expert, merchant/Expert Merchant

    I already have little issue depending solely on the domestic economy for nearly all non-military resource needs by 1700ish, if not before, using Europe/Africa/Port Royale mostly as a means of dealing with spikes in demand (tools/etc. for production) or to offload excess product, with the main...
  4. 8

    [WTP] Quick questions

    Is there a consequence to denying the King's offer/request for you to purchase units other than not receiving the units? I never take the units outside the Noble because the negatives usually outweigh the positives (especially since I typically have no issues with population growth that can't be...
  5. 8

    Give names to forts

    Out of curiosity, how much work would it be to create a new type of unit that founds a different colony type (based on the free building(s) you get when you found it) once the new Settler profession is made? I haven't dug into the code to determine how the game determines what buildings are...
  6. 8

    [BTS] The Easiest Way to Compile a New DLL

    Thanks Nightingale. It will probably be a while before I really pick up modding Civ4Col beyond some personal tweaks (though if I ever do anything useful or interesting I'll be sure to post it.) mostly because I have a bunch of small projects I'd like to do in Civ IV BTS and mostly large projects...
  7. 8

    [BTS] The Easiest Way to Compile a New DLL

    I know this is an old thread, but are any changes needed to make this guide work for Civ4Col (other than obviously a new .sln and the Civ4Col .dll source)?
  8. 8

    The Silent Majority speaks

    I bought Civ 4 Complete when it came out...15 years ago (?) and purchased the Steam version a while back to have an easier time playing with a couple friends who owned that version (and gave the original disc copy I had to my dad.) I recently discovered that even with the "original release beta"...
  9. 8

    Does anyone know how to get Unit skins to change at a certain date?

    As far as I am aware there is no functionality in Col or WTP to change skins on a certain date. Most Civ4 mods do this based on Tech/Era, and while Col technically has Eras, I don't believe it advances through them as it doesn't have any tech progression. I'm not familiar enough with unit...
  10. 8

    [We the People] Bug reporting

    Are there any decay/consumption mechanics for finished products beside the domestic market? I've got plenty of room in my main colony, but it seems like every turn I keep losing massive amounts of coffee despite heavy production (over 100/turn), imports, and a domestic demand of only 25. I saw...
  11. 8

    Spreading native villages out

    I play on the 'Gigantic' map size and find by the time I'm ready to really expand I have no trouble paying the natives demands when I can't find an 'empty' spot on the map. I suppose you could try a combination of larger maps and fewer natives, though I don't know if the game will give more...
  12. 8

    [We the People] Bug reporting

    Have you considered that this is likely caused by whatever the game uses to calculate FoW not expecting obstructions on water tiles? I haven't done any testing myself, but that was my hypothesis since I never noticed this issue on land tiles. Additionally, this does have a gameplay effect. I've...
  13. 8

    [We the People] Bug reporting

    I'm playing with the 1-plot variant. (It's too easy to make super-productive cities with the extra 16 plots (almost tripling the total number of workable plots)) That probably also explains the noticeably longer turns (I thought I was just imagining it at first) Thanks!
  14. 8

    [We the People] Bug reporting

    Getting the above error on end of turn. The game allows me to continue using the ignore options, but I'm not sure what the exact cause is. I'll try to reload/restart and see if that improves things.
  15. 8

    Final Fixes Reborn

    Speaking of issues with the default modules in the SVN version, about half of them show conflicts between modules for me. Is there a particular order I need to load them in for them to work, or do I need to remove conflicting modules? EDIT: Also, I'm getting the following error when I try to...
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