Recent content by arcvoodal

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    Advanced Civ

    Well, I hope f1rpo:gp: is enjoying a happy 20th anniversary of civ4, wherever he may be 🎉
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    Advanced Civ

    Awesome! If no one picks this up by end of next week then I will try implement it, however, I could possibly only get to it 2-weeks from now, and maybe even only 3-weeks from now. I will post here when I do.
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    Advanced Civ

    If things return to normal (almighty f1rpo returns) is it possible to implement a "avoid great people" button for city management? Right now it seems the city will put population towards great people rather than grow cottages. To me this is the only annoyance which exists in this mod, constantly...
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    Ethnic Artstyles (graphics mod)

    I think there is a bug where the futuristic buildings for city art is triggering in the modern era. I know Germany is one of the civs where the buildings become futuristic as soon as flight (or other modern tech) is discovered.
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    Advanced Civ

    I just want to add my observation on the vassals. I think the -1 diplomatic penalty to all civs for a voluntary vassal nerfs colonies too hard. Colonies are already razor close to being too inefficient to use in many cases, but a -1 relations hit to all other civs in the game for each colony...
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    Advanced Civ

    bro, you can do whatever the f*** you want. You don't have to justify yourself to anyone ;)
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    Advanced Civ

    Maybe the mouseOverPlot function could be used. Some random link from google directed me to some civ code and there's this snippet: https://groups.google.com/g/sanguomodforciv/c/1p5EVdBHk0E?pli=1 + def mouseOverPlot (self, argsList): + + if (self.m_bReveal): + self.m_pCurrentPlot =...
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    Advanced Civ

    Searched the thread and don't think this has been mentioned. I think it would be better if the resource balloons/bubbles didn't block mouse-clicks. If a unit is standing on a resource then selecting that unit requires dodging the resource balloon. When right-click-moving a unit the resource...
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    [BTS] "I'm only planning on bugfixes from here on" - f1rpo. The resulting mod-mods discussion.

    I was thinking the opportunity cost never pays itself back. But it is probably too small a thing for it to matter I guess. So I originally made this thread just to talk about using modules, but then the latest modules I've been posting aren't purely building blocks anymore (like the first one...
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    [BTS] "I'm only planning on bugfixes from here on" - f1rpo. The resulting mod-mods discussion.

    # VOTE FOR ANY CIVIC Module v1.0 for AdvCiv v1.1 Allows voting for any civic as a global civic during United Nations voting. -------------------------------------------------- To install this into AdvCiv go to the Assets folder in the AdvCiv file in your civ4 install `Sid Meier's Civilization...
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    HOW TO: Add a Civ/Unit/Building in BTS (Modular XML Modding)

    15-years later I too would like confirmation if game text tags (and tags in general) can or cannot be overwritten using modules?
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    Quick Modding Questions Thread

    It seems using modules only works when adding additional code to the xmls. I cannot replace existing details. For the example I am using a Nuclear Plant module and trying to change the GameText strategy text. If I leave the tag as default TXT_KEY_BUILDING_NUCLEAR_PLANT_STRATEGY the text within...
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    [BTS] "I'm only planning on bugfixes from here on" - f1rpo. The resulting mod-mods discussion.

    Whoops sorry! Yeah I was thinking of trying to rebalance the jaguar by making it cost a little less (and maybe have woodsman 2 at some point). I forgot I made that hammer change. I'll edit the description to match the reduced cost, and update the actual file to change the jaguar to have strength...
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    Advanced Civ

    Goodluck! I don't know how you aren't burn out AF but I'm happy you are still working on this mod! The map was standard size, big-and-small, islands mixed-in. Yeah won't be save compatible because I changed some xml stuff like adding in my own music. Didn't change anything related to the AI...
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    Advanced Civ

    Got to this comment from the manual and even though it is for an older version of the mod I believe the behaviour is still the same in v1.1. AI hardly ever capitulate when they really ought to. For example, here is a screenshot of Monte with only 1 city left and enough units to take the city...
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