Recent content by Fabrysse

  1. Fabrysse

    [MOD]Spain 1936

    Isn't it working like it is now ?... For me, it runs like that.
  2. Fabrysse

    [MOD]Spain 1936

    Hi, I have a good news and a bad news. Good news : I'm alive ! :D Bad news : I have no time for Civ actually. :(
  3. Fabrysse

    [MOD]Spain 1936

    The Warlord version needs the patch 2.08 The BtS version needs the patch 3.13 @Dead Flag: It looks like a problem. The speed is week by week, by default. But the IA players has a lot of bonus to render them more agressive. It could be that ?... I'll have a look.
  4. Fabrysse

    [MOD]Spain 1936

    The name is "España 1936". But, I'm on an american forum, so I translate... @Wob Shop & Leif : Are you sure you have downloaded/installed the 3.13 patch ?
  5. Fabrysse

    [MOD]Spain 1936

    You probably have an other trenche near the one you destroyed (portugese perhaps...). The trenche increases the amount of culture of the owner of the trenche, and gives the plots to the most important culture. If Franco has a lot of culture in that plot, he has it. It'll be changed by the time.
  6. Fabrysse

    [Python] splitEmpire?

    It should run just with "acquireCity". "addPlayer" displays the diplomatic screen. "findNewCapital" : why ? You'll have to set the new player as a vassal, too.
  7. Fabrysse

    [TUT] EASY : Modify UI/HUD colors & fonts in BtS

    I use PHPEdit. So I have the number of line.
  8. Fabrysse

    [MOD]Spain 1936

    Yes. All the modifications were tested with your saved game. I think it's ok... Now, i'm trying to explain to the AI why they should build some entanglements. That's not so easy. I'm not sure I'll be able to do that.
  9. Fabrysse

    [MOD]Spain 1936

    HERE is a PATCH to fix the city revolt bug ! Note: this patch upgrades the Mod from v.2.313.1 to v.2.313.2 !
  10. Fabrysse

    [SDK] How to explain to AI that an improvement makes terrain impassable ?

    OK, I see. I'm going to look for mods already doing something like that, or working on AI and improvements. I'll have a look to the way they use, and I'll try to do something...
  11. Fabrysse

    [SDK] How to explain to AI that an improvement makes terrain impassable ?

    In CvGameUtils.py I find the functions "isActionRecommended" and "canBuild". Could it be used for that ? What are the actions in the first one ? python is much easier than C++
  12. Fabrysse

    [SDK] How to explain to AI that an improvement makes terrain impassable ?

    Oh, thanks !!! What I want is to use trenches (replaces fort improvement) and entanglements, so that trenches are fortified, with some units in it, and entanglements (armies can't walk on it) force the attacker to attack the trenche to be able to go to a city, or have to use a much longer road...
  13. Fabrysse

    Official Firaxis Civilization IV Modding Contest

    No full mod allowed, no python or SDK in-game mod.... and only US !!! Well, I'm several times excluded. :confused:
  14. Fabrysse

    [SDK] How to explain to AI that an improvement makes terrain impassable ?

    I've modified the method connot MoveInto() (looking what Jeckel did for his Mod. It works with no problem. That's not my problem. My problem is that the AI never builds this improvement. I want the AI to build this improvement. So I'd like to explain where to build it, and why : what it will...
  15. Fabrysse

    Translations

    Info : The spanish translation could be added soon !!!! If you understand spanish language, have a look here : http://apolyton.net/forums//showthread.php?s=&threadid=172908
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