Recent content by frontiersman

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    Quick Modding Questions Thread

    I want to mod having the city plot unimproved when the city is founded. If you know of an existing mod that does this, please point me to the code for it, or if you know where the Civ4 code is that improves the city plot when the city is founded, please let me know so I can comment out this...
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    Post Feb 1st 2013 - bugs - Single Player

    Curiously, in my downloads of both SVN 4923 and 4937, CIV4CivicInfos.xml is already set to <iInflation>0</iInflation>, and I haven't had the inflation problem even though all Labor civics are listed as having 1631580% inflation except Post-Labor. Just read AIAndy's post. I'm using Windows 7...
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    [Religion and Revolution]: Mod Development

    raystuttgart outlined the watermill as follows in post #1739: Ray, in your graphic for watermill in post #1757 above, you don't list the requirement for a river. Is this something you will be adding?
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    [Religion and Revolution]: Mod Development

    Schmiddie, thank you! Hey, I just tested it. You did the work to fix it.
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    [Religion and Revolution]: Mod Development

    Schmiddie, thanks for replying. You said: Yes, I am sure the left musketman is the regular (the caption beside it in the picture is for this unit). And no, the veteran and regular musketmen do not use the same graphic. As I said above, the vest differs. Here are all three musketmen types...
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    [Religion and Revolution]: Mod Development

    I tested the graphics for the Portuguese and Danish with SVN 849, which completes the European colonial powers. The Portuguese were fine. The only comment I have is that brown seemed an odd choice for the prevailing colour amongst the land units, but that's minor. For the Danish, I have a...
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    [Religion and Revolution]: Mod Development

    Using SVN 849, I have now tested the English: ships. cannons, regular and veteran soldiers, and normal colonists all as 1) musketmen, 2) dragoons, and 3) cuirassiers. Also tested scouts and pioneers. All graphics were as animated (moving) and at rest. All were fine except some anomalies with the...
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    [Religion and Revolution]: Mod Development

    By the way, I've now completed testing the French graphics: ships. cannons, regular and veteran soldiers, and normal colonists all as 1) musketmen, 2) dragoons, and 3) cuirassiers, animated and still. All are fine.
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    [Religion and Revolution]: Mod Development

    Not just the flag, but also the top of the hull. OK, I investigated further and found that other nationalities are similarly coded by the nation's colour in the flag and hull. I only noticed it in the Dutch because orange was such a strong contrast to the dark hull. The fishing boat is a late...
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    [Religion and Revolution]: Mod Development

    I tested the Dutch graphics with SVN 844: ships. cannons, regular and veteran soldiers, and normal colonists all as 1) musketmen, 2) dragoons, and 3) cuirassiers. Also tested scouts and pioneers. All graphics were as animated (moving) and at rest. The only question is about the fishing...
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    [Religion and Revolution]: Mod Development

    Schmiddie wrote in post #1678 above: This screen shot shows what I mean. In the garrison the regular and veteran soldiers are distinguishable because the regular is in light green while the veteran is in blue. However, they are identical (blue-clad) when working in the colony view:
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    [Religion and Revolution]: Mod Development

    I tested the Swedish using SVN 844, and cleaning the cache beforehand. Using world builder I tested all the ships and cannons graphically, both moving and still. And I tested each of a veteran, a regular soldier, and a civilian as musketman, dragoon, and cuirassier. I also tested pioneers and...
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    [Religion and Revolution]: Mod Development

    Yes, at least a dozen normal settlers.
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    [Religion and Revolution]: Mod Development

    Yes, the only military units that could take professions inside the city were regulars and veteran soldiers, which they did with no problems. All the mercenaries, conquistadors, cannon units, and general could not take professions.
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    [Religion and Revolution]: Mod Development

    I tested the Spanish using SVN 829, deleting the SVN files and doing a complete fresh export of the files. I also cleaned the cache, of course. Using world builder I tested all ships - animations when still and running. I tested all transports delivering goods to Europe (including the...
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