Recent content by gordonthewhale

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    [MODCOMP] gordonthewhale's Agriculture Mod

    Nice work. I am a little concerned that the smallest sized icons (which will show up in the action bar, I think) will lack detail. Maybe do more of a close-up for those?
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    [MODCOMP] gordonthewhale's Agriculture Mod

    The idea of multiple resources providing a stacked bonus leads to world scale questions. If I'm playing a tiny map, and I only have three cities, then the number of rice paddies I could possibly make is limited, maybe 20. So, +20 food per city? That's huge, but could work, especially if...
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    [MODCOMP] gordonthewhale's Agriculture Mod

    The new version is up. The text in need of translation is in gordonthewhaleAgriculture\Assets\XML\Text\gordonthewhaleAgricultureTextInfos.xml.
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    [MODCOMP] gordonthewhale's Agriculture Mod

    Aha! I'm afraid the problem is that I have been a stupid American and not provided the translation strings from English. I'm embarassed. Playing in English should fix your problem. Also, I'll make a new version of the text file that contains all the translation tags, but still in English...
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    [MODCOMP] gordonthewhale's Agriculture Mod

    [Edit: I misread your idea the first time] That is very interesting! If I understand correctly, you are proposing a building like "Flour Mill: +2 food, -1 wheat". That would allow cities with massive food production to support other cities. It is extremely micro-managey, which I would like to...
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    [MODCOMP] gordonthewhale's Agriculture Mod

    Warlords 2.08 is the version I used in development, so it should work fine. The improvement mod on its own does nothing. It just enables new XML mods to be made, including those in my Agriculture mod. I'm sorry, but I really have no idea what the problem is. All I can do is ask...
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    [MODCOMP] gordonthewhale's Agriculture Mod

    I had also thought about adding a requirement for a certain resource to some technologies. There are multiple cases where this would make sense; in fact, it would make sense for essentially every resource-harvesting tech. There are a few ways I have thought of to do it, with various degrees...
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    [MODCOMP] gordonthewhale's Agriculture Mod

    I left my reply window all night, so I didn't see those last two replies right away. I'm not sure what could have caused that. When did it happen? Did you get any kind of error message? Just to make sure of installation things: Are you using the newest version (v0.11) of both the DLL mod...
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    [MODCOMP] gordonthewhale's Agriculture Mod

    I've been thinking about agriculture, and I have some new ideas. First, until modern times, farms have not been as specialized as I was making them. Farms grew diverse crops in rotation, and animal production was not seperate from plant production. It makes more sense to have just one farm...
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    [SDK mod]gordonthewhale's ImprovementMod

    Version 0.11 is out. The main SDK change is that upgradeable features placed by the map generator start with a random upgrade progress. Also I believe there are some new Python functions. (At least they are newly documented ;-))
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    [MODCOMP] gordonthewhale's Agriculture Mod

    Version 0.11 is out. The main changes are graphical updates to the improvements and the addition of multiple stages of forest.
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    [MODCOMP] gordonthewhale's Agriculture Mod

    It's a hard balance. On the one hand, you're absolutely right that having fifty-thousand corn resources is not desirable. On the other hand, having a corn field obviously produces corn, and that corn can be used to plant more cornfields, or traded to someone else so that they can plant corn...
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    Installing and using the SDK

    I had that error once. Go to Project->Build Options. Select "Final Release" from the menu on the left. Make sure that the first check box, "Produce Debugging Symbols [/Zi /D _DEBUG]" is NOT checked.
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    [MODCOMP][WARLORDS]Forests

    I have actually done all of these things, and as soon as I can get it all packed up nice, I'll post it. Maybe tomorrow, I've got work to do for money today. My new features vary somewhat compared to yours. I have: Young Forest - no yield bonus, 10% health increase, 10% defense modifier...
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    Adding terrains?

    I tried to add a terrain to my CIV4TerrainInfos (actually, just duplicated grassland with a new name and a hammer) and ended up with a CTD. I assume that others have found the same thing. My question is, has anyone actually traced why this causes a disaster, to see if there might be a way to...
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