Recent content by gruther4

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    Quick Modding Questions Thread

    Hello there, I would like to make a tool to look at save files. Rather than try to reverse-engineer the file, it would be so much easier to just see the code that generates the save file. I found: virtual void SaveGame(CvString& szFilename, SaveGameTypes eType = SAVEGAME_NORMAL) = 0; in...
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    Trying to set up SDK modding - Help!

    Sorry for the confusion. The end goal is to compile colonization. The guide that I found for compiling colonization (http://forums.civfanatics.com/showthread.php?t=294243) told me to copy the supplied files into my "SDK folder" which I took to mean a BTS SDK folder. This may have been a...
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    Trying to set up SDK modding - Help!

    I'm not sure if what I'm missing is the BTS source code, or the CivCol source code. I notice that the RAR mod has the required entries, so it could be that my CivCol source is simply not complete...?
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    Trying to set up SDK modding - Help!

    If that is the case, can you show me where? I haven't been able to find it.
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    Trying to set up SDK modding - Help!

    Trying to set up SDK modding - Help! Hello there, I have followed the instructions on this guide to set up the SDK: http://forums.civfanatics.com/showthread.php?t=405444 I then loaded some Civ Col files from: http://forums.civfanatics.com/showthread.php?t=294243 (I kept the...
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    Trying to set up SDK modding - Help!

    Hello there, I have followed the instructions on this guide to set up the SDK: http://forums.civfanatics.com/showthread.php?t=405444 I then loaded some Civ Col files from: http://forums.civfanatics.com/showthread.php?t=294243 (I kept the original makefile because it seemed better)...
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    "Fair" Difficulty Level

    Hey there, In Civ 4, the "noble" difficulty level was basically fair... the AI didn't get any penalties or bonuses, and played with the same rules as the player. Does anyone know yet... what difficulty level would be the equivalent to this in Civ 5? Would I still be looking to play at the...
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    Release TIMES

    Daylight savings works differently all over the world. In the southern hemisphere if they adjust, it is in the opposite direction. It is inherently a local thing, so adjusting the global time wouldn't make much sense. I agree that it is a huge headache, however!
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    Happiness Broken by Map Size

    Thank you, that makes things much clearer. I guess where we differ is that I think if you change "impossible" to "difficult", the we are talking about the relative difficulty of prospering as a large civ versus prospering as a small one. I am of the opinion that maintaining and growing a large...
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    Happiness Broken by Map Size

    Each city is an opportunity to build more happiness buildings, so each new city will be able to increase the limit to your empire's population. Since huge maps have room for more cities, then the effective limit to your empire's population will depend on map size. Unless you meant to imply...
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    Happiness Broken by Map Size

    When you say that it won't be feasible, what do you mean? Also, you have used the word "unbalanced" before, and I'm not certain exactly how you mean that. I may have missed it, but I don't think you've made your specific objection clear. Based on what I've read, I could interpret the...
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    Happiness Broken by Map Size

    I am going to summarize a view that I think has been expressed already... Your objection is valid, and your analysis seems to be more or less correct. However, the objection to your objection is that many people (myself included) consider huge maps to be actually MORE balanced with the...
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    How Civ V will handle workers ?

    Hypothetically roads increase your movement speed, so you would only be wasting a fraction of a movement point if this happened. On the other hand, if you built your road going past (rather than around or through) the city, you may have a longer distance if the city is actually your destination.
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    How Civ V will handle workers ?

    I also suspect it is a difficult problem! The fact that each road is a node is definitely part of the solution. The hex distances also complicate it, and the fact that the city square itself doesn't really count towards the cost (ie, two adjacent cities have 0 cost, but 1 distance). My...
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    How Civ V will handle workers ?

    This is a very logical and intuitive solution, but it would not result in optimal road placement. It would get very close most of the time, though. I understand that I will probably need to defend that statement... I'll do it with an example. Imagine 6 cities arranged in a hexagon. The...
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