This might be caused by the following commit https://github.com/jo-oe/Civ4ColWTP/commit/fc14c26ab47cb6eeb3b8f1005fc0b34c417c5b17
It added bExportYield also for non-transportable yields like culture, health, etc. which have accidentally been added to the export lists in my settlements by "Auto...
[develop] Game locks on next turn, probably in some infinite loop. Has nothing to do with the achievement appearing right before the lockup (I tried removing the churches, the game still locks up.)
Seems to have something to do with the (automated) sloop currently located at Panama. If I cancel...
With @Nightinggale's help and suggestions, I have implemented an experimental workaround for the savegame incompatibilities incurred each time we add new buildings or units.
Now the EXE calls requesting the number of units/buildings are intercepted and the EXE receives an arbitrary (high)...
<politics start="Don't read the following if you might get annoyed by - polite, I hope - political discussion!">
Just a short comment on this: In Europe today I would agree that simplifying the criticism of economic systems to personal accusations against e.g. bankers is most often a sign of...
Are you playing on a map size like huge or larger?
The game might come to its memory limitations on these sizes, and that seems to happen randomly, but it is usually only after you have played for a while.
I have no idea if some graphics driver might have a larger impact on virtual memory...
The idea more in line with the overall intention of my project would be the opposite of where we are going now:
Make utilizing slavery very attractive in the economical sense. Well, that's what it is when you can just use the workforce of people without paying in any ways adequately for them and...
The game now checks a savegame before loading.
If either of these values mismatch between the mod version and the savegame version, loading will be aborted:
savegame version (set internally, now 1)
number of unit types (NUM_UNIT_TYPES)
number of building types (NUM_BUILDING_TYPES)
Before this...
I am currently working on a feature that will be mostly internal in the beginning.
I call it the "oppressometer": a measure of how much citizens of a city/player feel oppressed.
For now it does not have any effects, but it could tie in well with the risk of slaves revolting etc.
This is...
I like the idea as well!
Two remarks:
- The new unit should be unfree/forced laborer classified (CitizenStatusTypes == CITIZEN_STATUS_ENSLAVED) so the existing rules apply also for this type of unit
- Natives not being able to get PoW is understandable for now as the implementation would be...
Collection of quotes (might be included for display on load):
The dry grass will set fire to the damp grass - African proverb brought to the Americas by slaves (quoted from: Eduardo Galeano, Memory of Fire Vol. I: Genesis)
You can only breed animals when you already own some of them. So first bring geese into the city, then you'll be able to breed. Same for other animals. When there are some of them in the city, you will also see the possible yields on the city tiles.
Note that now after converting the terrain to...
I think if you know some good original sources etc. (ideally digitally available/open access), that would be a good starting point for what I'm planning to do.
(I can read English, Spanish and German quite well, French with a bit of difficulties and some translation help.)
The only source I have...
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