Recent content by Major

  1. M

    [MOD] Genetic Era for Warlords

    Normally, there should not be any problems with map scripts. So it's rather odd you can't find fossiles. And for map scripts, I think Dub was looking to convert one he found on the net :)
  2. M

    [MOD] Genetic Era for Warlords

    When you launch a new game, you have the same number of resources that you would have with the vanilla version. However, building units, constructing roads, you consume your resources and they tend to disappear. For instance, when you discover a new aluminum resource, it has 35 "portions" (or...
  3. M

    [MOD] Genetic Era for Warlords

    Do you speak about the automation which didn't work with our mod ? It was just a bug caused by a comment I forgot to remove :mischief: That's all, it should be okay with the files I sent you normally. It was in the function CvUnitAI::AI_bestCityBuild.
  4. M

    [MOD] Genetic Era for Warlords

    Yep it has been reported like MatzeHH showed you. However, it does not seem to be a bug related to our mod, but which is also present on the vanilla version...Some people told us that. Anyway, we will look into it and fix it, yes.
  5. M

    [MOD] Genetic Era for Warlords

    Hello all, we have prepared a corrected version of our mod which we will be released next week (wednesday or thursday), the version 0.25. List of changes: - Fixed the wrong domination percentage displayed in the victory screen - The bonus related to the "Attrition" doctrine has been...
  6. M

    [MOD] Genetic Era for Warlords

    I agree with that point and it should be more realistic indeed. Maybe we should consider implementing that but I think we should implement some limits to that "food transfer system". Good idea I think ! Here the lists: Terraforming More terraforming (= advanced terraforming) Antigravity...
  7. M

    [MOD] Genetic Era for Warlords

    A mirror link has been added on 3D Downloads. However it may also exist some queue. That's here. The first post has also been updated. We plan to release the source code in few days, when we are sure that all is ok :)
  8. M

    Sea Colonies

    Yes, PeteT, I knew that the CTP2 source code was released but I did not take a look at it. Maybe I will do so, though :) Thanks for the link ! And maybe Tamerlin and Dub know each other, could be funny :D
  9. M

    Sea Colonies

    Yes indeed. And when I wanted to convert the SDK files I have modified for the Vanilla version to the Warlords version, I used such a software. It's really helpfull ! But even with such a software, I spent few hours to convert it :crazyeye:
  10. M

    Sea Colonies

    Yes, XML files have also been changed. And XML files modified for Civ4 are not compatible with Walords :( We are two working on that mod : Dubmetender and I :) Dubmetender works on XML files, on artworks, like reskininng some units, etc. and he has done some Python. And I work on Python and...
  11. M

    Sea Colonies

    We don't have yet a thread for our mod. We will create one in the Modpacks forum as soon as we will release it, Tuesday or Wednesday ;) For the eras, Dubmetender added the Genetic Era in the XML files. It comes just after the modern era, like in CTP2 if I'm right. Concerning victory...
  12. M

    Sea Colonies

    Well, for the moment, in our mod, it works like resources. But I think in the future version of the mod, we will replace that by the "river system". I have already looked at the code and that seems possible. And the ridges would increase the yields for the adjacent tiles. For the graphics...
  13. M

    Sea Colonies

    And as for the ridges, we also planned to include them in the next version of our mod (like in Call To Power). I think I will copy more or less the system currently used for rivers and adapt it for ridges. But as you said, we will need new graphics :)
  14. M

    Sea Colonies

    Dubmetender and I are also French ;) You can find us on CivFr.com and its forum. The beta is still planned for the coming weeks ! And here a new screenshot: the AI has been improved and makes a better use of sea colonies :)
  15. M

    Why isn't the Python code running?

    In your showHello function, whether do that: ... def showHello(self): startPopup = PyPopup.PyPopup() startPopup.setBodyString('Hello, world! This is a test.') startPopup.launch() ... or ... def showHello(self): popup = PyPopup.PyPopup()...
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