I can probably do it myself since it looks like I will need to merge the hard way again in either case based on the amount of changes they threw in there.
If you search for "everyone can have every dad"(or something close to that) in the DLL sources you could copy all those code snippets (sometimes contained with a '... - start' and '... - end' comment line) over to the same places in the WtP source code and recompile. Also the 2 python files...
My point is that The Authentic Colonization mod has probably fixed most of those annoying things, so why would you not just play that version instead, or the We The People mod? But I will check how difficult it would be to just have that one thing changed.
The We The People mod gives you a nice new world popup map to pick roundabout where you want to go. I am pretty sure this was included in the TAC mod as well... So you should probably at least play that mod instead of the plain version. If you insist on playing the unmodded version you could try...
Yeah, well he shouldn't be available that early. I thought I changed that in GlobalDefinesAlt, but either I need to change it more, or the timing is controlled somewhere else. I will hopefully get back into it in the next few days and figure it out
I tried to get into it, but the ugly colors were impossible to look at for a prolonged period. I would need to do something about that first. I am not a huge fan of aliens either... I prefer robot scifi or slight variations like in Dune
Haha, that little c makes such a huge difference - immediately puts me in a state of shock just seeing the word. Beware of the cPTSD woman! Give me someone straight from the trenches, I can handle that.
I realized the other day that I did not supply the source code in the last version, so if...
Someone requested a punishment on "going wide", so I tried to do that in a quick, lazy way without the ability to exactly foretell how life might end up with 60 colonies other than 'I guess they will have to school a bunch of judges and preachers before they head too far west'. My aim would be...
Following the suggestions of @NillerDNK
Unit and building availability dates ( plus your current rank on the scoreboard minus 1 ):
Early Reform (1520)
Galleon – development of the carrack. Associated with the Age of Discovery, so I’d make it available in 1520.
Rangers – 1520 (they’re just a bit...
I need to get to thinking out loud to understand what you mean exactly. I have thought about separating out what yields are available for the domestic market and what goes to warehouse; so maybe your suggestion would end up doing that?
I can't quite remember what the difference was with the...
In Assets/XML/Units/CIV4UnitInfos.xml (but also need to change Assets/XML/Units/CIV4ProfessionInfos.xml) under the tag <iGameYearAvailable>. The dates need to match in the two files. Please feel bound to share those files back with me. I was about to go through every single ship and see around...
Yeah, I noticed that too. I switched the natives to grow from food again. But I still can't figure out how to get them to buy food - I know I got them to do it in an older version. Thank you for getting me to snap out of watching the Planet of the Ape movies from the 60-70s... Weird stuff, but...
Ok, I finally made it to Verrazzano, and I did not get a galleon, only a carrack; but it still appears as though you would receive a galleon beforehand in the popup up request window, so beware! Do not be deceived! I still need to change that.
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