Recent content by tvbowman

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    Quick Modding Questions Thread

    Sorry to say I began work long before I announced it. I simply did not have it to a point where an announcement was prudent. I will release the source code. I tried to incorporate reading the schema, but it was in such a different format compared to the Xml tech file that I had to abandon it...
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    Quick Modding Questions Thread

    Here is a preview of the Civ4 Tech Tree designer I am writing. It runs in the debugger fine, but there are errors that prevent it from running as a standalone program. Here are some features I did not show in the video: Loads and saves to/from XML. When creating a tech, you can copy an existing...
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    Quick Modding Questions Thread

    This post has inspired me to build my own Tech Tree Design tool. If I get it ironed out, I will post it to the Resources.
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    [MOD] Colonization: 2071

    I downloaded it in February. I have noticed that if I advance pretty far in the game, it will eventually crash. It has happened with 2 games. In both cases I expanded and explored quite a bit, but in the 2nd one I had also reached 100% support for rebellion and had declared war on the...
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    Quick Modding Questions Thread

    From CvTechChooser.py: PIXEL_INCREMENT = 7 BOX_INCREMENT_WIDTH = 27 # Used to be 33 #Should be a multiple of 3... BOX_INCREMENT_HEIGHT = 9 #Should be a multiple of 3... BOX_INCREMENT_Y_SPACING = 6 #Should be a multiple of 3... BOX_INCREMENT_X_SPACING = 9 #Should be a multiple of 3...
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    Quick Modding Questions Thread

    This may help. You probably already know this, but here is what the coordinates look like in the tech tree:
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    Quick Modding Questions Thread

    Found this one: https: // forums.civfanatics.com/threads/tech-tree-editor.193618/ Remove the spaces for the url to work. *EDIT* not sure that one works, but this next one does work - I am testing it now and it looks promising: https: //...
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    Quick Modding Questions Thread

    I think that is handled by the core, probably in CvXMLLoadUtilitySet.cpp or something. The only thing that comes to mind is the FfH Editor Excel file for Fall from Heaven.
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    [MOD] Colonization: 2071

    This is one of the most enjoyable mods I have ever downloaded. Funny and interesting. The graphics are amazing. Great job!
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    Quick Modding Questions Thread

    What is in the PythonCallback argsList for Events? Like, some of the methods in CvRandomEventInterface.py have this: iButton = argsList[0] iData1 = argsList[1] iData2 = argsList[2] iData3 = argsList[3] szText = argsList[4] bOption1 = argsList[5] bOption2 =...
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    [BtS][Modded]How to manually trigger an Event

    This went way over my head, so I looked at your code, and that went even further over. I guess I should clarify that I am using a Mod of FfH2. I seriously doubt I could incorporate any of your code into my project. Let's get back to this: So, I know how to create an event, and if there is an...
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    Quick Modding Questions Thread

    Try something like this: <UnitClassInfo> <Type>UNITCLASS_BASE_UNITS</Type> <Description>TXT_KEY_UNIT_BASE_UNITS</Description> <iMaxGlobalInstances>-1</iMaxGlobalInstances> <iMaxTeamInstances>-1</iMaxTeamInstances>...
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    [BtS][Modded]How to manually trigger an Event

    In another discussion on this site, someone indicated that they were able to manually trigger an Event with a key-combination. They also mentioned that they got an Event to fire when the correct conditions were met. I have tried to create an Event but I don't know how to make it so it always...
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    Quick Modding Questions Thread

    iMaxGlobalBuildingProductionModifier increases build rate for Wonders.
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    Quick Modding Questions Thread

    You could make it rely on Future Tech. At least then it would only be available as a promotion very late game.
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