I have thinking about that, but in case the BUG interface change may things in Python code and interface handling with own config files it make sense to disguss it here
in my opinion. May we can find out how BUG/Python handle the civilopedia readings and autolink to the specific entry...
Hi all,
I modded a few new things and bring a little bit more overview to the Civilopedia by adding icons to Wonder names. Here for exampe:
This is really simple by adding the TXT Name:
<TEXT>
<Tag>TXT_KEY_BUILDING_CONFUCIAN_SHRINE</Tag>
<English>[ICON_RELIGION]The Kong...
yeah, good question :thumbsup:
Also culture issue hot fix will be interessing for the next K-Mod version LINK
I have apply this to my K-Mod Mod and it is working fine.
The german colleagues found a solution about this task in CvEventManager.py and this function
def onBuildingBuilt(self, argsList):
'Building Completed'
pCity, iBuildingType = argsList
#add "pPlayer" for function below
pPlayer = gc.getPlayer(pCity.getOwner())...
Maybe it is a better way to do it in the "CvEventManager.py" by using the "def onBuildingBuilt" function :)
I just copy the code from Next War Arcology. It is working for XXX and ZZZ in a single city. So XXX will always replace ZZZ and reverse.
def onBuildingBuilt(self, argsList)...
Puhh, it seems this is nothing für the CvGameUtils.py function?!?
More the CvEventmanager.....
Iam defently not a mastermind in coding.
may you can write me that block please.
So i van check this about the performance and so on.
Hi All,
i hope somebody can help me. I try to adjust the code function from CvGameUtils.py a little bit.
I have two national wonders. But I plan to allow only one of this wonders at a time.
Player must decide which one is preferred. For example:
If BUILDING_XXX is build you cannot get...
many Thanks DarkLunaPhantom. This explanations help me a lot. Its good to see that modders will continue at karadoc work.
In sum is K-Mod the most traditional Civ4 modification i can see so far. Nothing be overloaded and very good improvements to BTS.
It it also a perfect basis for additional...
Hello @DarkLunaPhantom and all modders here,
I just have some questions about this Kek-Mod v0.10
Can i understand it this way, it is Basic K-Mod v1.45 with additional bugfixes and improvements about it ?
So the work from @karadoc will not continue beyond K-Mod v1.45 ?
What is the difference in...
I can only say GO GO GO :goodjob:
Your efforts to the community are freaky awesome. I learn a lot about DLL complie and game mechanism.
Since K-Mod getting stuck in v1.45 your Advanced Civ is the way into Civ4 future :love:
@f1rpo, I just apply your new code to the CvCity.cpp in DLL
//
K-Mod code:
int iCultureToAdd =
iCultureRateTimes100*((iScale-1)*(iDistance-iCultureRange)*(iDistance-iCultureRange) +...
@f1rpo very nice and smart :goodjob: Happy to have such a good supporter here.
will apply this DDL fix soon :eek:
If this works it will be essencial for scenarios when citys are build with higher culture already!!!!
Do you will use this new code in next Advanced Civ version as well?
here is another screenshot by using the worldbuilder and K-mod without any modification or something.
Just a city and move the culture from 0 to 45000, this is total mad :wallbash: LINK
This issue is not visible with unmodded BTS or Next War.
So the K-Mod Culture System seems to be...
Hi all,
I think i just found an issue in the culture system, but not sure.
Is it possible that a city losing the culture at plots ??!?! LINK
I have an existing gamesave and create a new worldbuildersave from this.
So simple to say this is a scenario. The citys have a higher culture already...
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