1492: Global Colonization. Mod development

I just downloaded this (very nice and can't wait for a "final" version!) and I'm wondering where in the Europe screen you can buy professionals and/or boats. Is this something you can't do in this mod or am I just missing something?

Thanks!

Please, check your game screen resolution. Optimal is 1680x1050.

"Buy unit" button on Europe screen is located on a normal place (top right corner of Europe screen).



 
Please, check your game screen resolution. Optimal is 1680x1050.

"Buy unit" button on Europe screen is located on a normal place (top right corner of Europe screen).

Ah. Mine only goes to 1440x900. That's gonna make this game a bit harder.
 
Ah. Mine only goes to 1440x900. That's gonna make this game a bit harder.

Only for gamers, who has problem with the European screen (absent "Purchase Specialists, Ships, or Cannons from the Motherland" button), please,

- download the attached CvEuropeScreen.rar file,
- extract CvEuropeScreen.py in Mods/1492 Global Colonization/Assets/Python/Screens/ directory. Older CvEuropeScreen.py file could be overwritten.

All credits for the corrected version of CvEuropeScreen.py to NeseryozniyVET.
 

Attachments

  • CvEuropeScreen.rar
    12.1 KB · Views: 223
KJ,
Thanks for the fix. I haven't had any problems with my game stopping since. I'm anxiously awaiting any further refinements you can make.

Dwayne
 
Is there an easy way to remove certain Civs from the Mod? I want to get rid of the Mongols. Don't feel they belong there for that time period.
 
Is there an easy way to remove certain Civs from the Mod? I want to get rid of the Mongols. Don't feel they belong there for that time period.
The Mongol civilization is added in the mod taking into account the colonization of Central Asia and Siberia.

You can get rid of the Mongols this way.

1. Open in Notepad the CIV4CivilizationInfos.xml file located in .../Mods/1492 Global Colonization/Assets/XML/Civilizations/ directory.

2. Find this part

Code:
		<CivilizationInfo>
			<Type>CIVILIZATION_MONGOL</Type>
			<Description>TXT_KEY_CIV_MONGOL_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_MONGOL_SHORT_DESC</ShortDescription>
			<Adjective>TXT_KEY_CIV_MONGOL_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_CIV_MONGOL_PEDIA</Civilopedia>
			<DefaultPlayerColor>PLAYERCOLOR_MONGOL</DefaultPlayerColor>			
			<ArtDefineTag>ART_DEF_CIVILIZATION_MONGOL</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>		
			<bPlayable>1</bPlayable>
			<bAIPlayable>1</bAIPlayable>
			<bWaterStart>1</bWaterStart>			
			<bOpenBorders>0</bOpenBorders>
			<bWaterWorks>1</bWaterWorks>

and change 1
Code:
			<bPlayable>1</bPlayable>
			<bAIPlayable>1</bAIPlayable>
on 0

Code:
			<bPlayable>0</bPlayable>
			<bAIPlayable>0</bAIPlayable>

3. Save and play the mod without Mongols.
 
I tested some new components that should be added. &#1055;&#1072;&#1096;&#1086;&#1082; (in Latin transcription "Pashok") helped me to solve the problem in source codes.

Now we have "Storm" and "Reefs" in CivIVColonization. Here couple screens:





New weather/nature conditions will be added later.
 
Seems nice :)

What effect do they have in gameplay?

At the moment they result in only "TurnDamage" for units on such tile. The values of TurnDamage are varied from 5% (Rain or Thrunderstorm), to 15% (Reefs) and max 20% (Tornado or Ocean Storm).

To be very interesting to add some change of productivity of Farms, etc in case of Thrunderstorm. However this is rather complicated question for me.

Well, now the ocean trip is much more dangerous for both a player and AI.
 
At the moment they result in only "TurnDamage" for units on such tile. The values of TurnDamage are varied from 5% (Rain or Thrunderstorm), to 15% (Reefs) and max 20% (Tornado or Ocean Storm).

To be very interesting to add some change of productivity of Farms, etc in case of Thrunderstorm. However this is rather complicated question for me.

Well, now the ocean trip is much more dangerous for both a player and AI.

Will the ship movement AI avoid these tiles?
 
Will the ship movement AI avoid these tiles?

Yes, the AI ships usually try to avoid such Storm or Reefs tiles.

"Usually" because:
1. Sometimes when the concentration of such dangerous tiles is very high, AI shps have no good variants and they cross Storm/Reefs tiles.
2. AI ships could also appear on Storm tile on turn 0.
 
Very nice! :goodjob:

Will the storms move around the map ou appear/disappear?
In current version "Storm" appears on the tile, after some turns disappears here and appears on another tile. Sometimes even on neighbouring tile. It looks as "moving".

I had "Tornado" that really moving over the map. It was done in my "Model: Mortally Dangerous Colonization" mod. I exchanged one of naval animals on "Tornado" and tornado followed to the logic of wild animal: appeared, moved, attacked ships and win/lost "battles" with the ships.

Thus, as you see at least two different methods could be used to present the weather in Colonization.
 
Tailwind as a positive effect of weather condition.



Your ship is moving faster and without TurnDamages.
 
Okay problem when I try to start a game it crashes settings are epic speed your map and regular player amount for a huge. Also I have no world builder on and city conquest flipping one on as well.
 
Hey had a little look at this. Pretty cool, but there is a bug with the graphic for the Thunderstorms(?) where the ship seems to dissapear under the see-thru graphic for the feature, meaning the ship appears to disappear/become invisible.
 
Hey had a little look at this. Pretty cool, but there is a bug with the graphic for the Thunderstorms(?) where the ship seems to dissapear under the see-thru graphic for the feature, meaning the ship appears to disappear/become invisible.
Thank you, kaibayashi! I know this problem and I'm looking solution to make a unit on the storm tile more visible. I guess the problem is in animation files.
 
Top Bottom