Aymerick
Warlord
Hey KJ Jansson,
I can't download from rapidshare... Any chance you could use some other host?
Thanks,
Aymerick
I can't download from rapidshare... Any chance you could use some other host?
Thanks,
Aymerick
Please, try this link: http://rghost.net/749778Hey KJ Jansson,
I can't download from rapidshare... Any chance you could use some other host?
Thanks,
Aymerick
Please, try this link: http://rghost.net/749778
Now I'm working on patch/fix of "1492: Global Colonization. Resource Pack". I already found and fixed some my errors, plus made a number of changes. I will follow your advice and will use one of filehosts you mentioned, when next version will be ready.Oh and could you also release the source code?
Thanks,
Aymerick
Hi, Aymerick!Hi KJ,
Can you tell me how the hell did you manage to add new yield types without using modules?!?I've never been able to do that!
bool CvPlayerAI::AI_isYieldFinalProduct(YieldTypes eYield) const
{
if (!GC.getYieldInfo(eYield).isCargo())
{
return false;
}
bool bFinal = true;
switch (eYield)
{
case YIELD_FOOD:
case YIELD_LUMBER:
bFinal = false;
break;
case YIELD_STONE: // KJ RESOURCES
bFinal = true;
break;
case YIELD_ORE:
{
int iLoop;
CvCity* pLoopCity = NULL;
for (pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop))
{
if (pLoopCity->AI_getNeededYield(eYield) > 0)
{
bFinal = false;
break;
}
}
}
break;
case YIELD_SILVER:
case YIELD_GOLD: //MORE_YIELD_TYPES 05/05/09 Aymerick
case YIELD_GEMS: // KJ RESOURCES
bFinal = true;
break;
case YIELD_COTTON:
case YIELD_FUR:
case YIELD_SUGAR:
case YIELD_TOBACCO:
{
int iLoop;
CvCity* pLoopCity = NULL;
for (pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop))
{
if (pLoopCity->AI_getNeededYield(eYield) > 0)
{
bFinal = false;
break;
}
}
}
break;
case YIELD_DRUGS: // KJ RESOURCES
case YIELD_INDIGO: //MORE_YIELD_TYPES 05/05/09 Aymerick
case YIELD_INCENSE: // KJ RESOURCES
case YIELD_COFFEE: //MORE_YIELD_TYPES 05/05/09 Aymerick
case YIELD_COCOA: // KJ RESOURCES
case YIELD_TEA: // KJ RESOURCES
case YIELD_SPICES: // KJ RESOURCES
case YIELD_IVORY: // KJ RESOURCES
case YIELD_EBONY: // KJ RESOURCES
bFinal = true;
break;
case YIELD_CLOTH:
case YIELD_COATS:
case YIELD_RUM:
case YIELD_CIGARS:
bFinal = true;
break;
case YIELD_TOOLS:
case YIELD_MUSKETS:
case YIELD_HORSES:
bFinal = false;
break;
case YIELD_TRADE_GOODS:
case YIELD_ARTISANS_PRODUCTS: // KJ RESOURCES
case YIELD_SLAVES: // KJ RESOURCES
bFinal = true;
break;
case YIELD_HAMMERS:
case YIELD_BELLS:
case YIELD_CROSSES:
bFinal = false;
FAssertMsg(false, "Selling intangibles?");
break;
default:
FAssert(false);
}
return bFinal;
}
"too small"... Strange, on my monitor it looks OK.Also, you have alot of new yields and the Europe ressource table (and city) gets too small... The prices in Europe are really hard to understand... I once tought about making the ressource table on 2 rows maybe you should try that! It shouldn't be too hard...
BOX_HEIGHT = self.YResolution * 2 / 33
BOX_HEIGHT = self.YResolution * 2 / 27
You are absolutely right. They are graphic errors. I tried to fix them, however I could not find the source of distortion. Text and icons in some places really look weird..... some of the icons, text links and symbols in the civilopedia look weird. This might be because you change the font somewhere in python?
Hi, Dwayne!I love your mod. However, I'm having problems when I try to load a game after playing for a couple of hundred turns. I can start the game, load the mod, and when I click on a saved game it says Colonization has stopped working. However, if I start a new game I have no problems at all. The changes you've made are great and I'm looking forward to further updates. I haven't had any of these problems playing with the regular verson of Col nor with any of the other mods. Unfortunately, I'm using Vista which is probably my problem.
Thanks,
Dwayne
Hi KJ,
Can you tell me how the hell did you manage to add new yield types without using modules?!?I've never been able to do that!
Hi, Dwayne!Hi KJ,
I uploaded my latest failed game save file. I've gotten used to saving every other turn and then immediately try loading it to see if it works. If not, then I roll back to the last saved file that worked and re-conqueor.
Thanks for looking at this.
Dwayne
i get the following error heaps of times on start up:
Tag: MEMORY_MISSIONARY_FAIL in info class was incorrect
Current XML file is: xml\Civilizations/CIV4LeaserdHeadInfos.xml
EDIT: i cant start any games, even with Earth31 and Huge map settings selected![]()
Thank you, LastLegionare, for your comments.I tried it a few days ago. VERY good work.
Though a couple things you should know:
-The Portugal Colony leaderhead froze in mid-animation.
-Most (not all) of the new civs lack music. It feels empty
-I mad a map and put a slave recource on top of a native village. I came back and the city held no slaves.
-The Plant New Valueble Forest and a slew of other worker improvements are blacked out.
-You can't buy specialists (Is it part of the mod itself?0
You are right. I just collected all "European-type" civilizations in "1492: GC. Resource pack". I do not plan to introduce new Europian civilizations. However, a quite large number of native civilizations and new leaders will be added for Africa, Middle East, Asia and Australia-Polynesia. Music and audio files will be added at this moment.-The Portugal Colony leaderhead froze in mid-animation.
-Most (not all) of the new civs lack music. It feels empty![]()
Both "SLAVES" and "ARTISANS_PRODUCTS" are not activated in the current version.-I mad a map and put a slave recource on top of a native village. I came back and the city held no slaves.
Could you, please, publish a screen of this defect.-The Plant New Valueble Forest and a slew of other worker improvements are blacked out.
No, you can buy many specialists in Europe except Tabaconist because as far as I remember, tabac was unknown in Europe in 1492.-You can't buy specialists (Is it part of the mod itself?0