[BTS] and [BTS] Larger City Radius and Open Borders Tech Trading

Speed tweaks? What do you mean? From what I could tell, all culture levels followed a linear multiplier (0.5x for quick, 2x for epic, 3x for marathon) or something like that, so for extra levels I followed that trend, though to be fair I did add a few new levels.
 
Code:
find -ctime <number of hours>
diff -u <old file> <new file>

i really don't understand where the problem is ;)
 
The requested URL /uploads/67698/Open_Tech_Trading_0.81_BtS.zip was not found on this server.
 
Hello. Can open tech trading and enhanced city sizes just be squashed into one ?
It seems that they change different files so I could just add one ot the other without merging. Is that right?
 
Hello. Can open tech trading and enhanced city sizes just be squashed into one ?
It seems that they change different files so I could just add one ot the other without merging. Is that right?

I think they are two completely different MODComps:
Open Tech Trading only changes Python/XML while Enhanced City Sizes also changes SDK. As far as I can see they are not related...
 
To be honest, the enhanced sized cities mod was meant to be tackled as a smaller mod project along with the fairly small project of the open borders tech trading. Turns out the call for a bigger radius was much larger, so that has mostly taken over this thread. Both of these mods are also based off of other mods. There's no reason they're lumped together in a thread like this other than I started both projects at the same time.

Now, the changes in the Open Borders Tech Trading ought to get remerged into 3.13's files to prevent any conflicts. And the two mods should be able to work together.
 
i have played a few games with this mod, and i wanted to give my opinion here

first, i think it's a good edge to the game that cities may grow beyond radius 2 in the late game, that makes you consider if you really want to place cities further apart or get to some ressources faster in the early game

but i have found some negative aspects:
  • Cultural overtake: CITY_FREE_CULTURE_GROWTH_FACTOR should not be set to 0. that means the city with slightly more culture will instantly take over all the territory around it. that should be balanced somehow
  • AI and culture levels: the AI always tries to increase level to 2 first thing they build a city by switching production to culture. but level 2 has increased very much in your mod, so the AI has a disadvantage by not taking this into account properly. the level 2 culture should be put back to what it was imho, but maybe put the city radius 2 in culture level 3
 
I was hoping for an update as well. I just tried installing it for my game, but I just get error messages. It looks like 3.17 doesn't like the three new tags included in the Civ4CultureLevelInfo.xml file. Unfortunately, editing out these changes just makes Python crash, whatever that is. :(

I would really like to at least have larger cities, even if I can't have the other stuff.
 
Keldath,

Once again it's an honor to assist you, the mighty maker of Overlord. Attached to my post is Enhanced Sized Cities 1.12 merged into 3.17 (Not updated, as the underlying code is untouched), along with Solver's 0.19 Unofficial Patch. And, just for giggles, the DLL also allows 40 Civs.

Tell me if I screwed up, please. [pimp]
 

Attachments

Hi,

in the DLL Souce there are files without a Mylon tag at all, are there changes inside these files too?
 
Warl0rd

if you want in my mod, i have included th sdk, and everything mylon did is tagged , so you can easely extract this mods sdk source from my overlord2.

Mister Giggles ,
im such an idiot...
ive only now seen your post....i totally forgot i asked it....
so...better late then ever,
thanks alot for the kind assistnce (i was manage to do it also).
but thanks alot :)
 
thx keldath, so please tell me where to download the Sourcecode because the version i only found is without Source :confused:
 
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