SUB_DLL_COMPILER_TOOLKIT=C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC
<ForceBuildings>
<ForceBuilding>
<BuildingType>BUILDING_SAFETY_A</BuildingType>
<bForceBuilding>1</bForceBuilding>
</ForceBuilding>
</ForceBuildings>
Not what i am saying, i guess, what i mean is maybe the second set listed there (right side) needs to be the other way around and with lower numbers??
Ah, it's been a long time and some things have changed with compiling the DLL. I loaded the VS 2012 solution for the DLL in VS 2013 and changed everything in the makefilepaths to point at the correct path, which before should have been enough, but now it doesn't compile.Do I per chance need to change
Code:SUB_DLL_COMPILER_TOOLKIT=C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC
to point at VS 12.0 (2013)?
No, that didn't work. What has changed in compiling the DLL?
Did you try it with a fresh svn checkout or did you update your old one?
Post the error maybe i can help.
#### Paths ####
TOOLKIT=C:\Users\*Name Removed*\Documents\SDK Workspace\Microsoft Visual C++ Toolkit 2003
COMPILER_TOOLKIT=$(TOOLKIT)
SUB_DLL_COMPILER_TOOLKIT=C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC
PSDK=C:\Users\*Name Removed*\Documents\SDK Workspace\WindowsSDK
CIVINSTALL=C:\Games\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword
GLOBALBOOST=$(CIVINSTALL)\CvGameCoreDLL\Boost-1.32.0
GLOBALPYTHON=$(CIVINSTALL)\CvGameCoreDLL\Python24
TORTOISE="C:\Program files\TortoiseSVN"
I did a fresh SVN checkout. The error list is indicative of having either the wrong platform sdk or toolset (I've had it before) normally. Here are my makefilepaths.
Code:#### Paths #### TOOLKIT=C:\Users\*Name Removed*\Documents\SDK Workspace\Microsoft Visual C++ Toolkit 2003 COMPILER_TOOLKIT=$(TOOLKIT) SUB_DLL_COMPILER_TOOLKIT=C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC PSDK=C:\Users\*Name Removed*\Documents\SDK Workspace\WindowsSDK CIVINSTALL=C:\Games\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword GLOBALBOOST=$(CIVINSTALL)\CvGameCoreDLL\Boost-1.32.0 GLOBALPYTHON=$(CIVINSTALL)\CvGameCoreDLL\Python24 TORTOISE="C:\Program files\TortoiseSVN"
and all of those paths are valid (at least valid enough that they would work six months ago). Is there something I need to change in the 2012's project properties to get it to build properly?
Update:
-Reverted gamespeedinfos and erainfos to what they were before Azure changed them last week. This should fix the worst of the problems people are seeing, but I will fine tune them further sometime soon.
Update:
-Reverted gamespeedinfos and erainfos to what they were before Azure changed them last week. This should fix the worst of the problems people are seeing, but I will fine tune them further sometime soon.
I just updated my game to current svn. It went from almost 10k AD to 875 BC, so much better
Something else happened. My 27 city (on large map, so huge empire) had its gold per turn go from over 500 GPT to under -600 GPT. not sure if it wasnt another change in the SVNs that caused it (the one I started the game with was when Hydro had in the auto build buildings).
I consider whatever caused this to be a very positive thing. I shouldnt be able to run 100% science with that monster of an empire that early in the game
SVN6665
Set bUnitToCity to DONT_ESCORT_SUBDUED_SEA_ANIMAL for some sea animals.
I don't know what was changed in the first half of the year.
I changed nothing in 2012 but there are problems with very old and very new Versions of the WindowsSdk i also had this issue. I think only Version 6.X or 7.X can be used if you are using the 2003 PlatformSdk that won't work i also tried some others like the WindowsXp Sdk but not very scessfull. This is only a Problem when using Vs2012 or higher because they come with the 8.X Sdk and that also makes problems.
The 2003 Toolset sould be fine but i use the Toolset from Vs2003 Sp1.
There are many things possible but without knowing the error that you get it is hard to tell.
And maybe it is because i missed some files try to update the svn.
SVN6660
Added missing files.
Bah, it works in 2008 with the 2008 project/solution but not in 2013 with the 2012 project/solution (which should be crossover-capable with 2013).
Who added the 2012 proj/solution?
<bUnitToCity>
<Constant>0</Constant>
</bUnitToCity>
<bUnitToCity>
<Define>DONT_ESCORT_SUBDUED_LAND_ANIMAL</Define>
</bUnitToCity>
He means normal speed. Not sure which difficulty he was indicating. I personally like techs to take 4-8 rounds each at least. Normal is waaaaaaaaaaaaay too fast for me. I prefer having the ability to muster up a decent war each era.