C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

Is there already a way to remove placed or other resources? If not worker units should be made able to remove resources, button needed, because you can place there better resources or remove placed resources.
That's probably not going to happen. You can't argue with Mother Earth as to what a plot of land is best at producing.
 
BUG/PROBLEM:

Writing is obsoleting scout/guide units, meens there is a long time between wirting and roadbuilding tech (Expolorers) you cant build a scout unit anymore. Writing should not obosolet scouts, roadbuilding tech should do it or explorers should be moved to writing.
I think explorers used to be unlocked at writing, so I guess whoever changed the tech req. forgot to consider the obsolete tech for earlier recon units.
@raxo2222: Would you look into this?
 
That's probably not going to happen. You can't argue with Mother Earth as to what a plot of land is best at producing.

Sure you can remove a farm and place a horse, so a option is needed to remove that horse again and it can be done in the so called reality. But i will check if i can build a farm on placed horse to remove it... or maybe it is possible to place a cow resource on ma palced horse ressource, i will check that later.

Meens there is a way needed to remove placed horse and place a cattle there later and so on... if player has better tamed animals available. Then he may want to change the placed resource.

(Can be limited to tamed animal placed ressources)
 
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I think explorers used to be unlocked at writing, so I guess whoever changed the tech req. forgot to consider the obsolete tech for earlier recon units.
@raxo2222: Would you look into this?
It looks like those are ForcedObsoletion tags by @Thunderbrd

I removed forceobsoletion from that unit - it was last of unit in its Explorer line that had ForceObsolete tag.
 
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BUG/PROBLEM:

Vegetables resource sucks... makes mostly bad buildings and only low stuff, vitamins should be more important, vegetables should be made bit better and maybe make grocer building +3% or +5% from vegetables as its main resource for grocer, otherwise mostly no one wants to build that resource because it sucks so makes 3 city pests and problems and not much income.
 
Again a great archivment for our Nation! Letz head strong into the future and keep the world save. The Kolossos has been build!

 

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BUG/PROBLEM:

Maybe only in PPIO? This sucks, Phalanx unit shows in cityscreen only +100% vs chariot and +50% vs melee, on map with Strg mouse hover over alot of more boni... and +75% against melee... 2 screenies

Wich display is right? Map display? Gamer needs to know correctly before he builds his first unit of a unit.
 

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BUG/PROBLEM:

Maybe only in PPIO? This sucks, Phalanx unit shows in cityscreen only +100% vs chariot and +50% vs melee, on map with Strg mouse hover over alot of more boni... and +75% against melee... 2 screenies

Wich display is right? Map display? Gamer needs to know correctly before he builds his first unit of a unit.
Notice you have a couple of promotions on that unit. In-game, the bonuses are being shown for everything that unit has. Not all of those bonuses are coming from the unit core definitions, which is what you see in the pedia.

I REALLY like that unit display Toffer! Isn't there something that can be done to work with SO's requests so we can make this core?
 
BUG/PROBLEM:

Maybe only in PPIO? This sucks, Phalanx unit shows in cityscreen only +100% vs chariot and +50% vs melee, on map with Strg mouse hover over alot of more boni... and +75% against melee... 2 screenies

Wich display is right? Map display? Gamer needs to know correctly before he builds his first unit of a unit.
lol, do you realize that that unit has the poisoned arrow promotion?
No bug or problem can be seen from those screenshots.
Isn't there something that can be done to work with SO's requests so we can make this core?
I don't know if there are... I personally want to flesh out the modmod some more before making it core anyhow.
I like the freedom it gives me to mod wildly on anything I want without taking extra precautionary steps along the way that bogs down the process.
I won't be able to try out experimental solutions as much as I want if I have to work directly on the SVN as it could take a long time to figure out if it causes major problems or not down the road.
 
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No, he tried that (changing back to original font) but didn't like how I made text size scale by resolution. so that instead of getting bigger on lower resolutions it tries to maintain the size of the text on screen across resolutions.
Well default font size are way too big for me in your modmod (I have 1280x1024), I use 13 - 17 (step by 1) font sizes.

That is size scaling doesn't work, I had to do it myself.
Maybe some aspect ratios aren't supported?
 
Well default font size are way too big for me in your modmod (I have 1280x1024), I use 13 - 17 (step by 1) font sizes.

That is size scaling doesn't work, I had to do it myself.
Maybe some aspect ratios aren't supported?
I haven't gotten around to scaling all the text in the game yet.
But generally text that use e.g.
*font size 3 on a high resolution (X > 1700) uses font size 2 on a mid resolution (X > 1400), and font size 1 on an even lower res (X <= 1400)
*font size 2 on a high resolution (X > 1700) uses font size 1 on a mid resolution (X > 1400), and font size 0 on an even lower res (X <= 1400)
*etc.​
if xRes > 1700:
self.aFontList = aFontList = ["<font=4b>", "<font=4>", "<font=3b>", "<font=3>", "<font=2b>", "<font=2>", "<font=1b>", "<font=1>"]​
elif xRes > 1400:
self.aFontList = aFontList = ["<font=3b>", "<font=3>", "<font=2b>", "<font=2>", "<font=1b>", "<font=1>", "<font=0b>", "<font=0b>"]​
else:
self.aFontList = aFontList = ["<font=2b>", "<font=2>", "<font=1b>", "<font=1>", "<font=0b>", "<font=0>", "<font=0>", "<font=0>"]​
 
I reduced resolution from 4k (3840 x 2160) to 2560 x 1440, would be cool to have an option to set text size. Otherwise is to small to read easy.
 
I reduced resolution from 4k to 2560 x 1440, would be cool to have an option to set text size. 4k ist to small to read easy.
I guess I could make text bigger for resolutions bigger than x = 2560. Haven't really thought about scaling up for 4K yet as I don't have a screen to test it on.
I would have to rely on your feedback to adjust it correctly. ^^
 
I haven't gotten around to scaling all the text in the game yet.
But generally text that use e.g.
*font size 3 on a high resolution (X > 1700) uses font size 2 on a mid resolution (X > 1400), and font size 1 on an even lower res (X <= 1400)
*font size 2 on a high resolution (X > 1700) uses font size 1 on a mid resolution (X > 1400), and font size 0 on an even lower res (X <= 1400)
*etc.​
if xRes > 1700:
self.aFontList = aFontList = ["<font=4b>", "<font=4>", "<font=3b>", "<font=3>", "<font=2b>", "<font=2>", "<font=1b>", "<font=1>"]​
elif xRes > 1400:
self.aFontList = aFontList = ["<font=3b>", "<font=3>", "<font=2b>", "<font=2>", "<font=1b>", "<font=1>", "<font=0b>", "<font=0b>"]​
else:
self.aFontList = aFontList = ["<font=2b>", "<font=2>", "<font=1b>", "<font=1>", "<font=0b>", "<font=0>", "<font=0>", "<font=0>"]​
I think you should use more gradual approach like less than 1200 - 1200 - 1400 - 1600 - 1800 - 2000 - and up (+250 or so).
 
I guess I could make text bigger for resolutions bigger than x = 2560. Haven't really thought about scaling up for 4K yet as I don't have a screen to test it on.
I would have to rely on your feedback to adjust it correctly. ^^

Best will be if you can add a slider to raise text size if that is possible or a option to select text size. If you have to set it for all resolutions do it for 4k (3840 x 2160) and i test it.
 
Easier said than done when there are only 5 different font sizes in the game...
I thought it was something like override to font size, so if I set smallest font size to "13", then it would become "15" on larger resolutions for example
 
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