Vicinity is also established when the city produces the resource via building in the city.Wait a second, does vicinity include a city's workable tiles, or also bonuses given by said city's buildings? If it's the latter, ignore my report.
Nice! last I saw we were #3. Long road ahead to #1 - maybe someday.Fun fact: this mod is second most popular of all mods for Civilization 4.
https://forums.civfanatics.com/resources/categories/civ4-modpacks.2/?order=download_count
Over 220 000 downloads.
But only 3 ratings, all of them being 5 stars.
Fall From Heaven II is bit cheating with over 620 000 downloads
Edit: Older version of this mod (and few others) is packaged along with game itself.
So people are downloading updated version of this and other mods, if they want to.
This mod is very..... unique.
Also we are third most downloaded thing for Civilization 4:
https://forums.civfanatics.com/reso...lization-iv-downloads.1/?order=download_count
Second is 3.19 patch for BTS and first is Fall From Heaven II.
Good question. I can only say I would suspect much more for 10 AIs with 5 cities each than the other way around. But it would depend on the round, how many units, etc...How much difference in processing turn time is between 10 AIs with 5 cities each and 2 AIs with 25 cities each?
Asking out of curiosity.
This is going to be a problem. The Slavery, Human Sacrifice and Cannibalism missions are all in modules that can be turned off if you want.@Dancing Hoskuld : I do realize that the new missions make the neanderthal module a requirement. If you want to figure out for us how to modularize that, great, but the missions are in the DLL now as well so keep that in mind (putting the missions in the module will cause problems then if the module is disabled.)
I was looking to clear up any further planned DLL commits pre-release. This could be it for new DLL updates before release if no big bugs come up soon.
From the SVN thread
This is going to be a problem. The Slavery, Human Sacrifice and Cannibalism missions are all in modules that can be turned off if you want.
I'm not sure what you're saying will be a problem. We can have missions in modules, as Toffer points out. You just cannot have them in enumerated in the DLL if you do. What I'm pointing at has no concern with Slavery, Human Sacrifice and Cannibalism modules.This is the easiest solution that I can think of:
Any modular missions should not be in the dll enumeration and should be located at the bottom of the mission XML with a comment above stating: "The order of the following missions can be changed because their order are not hardcoded in the dll".
(Edit: Well, as it is modular the XML will not contain any mission entries above the comment, but one could say that the modular XML files are just extensions ar the bottom of the main XML file. ^^)
It's cool how it's pretty much worked out that way, huh? It's very Chakric.I like how past tech buttons usually have warm colors and future ones have cold colors
If it dosen't then it doesn't affect the Neanderthal modules either, so I am confused. Just because the mission is in core does not mean that the units that use it have to be active or that there have to be any units at that use it. The latter being the case when a module with units using the mission is turned off. Maybe it is lack of coffee but I no longer see what it is you were getting at in your post to me.I'm not sure what you're saying will be a problem. We can have missions in modules, as Toffer points out. You just cannot have them in enumerated in the DLL if you do. What I'm pointing at has no concern with Slavery, Human Sacrifice and Cannibalism modules.
If it dosen't then it doesn't affect the Neanderthal modules either, so I am confused. Just because the mission is in core does not mean that the units that use it have to be active or that there have to be any units at that use it. The latter being the case when a module with units using the mission is turned off. Maybe it is lack of coffee but I no longer see what it is you were getting at in your post to me.I'm not sure what you're saying will be a problem. We can have missions in modules, as Toffer points out. You just cannot have them in enumerated in the DLL if you do. What I'm pointing at has no concern with Slavery, Human Sacrifice and Cannibalism modules.
I understand. The missions refer to units in the neanderthal modules for the captives to upgrade. I'm just saying that if the neanderthal module is shut off, that could be problematic.If it dosen't then it doesn't affect the Neanderthal modules either, so I am confused. Just because the mission is in core does not mean that the units that use it have to be active or that there have to be any units at that use it. The latter being the case when a module with units using the mission is turned off. Maybe it is lack of coffee but I no longer see what it is you were getting at in your post to me.
yes. Makes them more stable if they can be included there. The Neander captive was in the core as well so they have to be in the core otherwise if you put them in the Neanderthal module then you just have another reason you can't remove the module because then the captive would call to missions no longer defined if the module had been removed. Either way, it's going to demand that either the Neander units all enter the core or we strive hard to further modularize. I would rather not bother with either one at the moment.Oh, I see, are all "upgrade to unit X" missions hardcoded in the dll (X defined in the dll)?