Creatures in War [CIW] [Mod in the making] [Need some support and ideas]

If it is so problematic... just remove it and use the python solution.
This kind of revival promotions was done long ago by tsentom1 and modified by The_J
So why bother?
 
General:
My inexperience is cause errors.

For now, just implement this into your code, replacing the current changeOneUpCount:
Code:
void CvUnit::changeOneUpCount(int iChange)
{
	if(m_iOneUpCount += iChange >= 0)
	{
		m_iOneUpCount += iChange;
	}
}

And the current changeStackEffectCount with
Code:
void CvUnit::changeStackEffectCount(int iChange)
{
	if(m_iStackEffectCount += iChange >= 0)
	{
		m_iStackEffectCount += iChange;
	}
}

I don't understand one thing. I have Debug .dll, do i again compile new .dll when change this, or i change this when i run game and attach process, and change error during game. I think that must again compile. Right or not?

If it is so problematic... just remove it and use the python solution.
This kind of revival promotions was done long ago by tsentom1 and modified by The_J
So why bother?

I've been thinking about it. But i must first found all files which have relationships with this promotion or promotion tag.
I understand why you convert/write some SDK components in Python, it's more easy to merge .py than lots of .cpp and .h files and compile in .dll and etc...
 
You change the code then recompile and replace with the new resulting dll. You can create a debug and final version dll. I'd use the debug dll until you know things are good then replace it with the final version which will run MUCH faster.
 
This errors isn't my. I am compile TLO files in Debug and Release .dll
In Debug i have same errors like here, in Release i haven't any error in think on TLO.
He have errors in their source files, maybe is he upload wrong source or he ignored errors and make Release dll, don't know.
Maybe i will stop this and merge another components.

For begin can you post link of BBAI (Better BTS AI) last version with source files, i will use this for base, and begin merge with other components like REVOLUTION, DCM BOMBARD, FFH2 or EREBUS PROMOTIONS etc.
 
I am again active, i had some obligations in RL.

Plan:
- RevolutionDCM
- Promotions DLL
- Asaf's Custom DLL
- and maybe Dale's Combat Mod v2.5 (BTS 3.19) because stolenrays made on/off for DCM.
I plan to merge this, just BUG and BULL confuse me, for what this serve?

I want to merge/make mod in which you can turn on/off mod components (maybe some players want to play CIW as BTS, or with DCM only, or with Revolutions only, and etc).

I am little confused, can someone give me idea?
 
I played CiW and I enjoyed the overall theme of the game. Keep up the cool work. I wasn't sure if you intended to use the leader heads from different mods to pay homage or just haven't gotten around to changing them. I would vote to change them ;)
 
I played CiW and I enjoyed the overall theme of the game. Keep up the cool work. I wasn't sure if you intended to use the leader heads from different mods to pay homage or just haven't gotten around to changing them. I would vote to change them ;)

I have some version semi-ready for upload, i forgot what i am put in first version, it was few month ago, because i am add/remove lots of stuff in this semi-ready version.

I really don't know on which leaders you think.
 
I am merge files but i am get error during compiling, somewhere toward the end of compiling. (Only .cpp and .h files)


Error list:

Ugj4e0U.jpg



Error 5:

oookDQQ.jpg



Error 2:

gxj7JX4.jpg



before i merged new files, compiling was successful.


Output:
Code:
E:\Microsoft Visual C++ Toolkit 2003\include\memory(498): fatal error C1067: compiler limit : debug information module size exceeded
NMAKE : warning U4010: 'Debug\CyPlayerInterface1.obj' : build failed; /K specified, continuing ...
.
.
.
.
.
C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command "nmake /NOLOGO /K Debug" exited with code 1.


And i have one question. I close compiler, and open again, when i want to open existing projects i open .sln and .vcproj ?
 
I look that i will have one problem in future about this mod. In future versions i will maybe put new units art for example, and my current art folder have 592 MB. If i add new civilization with all their art (leader, units, building it will use about 20 - 30 MB), I must unpack my .fpk file and again pack them and upload new version for example, this 20 - 30 MB can make problem. Current mod loading speed is excellent, but if i put more new civs with all their arts as modular, loading speed will be more slower? Is this true? Have someone, have some idea?
 
Between 25th February and 1st March i will upload next version.

The final decision, it does not depend on whether I added everything I wanted it or not.

damn, they look good:goodjob:

Thank you. There were many hard to make them. Finally it's over.
 
If we're having Aliens, they better have UFOs. :D
 
I did an edit of the alien model for 2071 colonization awhile ago. You might be able to use him as a modern alien model.

Spoiler :
screenshootciv42_zps5ec37b37.png
 
Well, this mod has UFO graphics.

They have UFO, but i am make all ground units, community will for few days have full alien civ.

I did an edit of the alien model for 2071 colonization awhile ago. You might be able to use him as a modern alien model.

Spoiler :
screenshootciv42_zps5ec37b37.png

I am use and try, but look in this gray alien look more tiny than in green.

QjP5A9q.png
 
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