General A New Dawn discussion

Surely!

At first I shared that thought too, but when I started studying about this all started to make sense.

The first Ironclads were so heavy that they couldn't put a speed near a Sailing Ship. Actually the Ironclad Gunboats couldn't even sail the ocean (so in the beggining of the XIXth century we developed ships that had a penalty won in the XIVth century).

But it didn't take long to Steamships to become faster then Sailing Ships (in the beggining they put both together, making the Steam Frigates, and then with the advancements on propulsion they could finally cast aside the sails)

Exactly. The early steam ships are slow and ungainly, but they do have the advantage of ignoring the extra movement costs for ocean terrain. Then they start getting faster once the technology matures.
 
I had understood that ironclad is slow due to its weight.I had some objections about other steam ships like iron frigate but now it's OK.:thumbsup:
 
Does anyone know how to put formations option on if I downloaded the game from SVN? I remember when installing the game for the first time (with a installer) I had this option. But since I've been getting it from SVN it doesn't ask me anymore.
 
Does anyone know how to put formations option on if I downloaded the game from SVN? I remember when installing the game for the first time (with a installer) I had this option. But since I've been getting it from SVN it doesn't ask me anymore.

You have to edit Assets\Modules\Formations\MLF_CIV4ModularLoadingControls.xml. You have to change line 15 from
Code:
<bLoad>0</bLoad>
to
Code:
<bLoad>1</bLoad>

and that will make Formations work.
 
You have to edit Assets\Modules\Formations\MLF_CIV4ModularLoadingControls.xml. You have to change line 15 from
Code:
<bLoad>0</bLoad>
to
Code:
<bLoad>1</bLoad>

and that will make Formations work.

Thanks Vokarya! Now my Interactive Game will have better pics :goodjob:
 
If you don't want it to change with each SVN update, you need to add a comment to the file, so it won't automatically update and over write you changes.

<!--- This allows formations --->

Spoiler :


Sorry, I think I didn't get it. It's to put this comment line in the file in that position and it'll stop changing this after each SVN update?


@Afforess

Somehow after I changed the formation stuff the game asked me to recalc again. After that Fractional XP started working, so you may forget about that save file :cool:
 
It doesn't matter where you put the comment, I just put them below what ever I modifiy myself, so I have a reference.

Adding this comment, will stop you modifications being over written by SVN updates.

Now with each SVN update, you retain formations.

Some people do this for their version of "reality", I've made the Cannon forge and the armoury a 30% bonus to land units, to truely reflect the upgrade from a Tannery. Double the cost, double the production.

Bear in mind, if the actual file is amended for what ever reason by the developers, you'll have to update the file manually to the SVN head file yourself. (Or remove comment, update, remod and comment again)
 
It doesn't matter where you put the comment, I just put them below what ever I modifiy myself, so I have a reference.

Adding this comment, will stop you modifications being over written by SVN updates.

Now with each SVN update, you retain formations.

Some people do this for their version of "reality", I've made the Cannon forge and the armoury a 30% bonus to land units, to truely reflect the upgrade from a Tannery. Double the cost, double the production.

Bear in mind, if the actual file is amended for what ever reason by the developers, you'll have to update the file manually to the SVN head file yourself. (Or remove comment, update, remod and comment again)

Little bit confused by this...

So if I had say, a change to the Pikeman unit - just as an example - and gave them like, +10% attack on plains/grassland, and had it commented out... It would retain that bonus to flatland attack each SVN update?

However, if a revision comes along that affects the Pikeman (Changes its art definition, maybe makes it so it can't enter a certain feature...) then I'll have to manually update the unit info xml file? But only if the specific section that I commented out gets edited by someone?

I can safely update the SVN each time and it will update just fine as long as entries I'm editing aren't the ones being updated?


Hope I'm explaining this clearly enough :lol:
 
1st its not commented out, but "Added a comment".

"....."
"Blah Blah Blah coding"
<!--- This is my comment in xml --->
"Blah Blah Bloody Blah, more coding"
"....."

Now, as I understand it, and from my observations of my SVN updates, it won't update the file PERIOD.

If they change the coding in the file, I gave an example of enabling formations, a short file, IF That file is amended, to say give a 3rd option, you'd have to manually update it, but if they alter another file, which creates formations, WHICH has been done, it won't matter, seperate file, seperate matter.

So if you give ALL pikes, the ability to fly, they will fly, until its commented out, or the change is modified.
 
I am using the Launcher provided by the guy here. All you have to do is have it set to Keep Local Changes, then all you have to do is hit Update when a new rev comes up and your local changes will remain untouched.
 
I imagine it's all in knowing where the value lies in the dll.

C2C is putting a 35 Civ dll with v35 release. It was 50.

While players clamor for the 50 Civ dll (vanilla BtS did not have that number by the way), what they don't realise is how much overhead each additional civ carries over into game performance and EoT times.

JosEPh
 
I've never understood the urge of having so many civs. I'd like to know if anyone has ever finished a game with more than 30 civs. And I mean finished, not just conquest anyone before AD. What's the matter in having 50 civs if you kill them all before Medieval Era? :rolleyes:
 
45°38'N-13°47'E;13324748 said:
I've never understood the urge of having so many civs. I'd like to know if anyone has ever finished a game with more than 30 civs. And I mean finished, not just conquest anyone before AD. What's the matter in having 50 civs if you kill them all before Medieval Era? :rolleyes:

Not in AND, but in LoR all my MP games had more then 30 civs and could have had many more If I knew how to add civs to the game. And these Marathon games, played since 2010 are countless in numbers. The ones which reached the true ending: 10-20. When I started trying to discover things myself I ended knowing AND and here I am now.

I'm interested in getting more civs. To be honest Huge already could handle more then 30 civs, so Gigantic can go even further.

But if you guys think it doesn't fit the mod's purposes it's ok, I'm just curious as to how to change it, how to let the dll handle more civs. I would love to test it
 
45°38'N-13°47'E;13324748 said:
I've never understood the urge of having so many civs. I'd like to know if anyone has ever finished a game with more than 30 civs. And I mean finished, not just conquest anyone before AD. What's the matter in having 50 civs if you kill them all before Medieval Era? :rolleyes:

I've done so before. Admittedly it wasn't AND but i've still done it before. Plus as i'm making a 1900 world scenario for AND i'm quite glad it has a 50 civ DLL limit.
 
I've done so before. Admittedly it wasn't AND but i've still done it before. Plus as i'm making a 1900 world scenario for AND i'm quite glad it has a 50 civ DLL limit.

With the removal of TRs I think your scenario may have more then 50 civs if we discover how to change it
 
With the removal of TRs I think your scenario may have more then 50 civs if we discover how to change it

Well unfortunately i'll still have them until the next major release as I don't use the SVN. Much as I want to i've never figured out how to work it out. Still having more then 50 civs would be fun.(Especially with the AND mega civ pack.)
 
45°38'N-13°47'E;13324748 said:
I've never understood the urge of having so many civs. I'd like to know if anyone has ever finished a game with more than 30 civs. And I mean finished, not just conquest anyone before AD. What's the matter in having 50 civs if you kill them all before Medieval Era? :rolleyes:

Interesting point that AIAndy makes to Thunderbrd about reducing C2C's 50 Civ .dll to a 35 Civ .dll: http://forums.civfanatics.com/showpost.php?p=13325594&postcount=111

Of course AND doesn't use some of those things but the breaking of the Max Compat save format would be a big deal even for AND.

JosEPh
 
Well unfortunately i'll still have them until the next major release as I don't use the SVN. Much as I want to i've never figured out how to work it out. Still having more then 50 civs would be fun.(Especially with the AND mega civ pack.)

As for getting the SVN to work for you see this post: http://forums.civfanatics.com/showpost.php?p=11736625&postcount=6

And while it Is possible to have more than 50Civ.dll the 32 bit game engine of CivIV/BtS would choke on it. Not recommended unless you are an accomplished C++ programmer and have Lots of time to get around the game engines limitations. Koshling talked about it before in some C2C discussions on this very subject and he runs his on Software Programming business. FYI Koshling is the programmer that developed Max Compatibility Save format, Viewports, Graphic paging, and kept C2C's AI afloat during the last 20 versions while the content mushroomed.

JosEPh
 
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