General A New Dawn discussion

Yes. If the Interface module is already loaded, set your RGBA value in Assets\Modules\Interface\Resource\Themes\Civ4\Civ4Theme_Common.thm
Code:
				GColor	.BG							=	GColor( 92, 138, 121, 255)		:	GFC_Control_Color;	//Set for dynamic color change

Predefined sets are in Assets\Modules\Interface\colorSets.xml

That works. I was using Civ4 HUD Color Tool.exe to do custom colors. Is there a way to not break that?
 
If you use SVN, you can define to protect that file, but there is no reason we update this one again. However, I have implemented the color change in the launcher, HUD Color Tool.exe have no usefulness anymore.

EDIT: Note that the color tool impact the file in the base game folder while the launcher change the one in our mod folder.
 
Question about the Cargo promotion:

in the past, I used it to give Cruisers and Heavy Cruiser more cargo capacity for Seaplanes, since the Seaplane is the only thing they can carry. They made for awesome floating bombing platforms.

Today is the first time I got to that point after the code for cargo has been modified, and what happens it that, when I give a Cruiser (or Heavy Cruiser) the Cargo promotion, they gain general cargo space (i.e. for land units), but the capacity for Seaplanes remains just the original 1.
Is this intended? (I would very much prefer to gain more space for Seaplanes).
 
Question about the Cargo promotion:

in the past, I used it to give Cruisers and Heavy Cruiser more cargo capacity for Seaplanes, since the Seaplane is the only thing they can carry. They made for awesome floating bombing platforms.

Today is the first time I got to that point after the code for cargo has been modified, and what happens it that, when I give a Cruiser (or Heavy Cruiser) the Cargo promotion, they gain general cargo space (i.e. for land units), but the capacity for Seaplanes remains just the original 1.
Is this intended? (I would very much prefer to gain more space for Seaplanes).

I am not sure I understand what you mean by changes to the code for cargo. Are you referring to this bug report? https://trello.com/c/05139AOB

If so, only changes were made to the textual reporting of cargo for unit hover text, no changes in behavior were made.
 
45°38'N-13°47'E;13719129 said:
No, he's taking about cargo mod. Before we added it, cargo promotion allowed more seaplanes. Now only land units are allowed, if I've understood correctly

That is what I meant.

Cargo promotions to Cruisers now give cargo space for land units, not for Seaplanes.
 
This is what happens:
Spoiler :


The "Transport" line of promotions, which give +1 "cargo capacity" each, applied to a Carrier gives the extra cargo of the correct type, as I can load 5 Fighters instead of the standard 3 (though it displays them separately). I cannot load land units on this Early Carrier.

Applied to a Cruiser, though, the extra cargo capacity is for land units, as I can load a Motorized Infantry and a Seaplane, but I cannot load more than 1 Seaplane.

So my question is this: is this behaviour with the Cruisers intended? (I hope not)
 

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Like I said earlier, promotions gives domain cargo, not special cargo like seaplane.

Its determined in unit infos xml, carrier has air and cruiser has land for domain cargo.
I think it suppose to be like this, it would be odd if cruiser could transport fighters.
 
To me it seems stranger that you can make a Cruiser transport land units, however.

My confusion comes from the fact that, the last time I had reached this point in the tech tree, giving Trasport promotions to Cruisers made them carry more Seaplanes (this was a rev in the late 600s, so quite some time ago).

So I guess that my problem is that the Transport promotions should not give generic "domain" cargo as rtt4a has pointed out, but cargo space appropriate to that already existing on the unit.
 
To me it seems stranger that you can make a Cruiser transport land units, however.

My confusion comes from the fact that, the last time I had reached this point in the tech tree, giving Trasport promotions to Cruisers made them carry more Seaplanes (this was a rev in the late 600s, so quite some time ago).

So I guess that my problem is that the Transport promotions should not give generic "domain" cargo as rtt4a has pointed out, but cargo space appropriate to that already existing on the unit.

Actually any ship can be converted to carry land units in real life:) Fighters need large flight deck so this is better solution in my opinion. Dont know earlier revisions but maybe cruisers had air domain cargo in earlier revisions?
 
I'm not sure what to do about it. I'm reluctant to make cruisers become small carriers but on the other side it's an attractive idea since it happened to a lot of Japanese ships during ww2. I think I'll go for it in the end. Nice strategy by the way Noyyau, never thought about it before
 
2 Cruisers with 4 Seaplanes each, 2 Transports (or LSTs) filled with Marines, 1 or 2 Battleships and a couple of Destroyers for escort, and you have a deadly coastal city killer task force.

BTW I looked into the Civ4Unitinfos.xml and there the Cruiser has DOMAIN_LAND but the Heavy Cruiser DOMAIN_AIR, so whatever will be decided I think they shoud be made consistent with each other anyway.
 
When you play High to Low, what happens if the lowest civ is a vassal?
 
I guess you get to be a vassal? Hasn't happened to me yet, though.

Since you can't declare war on your master, either you expand a lot and get free, or make the master fragment with spy-provoked revolutions.

Hmmm, time to play with a higher number of civ changes and see if that happens.
 
2 Cruisers with 4 Seaplanes each, 2 Transports (or LSTs) filled with Marines, 1 or 2 Battleships and a couple of Destroyers for escort, and you have a deadly coastal city killer task force.

BTW I looked into the Civ4Unitinfos.xml and there the Cruiser has DOMAIN_LAND but the Heavy Cruiser DOMAIN_AIR, so whatever will be decided I think they shoud be made consistent with each other anyway.

I've checked, there's just one problem beside making them consistent with each other: if I change it to DOMAIN_AIR you can load fighters on cruisers, not just seaplanes; which looks a bit odd to me since only carriers should be ablt to carry fighters. So maybe the best choice would be to change all to DOMAIN_LAND leaving only seaplanes as units that might be transported on cruisers (and similar).
 
45°38'N-13°47'E;13723264 said:
I've checked, there's just one problem beside making them consistent with each other: if I change it to DOMAIN_AIR you can load fighters on cruisers, not just seaplanes; which looks a bit odd to me since only carriers should be ablt to carry fighters. So maybe the best choice would be to change all to DOMAIN_LAND leaving only seaplanes as units that might be transported on cruisers (and similar).

Hadn't thought about trying to load Fighters in the Transport-promoted Cruisers. Hmm.

So it's not possible to limit the extra cargo only to the special unit(s) mentioned in the cargo type that the unit has normally?
 
Hadn't thought about trying to load Fighters in the Transport-promoted Cruisers. Hmm.

So it's not possible to limit the extra cargo only to the special unit(s) mentioned in the cargo type that the unit has normally?

Not with the current code, I think, but I have to recheck the code.
 
Does anybody know if playing One City Challenge removes the "need X buildings" factor for some buildings and wonders? E.g. how Steel Mill requires 3 Foundries, or Red Cross requires a few hospitals.
 
@ Samsom - Playing High to Low, if the next Lowest civ is a Vassal, you become that Vassal.

It's happened to me, a 1 city Civ, totally land locked by other civ's, no room to expand at all.

in the end I got frustrated and gave up, as the master and my previous civ were both on my borders, and were the top 2.
 
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