Not sure what you mean ... is the following an explanation or expansion of what you're trying to do?How to add a Civilization to DoC.... as modules?
That's very easy actually.Something so I can put in all the player's created Civ like that Sweden or Aussie and also determine their chance of spawning in a similar fashion where you can set the chance of Tibet or Kongo to appear as 0%
A module in my opinion is more something that can either be installed separately or not and the game will work in any case. Which is basically impossible for civilizations.Yeah. I don't know the term haha..I thought whatever optional is called modules but looks like not
Do you just want to know which coordinates belong to which tile? Simply hold Ctrl while hovering over it and the tooltip will display its coordinates.Coordinates on the map, for plotting cities.
The constants you define have to be in the same order as the units in the XML file. This is also why you have to define a constant for a unit even if you don't intend to use it.Also, the Python seems a little abstract to me. If I add a constant for a unit like IMan, what is guaranteeing that the Python will know I'm referring to UNIT_MAN on the XML?
utils.createUnit() can take arbitrary coordinates as a parameter. In createStartingUnits() it uses the capital location in some form (I suppose tCapitals[iCiv]), but that's just a tuple of coordinates (x, y).And how can I place units outside of its starting location, like on a specific plot?
There are compiled and interpreted programming languages.When you say, "Compile your code", what does that mean (In terms of DLL changes)?
"You have been defeated" is always a dead ringer for a Python exception (the underlying problem might still be somewhere else, but it's always good to read the exception).I have finished everything the guide asked me to do (With the exception of adding a unique power, because I could not see clearly where to add it), the mod was able to open. However, when I went on scenario 3000 BC and played as the Egyptians as a test run, it told me that I have been defeated without the turn even beginning. What could have caused this?
Yes.So to make things clear, I can't just enter .cpp and .h files and change the text. Using an XML program. I need to compile them.
Have you enabled Pyhton exceptions in the first place?Do you think the Python exception is likely to do with the auto play? I managed to load the mod and it did not tell me of any python exception. Neither did I receive any message when I tried to load the 3000 bc scenario.