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Okay. attached files. I didn't change anything except resource prerequisite of police cat building(Dog to Cat).

Things I noticed (and off-topic?):

1. Feline units, especially police cat and police cat trainer building require world wonder, so they can't be built in more than one city. It is the intended feature, right?

2. Feline units require BONUS_CAT and it is produced by Cat Breeder. But it may be hard to get the building because it requires wheat in vicinity.
I have no idea about what Hydro intended or wanted to represent with this requirement, but dog breeder doesn't have any vicinity requirement and I think there is no reason to treat them differently.

3. Maybe BONUS_CAT requirement should be removed. I regard the resource as the representation of domestic cats. So, it was somewhat weird to me that things related to "big cats" require it.

4. Feline Superior has same graphic as Canis Superior. Because of the lack of good graphic?

It is still a work in progress. Someone posted the basics for the units then needed to head off to Real Life. I think it is intended that only one nation will be able to get the cat units so that means the wonder should provide BONUS_CAT as well.
 
I was wondering if you could change it to where there is a option once you take over a city to have a option to destroy the city therefore turning it into a ruin. This was a option in the future mod. I want to do this not only becuase I want it but because I think it helps. Say a city that you take over is right on top of a resource like iron or oil and you want the resource instaid so you destroy the city and get a settler to build a new city near the resource. also people may just want to destroy the city so that they can have a new city(built buy a settler of course) that is put on a spot on the map for strategic purposes. Like perhaps building a fort on a spot where a city was destroyed on the map that had a resource on it like for example building a fort on top of oil or iron resource and then building a new city near where the old city was and further away from enemy territory or units. Mabey there is other reasons for wanting to destroy a city once it is taken but I can't think of any at the moment.
 
I was wondering if you could change it to where there is a option once you take over a city to have a option to destroy the city therefore turning it into a ruin. This was a option in the future mod. I want to do this not only becuase I want it but because I think it helps. Say a city that you take over is right on top of a resource like iron or oil and you want the resource instaid so you destroy the city and get a settler to build a new city near the resource. also people may just want to destroy the city so that they can have a new city(built buy a settler of course) that is put on a spot on the map for strategic purposes. Like perhaps building a fort on a spot where a city was destroyed on the map that had a resource on it like for example building a fort on top of oil or iron resource and then building a new city near where the old city was and further away from enemy territory or units. Mabey there is other reasons for wanting to destroy a city once it is taken but I can't think of any at the moment.

You get the choice when you first capture a city to raze or keep. Otherwise, in the city screen press cntl-A and select abandon city. Although that may not be available if the city is in anarchy. However you get the resource if you build a city on it anyway.
 
I am requesting a full time Unit Maker. We can tech you how to make units and all you have to do is code and possibly icon/buttons (optional). No 3D modeling experience need ( a bonus if you can). All I really need is someone to make units from info provided (as seen here)

Note if you always wanted to help out C2C but did not know how, here is your chance.
 
How do I add a new map size?
And is it fully scaleable or is one dimension determend by the other?

So would it be possible to add a IE 50*100 and a 100*50 map?

Are you talking about this:

grid width=64
grid height=64

if so as long as each one is a different map you can make it any size or sizes you want, as long as you have the end plot like this:

Code:
BeginPlot
	x=63,y=63
EndPlot

### Sign Info ###
by the above stated W/H that is.
 
Yes, I was asking if W is depending on H. So if there's a formula like H = x W. BUt it seems to be irrelevant.

How do I add a new mapsize? Or, if there is a simplier solution for the following, I can do this:

I want to make a new mapsize for a scenario. Just one scenario. Is there a simpler solution then making a new, "default=invisible" mapsize?
 
I assume you'll be editing it in the Worldbuilder to get exactly what you want, but you have to start from something.

The quick way: Modify one of the sizes to be the size you want in the XML then generate a map using a map script that doesn't override those settings. Then put the XML back the way it was.

Alternatively: In a map script you can set any size to be any number of plots (within reason) in either direction.

So find a map script in the C2C PrivateMaps folder that produces a map similar to what you want to use, copy it and tweak the size closest to what you are aiming at to be the specific size you want.

The relevant section in the .py file would be the getGridSize function, which is not present in all map scripts since some do actually use the sizes defined in the XML. In fact, a lot of them use the sizes from the XML and therefore don't have this function - you could add the function if you want to use a particular map type that doesn't already have it. If it is present it will have a section in it that looks something like this (taken from C2C_Arboria.py, the two sizes after the huge entry are, not too surprisingly, the two sizes bigger than huge):
Code:
	grid_sizes = {
		WorldSizeTypes.WORLDSIZE_DUEL:      (5,5),
		WorldSizeTypes.WORLDSIZE_TINY:      (6,6),
		WorldSizeTypes.WORLDSIZE_SMALL:     (8,8),
		WorldSizeTypes.WORLDSIZE_STANDARD:  (10,10),
		WorldSizeTypes.WORLDSIZE_LARGE:     (13,13),
		WorldSizeTypes.WORLDSIZE_HUGE:      (16,16),
		6:  (20,20),
		7:  (25,25)
	}
This particular map script makes the map square, and smaller than usual since it has very little water (the size in the XML for huge is 32 x 20). Note that the (x,y) numbers are not in plots, they are in "grid units" which are 4 plots so the (16,16) for huge is really 64 plots by 64 plots. IF you want it to be 100x60 in plots then that would be (25,15).
 
Thanks that explains a lot! But it leaves two questions:

1) Your said Aboria Mapscript makes the actual map square and smaller than the values I put in. Is this right or did I misunderstood you? Edit: Square would be fine anyways.

2) My map will be totally different then others, so I really only need the (excact) size of my map. Is there a better mapscript for that then Aboria?

Edit: 3) Ok so my map needs to be around W=210 and H=225 plots. This would mean (53,56) in the mapscript, right? I'm wondering because it is twice as much as giant. But W=210 plots is the size of the GEM. I always thought that GEM stands for GIANT earth map, so I assumed it would be the size of giant.

Edit2: 4) When I but in 54,60 the game crashes while it creates the map
 
Ok no matter what mapscript I use nor what grid I set in, the game crahses while creating the map.

If someone could kindly send me a map (no matter what skript) with W=212 plots and H=225-300 plots, I'd make a nice 3 Planets map with the GEM as earth, Moon, Mars and Astroid field. The bigger the Hight, the more space is between the planets/moon. 225 will do, but I'd prefer 300.
 
Ok no matter what mapscript I use nor what grid I set in, the game crahses while creating the map.

If someone could kindly send me a map (no matter what skript) with W=212 plots and H=225-300 plots, I'd make a nice 3 Planets map with the GEM as earth, Moon, Mars and Astroid field. The bigger the Hight, the more space is between the planets/moon. 225 will do, but I'd prefer 300.

Best thing to do if your doing that is to go here:
http://forums.civfanatics.com/downloads.php?do=cat&id=8

and if you pick one of the many maps made by me, i will then TRY and find if (if i can that is).
 
Ah ok. I did, but even the biggest ones are still WAY too small. I mean, 210x300 Plots is REALLY pushing the limits. 210x280 would still be ok, but my Laptop always crushes when doing this.

So if anyone could upload such a map, be my guest! :goodjob:
 
Can someone please help me put the Education Property in Gamefont.TGA and Gamefont_75.tga, I can't run the Game Font Editor on my computer, it won't load the program, and edited doesn't show up with Photoshop.

Place it here:
XohtPuI.jpg



Gamefont.TGA and Gamefont_75.tga is under Assets/res/Fonts

Game Font Editor
http://forums.civfanatics.com/showthread.php?t=429541

.PNG with Transparency attached (trust me the white is transparent).
 

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