That is a good job on the screen Z9. I like how you placed the Unit's model on the top of the third panel, nice touch and a good use for something they haven't used to much in the built in screens.
I think you should definetly add new screens when you have data to show that wouldn't fit into any of the default screens. Definetly be nice to have another person on the roster of screen makers.
Thanks, I actually have a few screens that I want to make, so if I have time I might work on them before I head off for college (these would be remakes of default screens).
On a more specific note, I've been looking through the SDK files for this mod again and the Wind Direction stuff got my interest. I ended up at the commented out call to a doStorms function. I can't seem to find this in the files, so I assume you haven't included it yet.
What did you have in mind for this? I'm looking into the idea of a complete Weather mod, and I'm curious to hear your ideas.
Post #1 says he will be incorporating this into the WoC mod so have a look there to see if they have posted anything new. I too would love to see more of this as a separate mod but if it gets added to WoC then i'll be just as happy.
A few components from Conqueror's Delight have already made it into WoC, like the Home City extension, the slavery mod, and the beginnings of "Better Barbarians".
However, real life has the nasty habit to interfere with modding, and Firaxis releasing a patch that changes a huge part of the internal BtS API isn't exactly helping .
Plus, I've made the "mistake" of opening quite a number of own additions, like adding trade goods into BtS which serve as unit equipment or commodities you can trade with.
So, this sums up into quite slow progress.
Is there any way of getting the Puppet States mod seperately? Whilst none of the other features of this are to my liking, Puppet States sounds absolutely fantastic.
FULL EDIT: What is the puppet states feature: XML, Python, or DLL?
Thanks to this being bumped a few days ago, I have discovered this.
My dream job would be for the puppet states aspects to be merged with a merge between RevDCM and Simulcrum. Since Simulcrum is pure XML, how easy would that be to mod for a first timer?
I wonder if anyone was ever able to successfully merge the source/header files for puppet states. I tried, but could not get anything to happen in game after compiling. It seemed too tied in with the other mod components to really seperate.
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