I could probably do that, been busy lately, but i can probably get it done in 2 weeks?
That would great. Thank you very much.

I could probably do that, been busy lately, but i can probably get it done in 2 weeks?
I could probably do that, been busy lately, but i can probably get it done in 2 weeks?
That would be awesome. You would probabaly have to use the WOC gamefont since there are probabaly too many for the normal one. I've actually made some more resources, but haven't released them yet since they are coming in my mod updates. If you want them let me know.
There is a limit to the number of resources you can have in game if you don't modify the SDK. You will know you have passed the limit when icons and text font seems random.
Yeah if I could use them too thatd be great, i got 10 new resourses in my mod, so ill just copy and paste that xml, add yours, add any others on the website, search a couple other mods, and i should be a pretty easy project,
Do you want the extra nongrafic ones? (like gasoline made from oil or furniture made from wood)
Do you want the extra nongrafic ones? (like gasoline made from oil or furniture made from wood)
This will probably be at the top of my own to-do-list once I get around learning the C++ programming. Because I think that the culturally influenced borders should be obsoleted with the discovery of Nationalism. Once you have this Tech your borders will only change by losing actual cities, and probably also holding ground once a peace deal is signed.Ok, here's a somewhat ambitious idea:
The ability to fix national boundaries with a treaty. Historically, it happens all the time, and when I conquer a city and allow my defeated foe some peace, I don't want him to be able to just engulf it again in a few turns.
This will probably be at the top of my own to-do-list once I get around learning the C++ programming. Because I think that the culturally influenced borders should be obsoleted with the discovery of Nationalism. Once you have this Tech your borders will only change by losing actual cities, and probably also holding ground once a peace deal is signed.
Even with such "national borders" there would still be foreign culture all over the place, resulting in internal ethnic conflict, and also the opportunity for rivals to foment unrest on those regions (plot becomes unworkable). Funding separatist insurgents (basically units with a hidden nationality) would also be a new Espionage mission, with a discount equal to your percentage of cultural ownership on the affected tile.
Furthermore, there would be an automatic assimilation process within borders, so that foreign culture also diminishes over time. The thing, however, is that a nearby foreign city will be adding culture to the plot.
And finally, AI players would consider having plots with its own culture within rival borders a cause for war. Unless, of course, you agree to hand the land over peacefully... One plot at a time, until you pretty much end up with the familiar cultural borders we have in the game right now. The difference is that there would be wars fought over this!
Use a Python script? Iterate though all plots IDs and change the PlotType of any non-land plot.
bool CvPlot::isLake() const
{
CvArea* pArea = area();
if (pArea != NULL)
{
// // //
// Jemonn - remove fresh water from lakes
// // //
if (GC.getDefineINT("REMOVE_LAKES") == 1)
{
return false;
}
else
{
return pArea->isLake();
}
// // //
// end
// // //
}
return false;
}
there seems to be nothing exposed to Python to let me remove the lake status from a plot
This is interesting
Then how does the game "decide" which water plots are salt watered, and which are fresh water tiles?
<Define>
<DefineName>MIN_WATER_SIZE_FOR_OCEAN</DefineName>
<iDefineIntVal>10</iDefineIntVal>
</Define>
It's done by size. Any body of water smaller than 10 tiles is considered a freshwater lake, anything larger is salt water. That value can be changed in GlobalDefines.xml:
Code:<Define> <DefineName>MIN_WATER_SIZE_FOR_OCEAN</DefineName> <iDefineIntVal>10</iDefineIntVal> </Define>
Setting that to 0 should remove freshwater status from all water tiles. I'm not sure if that's useful for lemonjelly or not though.
Hi, I also would like to see this mod with more resources, i play BTS and getting bored, more variety would be nice, things like coffee, cocoa, shrimp, cotton, olives, apples, oranges, zinc, potash, nickel, goats, anyway, if you are still working on it that is cool, I'll be checking in hoping to find something like this