[MOD] Snoopy/Dale PatchMod

Is this exploit somehow dealt with then with the latest v1.04 tweak?

No, will be in 1.05 next week. I've set it so the colonist will have to wait till next turn to attack (they can defend) when arming.
 
No, will be in 1.05 next week. I've set it so the colonist will have to wait till next turn to attack (they can defend) when arming.

A nice elegant solution to be sure, thanks again, Dale!

In the meantime, ahem, what file is it we who don't agree with the new Native Convert inability to learn in Native Settlements need to tweak? This is your baby and respect your call on this for your mod as it does seem a little counter-intuitive (What would a Native convert learn living among his own people longer than he already has?), but I still think I'd like the option to train my Native Convert anywhere I choose (especially if the clearing his specialty and becoming a Free Colonist malarkey has been addressed already).
 
This might be stupid (especially since I don't have the game up and running due technical problems yet) but is it possible to respawn the computer players for other european powers if they get defeated once?

This way they could have better shot prevailing even if natives attack them early on.
 
Is there a way to always lod a mod automatically, so you don't have to always start the game twice to play with the mod?
 
A nice elegant solution to be sure, thanks again, Dale!

In the meantime, ahem, what file is it we who don't agree with the new Native Convert inability to learn in Native Settlements need to tweak? This is your baby and respect your call on this for your mod as it does seem a little counter-intuitive (What would a Native convert learn living among his own people longer than he already has?), but I still think I'd like the option to train my Native Convert anywhere I choose (especially if the clearing his specialty and becoming a Free Colonist malarkey has been addressed already).

Civ4UnitInfos.xml go to UNIT_CONVERTED_NATIVE and about 2/3's the way through you'll see two education fields refering to education for natives and European.

BTW, I didn't change the "clear because free colonist" thing. Still having a discussion with Snoopy over this one. :p
 
Is there a way to always lod a mod automatically, so you don't have to always start the game twice to play with the mod?

Copy the desktop shortcut, right-click properties and add to the end of the target line: \colonization.exe "mod=\PatchMod"
 
Is there a way to always lod a mod automatically, so you don't have to always start the game twice to play with the mod?

Yes! But it all depends on which version you have. If the standard retail add this to the end of the Target Dialog Box of your Civ4-Colonization Icon:

mod=\PatchMod

If using something like Steam, you need to add that same bit in Advanced Launch Properties of the Civ4-Colonization, not in the Civ4-Colonization Icon.
 
In the next version, depending on whether you have discovered the east and west Europe sea zones, you'll be able to send you ship east or west from Europe.

No more sailing across the map from east to west when you buy a new ship. :)
 
Here's one for the traditionalist. :)
 
Too much of a mouth full. :) I've always just called it the Colonopedia. :p
 
In the next version, depending on whether you have discovered the east and west Europe sea zones, you'll be able to send you ship east or west from Europe.

No more sailing across the map from east to west when you buy a new ship. :)

That it awesome! Great work :eek:
 
That it awesome! Great work :eek:

Here's the best bit:
Instead of the ship reappearing in the "starting plot", it now appears in the closest average distance to your colonies. So it's more centralised to where your colonies are on the map. :)
 
Would it be possible to introduce back the militia can goes Continental (veteran promotion in Colonization IV) feature?

Not in this patch. The promotion system (which I believe is better) replaces that Col1 concept.
 
Copy the desktop shortcut, right-click properties and add to the end of the target line: \colonization.exe "mod=\PatchMod"

Thanks :goodjob: (also to LordGek)

Btw, I've another bug for your to-do list, unless you already know about it: The promotion Swamp Fox II is broken. The pedia says that it should double movement in marsh and jungle, but actually it works only in jungle, not in marshlands. Very annoying on carribean maps which have like 50% marshlands.
 
Not in this patch. The promotion system (which I believe is better) replaces that Col1 concept.

Yes, I do understand that. But how about proposing the 'Leadership' promotion to Militia having say Veteran III or higher? Choosing that would also change the model to the Blue Continental. That would be kinda neat to see your army visually change to professionals over time.
 
Also, how can I set a sound when a unit fortify? I really miss the 'arm the gun' sound of old Colonization, this was so cool !

I'm missing something here ... in CIV4MissionInfos we have a bSound element that supposedly toggles sound on/off for the particular mission BUT there is no element to associate an actual sound file.

There are a number of SND_XXX_FORT_VOX SoundID elements in the AudioDefines.xml file but how they are mapped must be hard coded somehow. The XXX has values such as: AXMN, KNIGHT, LBMN, HORSE which seems to me like they were copied from the Civ4 setup and the files merely changed.

Someone with SDK experience, please help.
 
Thanks :goodjob: (also to LordGek)

Btw, I've another bug for your to-do list, unless you already know about it: The promotion Swamp Fox II is broken. The pedia says that it should double movement in marsh and jungle, but actually it works only in jungle, not in marshlands. Very annoying on carribean maps which have like 50% marshlands.

Sorry I am unable to actually fix the problem but seems like the feature double-move tags are working while the terrain double-move tags are not...tell me if I should just shut up now :mischief:
 
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