[MOD] Triangle Trade

This is one hell of a mod Dom Pedro. I have a question though...

I love your idea of the coastal trader. How would I pull that little unit out of your mod and add it to the base game files?

I see it's listing in unitinfos, and I'm pretty sure I just can't copy it out of there and paste it in to another unitinfos xml file.

You can do that, but you need to grab the art files as well.
 
So apparently I AM smart enough to figure out how to get the unit in to the game. However, I'm now at the point where I define that the Unit can not sail to Europe or explore unexplored Areas. Now, I believe that involves editing the CvGameCoreDLL.dll. Am I right? And if so, what can I use to edit it?

Thanks.

i thought the xml line has one for Europe :dunno:
 
Dom has this info in the CIV4UnitSchema.xml:

<!-- TRIANGLETRADE 10/15/08 by DPII -->
<ElementType name="bNoCrossOcean" content="textOnly" dt:type="boolean"/>
<ElementType name="bNoRevealMap" content="textOnly" dt:type="boolean"/>
<!-- -->

This adds elements to each Unit. For the Coastal Transport Unit, I have each of these values set to 1, which is the default from Dom's mod.


This is how it looks in the UnitInfos XML:

<bNoCrossOcean>1</bNoCrossOcean>
<bNoRevealMap>1</bNoRevealMap>


I checked what Dom has set for all of the other Ships that can travel to Europe, and he doesn't even have these tags as options for those Units.

I need to somehow tell the game how these two ElementTypes work...but I have no Idea where to do that.
 
Need the source code DP2! :)
 
From "Dom Pedro II"s profile, he logged in yesterday. So still hope for the source code.
 
I currently just have them disabled. I feel like I'm cheating as my little cheap boats sail to Europe full of goods to sell while they're set to do auto trade routes.

Plus...it doesn't look like the Computer AI is building many of these things. In fact, I don't think the computer AI emphasized building ANYTHING... Why is that?
 
You may have a point johnny smith regarding maroon attacks out of sheer revenge.
However, as long as your colony still has slaves they may have the very good reason to liberate relatives or friends. Supply with arms, ammunition and other stuff that they may not be able to produce themselves could also provide good reasons.
I'm presently reading a book about Francis Drake.

The escaped slaves tended to hate the Spanish for the rest of their lives. While they readily adapted to the south american jungle and were largely self-sufficient, they were interested in iron for making arrowheads and tools, and would attack the spanish villages on occaision just to get it.

They would also attack the mule trains carrying gold, kill the spanish and throw the gold in the river or burry it there.
 
Maybe if everyone gets in a circle and does a big Dom Pedro II Summoning Dance, it will make him appear. :P :band:
 
He's gone. Poof in the wind.

Maybe something happened with his family or something outside the computer world :(
 

[*]Maroons - There will be a new civilization for escaped slaves called the Maroons. Their leader is Zumbi. Escaping slaves that have no Native village to flee to will found new settlements on the fringe of your colonies. They will be hostile and will harrass your colonies until you crush them.


Thought on the maroons---why not make them convertible by a religion? And have them produce units if your civ makes peace with them?
 
I've just pm'ed for code.
 
Not sure if its too late to post this here since the mod is old but how do you install this mod?

I have two folders - Triangle Trade - SDK Files which in the folder i have know idea how to install?
 
Not sure if its too late to post this here since the mod is old but how do you install this mod?

I have two folders - Triangle Trade - SDK Files which in the folder i have know idea how to install?

You really didn't need to start a new thread asking the same question in the main Col C&C forum.

To answer your question:

1. To install a mod, you copy the mod folder into your Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods directory.

This path will vary depending on whether you installed Colonization via Civ 4 Complete or Steam. Search for "Colonization.exe" on your computer.

If you've never installed a mod before, there will be no Mods folder in this directory. So create one. (Firaxis didn't bother, since there were no mods included with Colonization).

2. The mod folder, in this case, is "Triangle Trade". This is what you copy.

3. The SDK Files folder is irrelevant in your case. It contains the source files Dom Pedro II modified when he compiled Triangle Trade's DLL (a file called CvGameCoreDLL.dll). They are not required for the game to run.

Normally this folder is included inside the mod directory and so normally you don't have to worry about it.

4. All this is irrelevant if you have the 1.01 patch for Colonization installed. Because this mod contains a new DLL, and because mods with new DLLs created before the patch will not run once you have installed the patch, if you have the patch installed, you cannot run this mod.
 
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