Modmodding Q&A Thread

Yes, order doesn't matter as long as they're with the other GPs, just set the bGraphicalOnly tag to 1 and add the GPs to their civilization in the CivilizationInfos.xml.
 
I got the Stability maps in pedia somewhat to work. When you click on the civilization while holding the shift button, the stability map screen will show up. But strangely, this only works in the in-game pedia. It doesn't work when you open the pedia from the title screen.
 
Now I'm modifying CvPlot.cpp to give new Australian UP. I changed calculateYield part, Australian bonus yield on mine with resource tile into double.

I checked that yield display works fine, but actual yield in city didn't changed. Are yield display and actual yield part separated? If then, how can I change actual yield in city window?
 
Sometimes stuff has to be displayed separately in GameTextManager.cpp, but changed yields should immediately apply. Did you load an old save after you've made the change.
 
City yields are recalculated when a new tile selection is made. Even if you deselect and then select a mine again, the logic will subtract the mine yield (with the new yield) and then add it again.
 
Here's the images
Spoiler :
Civ4_Screen_Shot1119.jpg

The coal time under Brisbane yields 9:hammers:.

Civ4_Screen_Shot1120.jpg

Base production of Brisbane is 39:hammers:.

Civ4_Screen_Shot1121.jpg

When I diselect the coal tile, it becomes 35:hammers:, not 30:hammers:.

 
Looks like 4 production to me?
 
Ah, right. What happens when you select the tile again?
 
Not exactly related to RFC and DoC (but something I think you or the RFC modding community might be familiar with nonetheless), but how would I go about setting up my own SVN repository and allowing other people to edit it as well?
 
Find a repository hosting site (there are free ones with decent size limits, I'm using assembla.com but sourceforge has SVN too), create a repository there. Check it out to your Mods folder, place your mod in it and commit.

Usually there is some kind of user management, just set read access to public and keep write access private.
 
Quick question. I'm working on int calculateYield, CvPlot.cpp file. Does "GC.getImprovementInfo((ImprovementTypes)iImprovement).isImprovementBonusMakesValid(getBonusType(GET_PLAYER(ePlayer).getTeam()))" part checks whether the player can see and use that resource?
 
Nope, looks like that's about whether you can build that improvement when a specific resource is present (like pastures on horse).

What you need is either CvBonusInfo::getTechReveal() for the resource to become visible or CvBuildInfo::getPrereqTech() for the resource to become improvable.

For context, a "build" is the worker command that creates a specific improvement.

I don't know if you're aware of this, but calculateYield() relies on a bunch of helper methods that include parts of the logic, maybe you're getter off using calculateImprovementYield() or similar.
 
Hi, I was adding some minor cities working on Barbs.py and it seemed that everything worked fine, until I added more (about 7 or 8), when some of these new spawning cities and also some of the classical ones, like Kiev, did not spawn anymore. I controlled them, no unit in their spots, apparently no other related events.

Is there a limit to the number of spawning cities that I can add or is there another rule that I don't know about it?
 
Oh, I think there is an iNumMinorCities variable somewhere that you need to adjust.
 
How do I change the year that the game officially ends?

And what is the DoC equivalent of CIVIV_Game_Text_Objects_BTS.xml?
 
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