Modmodding Q&A Thread

Where can I change the independent cities that are founded? I want to replace Shush with the city 1 tile to the south.
 
In Barbs.py, tMinorCities.
 
Hey, I wrote strategies for the new civics (the ones shown when a civic's required tech is researched and you are offered to switch to that civic) during my free time. I was wondering if maybe you guys want to check it out? It's a minor thing, though, and I don't know if anyone else is already doing/has done it. :)

Spoiler :
uc


Also, out of boredom I attempted restoring the vanilla Dawn of Man screen while still retaining the civ- and scenario-specific Dawn of Man text and autoplay progress bar. :)

Spoiler :
uc


Don't know about larger screens, but it looks okay with mine. :)
 
Hey, I wrote strategies for the new civics (the ones shown when a civic's required tech is researched and you are offered to switch to that civic) during my free time. I was wondering if maybe you guys want to check it out? It's a minor thing, though, and I don't know if anyone else is already doing/has done it. :)

I'm working on strategy/pedia texts too. I've done the buildings and wonders so far. I thought I better mention it before you work on them too and double work is done. ;)
(Next up are the units)

Also, out of boredom I attempted restoring the vanilla Dawn of Man screen while still retaining the civ- and scenario-specific Dawn of Man text and autoplay progress bar. :)

Don't know about larger screens, but it looks okay with mine. :)

Looks great. :goodjob:
 
I'm working on strategy/pedia texts too. I've done the buildings and wonders so far. I thought I better mention it before you work on them too and double work is done. ;)
(Next up are the units)

Oh, that's nice! Good to know I didn't do what you've already done. :lol: I'm not sure if I'm still going to have the time in the next two months but for now that's the only stuff I've done so far. I can do the techs too, but what text is needed aside from the pedia for the techs? Do they have strategies like buildings and civics too? :confused: About the units, let's see. :lol:

Looks great. :goodjob:

Thank you! :D
 
That's the reason why I would like if people announced when they start working on a feature for DoC. I mean here it's unlikely that I might have also started to work on that given how well known I am for neglecting the civilopedia, but still it's nice to be able to plan around that. It's great that you're addressing this though, I had already dreaded the time where I have to polish the civilopedia. Feel free to coordinate your efforts in this thread, and to create pull requests whenever you're ready (smaller limited pull requests are preferred on my end).

For the dawn of civ screen, that looks kind of large. Also, having the animated LH there all the time might slow down autoplay.
 
(smaller limited pull requests are preferred on my end)

In that case, I uploaded my first PR regarding pedia texts.
(I initially wanted to create one bigger PR, consisting of multiple commits. One commit for buildings, one for units etc.)

All buildings/wonders have a correct strategy text now. All except the Central Bank, National College and National monument also have a pedia text.
 
For the dawn of civ screen, that looks kind of large. Also, having the animated LH there all the time might slow down autoplay.

That's the vanilla Civ 4 Dawn of Man screen. Can it be frozen? I don't know if it can. Although the leaderhead doesn't move much, actually.

Currently starting on the tech pedias. I hope I'll have enough patience finishing all these. I might have it per era, although I accidentally started with Academia. :lol: If someone else can do some work on these too, much better! :)
 
Great to see you're both so motivated here.
 
Wouldn't it make more sense to coordinate this in another thread? When the whole point is to do stuff for the official mod then it's not really modmodding, no?
 
Is there a special reason for including CyCityInterface2 like so:

Code:
<ClCompile Include="..\..\..\..\..\Sid Meier%27s Civilization 4\Beyond the Sword\Mods\RFC Dawn of Civilization\CvGameCoreDLL\CyCityInterface2.cpp" />

instead of like so:

Code:
<ClCompile Include="CyCityInterface2.cpp" />

?
 
Visual Studio made that edit for me, but good catch, I'll reformat.
 
Visual Studio made that edit for me, but good catch, I'll reformat.
Heh, I knew there were perks to doing stuff manually.
 
Where is the code that makes the date appear only after Calendar? I want to reset it to Agriculture or something
 
bumping this
 
Hey Leoreth, thanks for the quick reply in the other thread! It worked like a charm, I now have Tibet spawning in 600 BC with appropriate techs for the era, though a couple things are amiss. The early spawn has made all the research-able techs much cheaper due to a "Rise of Civilization" bonus. Is this just because Tibet is behind, or for some other reason? For example, Mathematics is 300 beakers cheaper, taking only 4 turns to research, which seems wrong somehow. Also, none of the era-appropriate wonders are buildable, I assume this is because Tibet is coded as a Medieval civ. How can I make them a Classical or Ancient civ?
 
The rise of civilization bonus applies to all civs after they spawn. I think the effect becomes stronger the further behind they are.

There is a rule against outdated wonders but it should apply to game era. A civ is associated with an era but that depends directly on the techs they start with. Are you sure there isn't some other reason why they cannot build the wonders?
 
Quick question, where do I look to modify the spawns, so that I can give Canada, the Turks, and the Mughals a conditional spawn like the latin american civs
 
The Latin American civs have a conditional spawn? Did not know that
 
yeah, it's in the complete list of feature. Personally, I'd like to make more civs have conditional spawns (and make it so the date is available from the start of the game, I dont get the reasoning behind needing calendar to see it). Nothing ruins a game faster as eastern rome then having the turks flip athens after you beat the seljuks and don
 
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