Modmodding Q&A Thread

i made the change from 30 to 60 but it hasnt updated in the game. i even restarted my pc, checked the XML and the change is listed, what have i missed?
That should have worked, are you using a saved game or have you started an entirely new one?

Does anybody know where the component is located that allows the caravel to move at double speed in oceans? Not really for a modmod, but for my Ancient Middle East Mod. I'm not getting any replies in the Quick Modding Questions thread, so if anybody knows I would be very grateful.
It's in the DLL, look up CvPlot::movementCost().
 
It's in the DLL, look up CvPlot::movementCost().
Thanks, unfortunately I can't edit DLL/SDK. So I'll just give the ship two extra movement points.
 
I realised that the game assigns the colours to civs at starts and doesn't reassing on reload.
I.e:
*USA's colour is PLAYER_COLOUR_BLUE
*save the game
*change the colour to PLAYER_COLOUR_YELLOW
*load the save

Then USA will keep the old colour. It won't change to Yellow. However, if you restart the game and begin a new game after the XML chnage the new USA's colour will be Yellow.


It isn't a big deal, but it confuses modmoders. Is there a way to force reassigning colours, flags and generally every XML value in reloading?
 
Nope, generally you want XML to behave this way.
 
per previous post: i made the change from 30 to 60 but it hasnt updated in the game. i even restarted my pc, checked the XML and the change is listed, what have i missed?
 
You haven't answered my question yet.
 
sorry your previous post didnt show on my browser, bad wifi connection i guess. i am using a new game. i fact have tried 3 games and still no change.
 
Okay, I'll look into it later.
 
found my error. there is a 2nd XML under DLC/Expansion.. as i'm editing G&K that was the place to look. my 1st was for Vanilla.
 
Where can I find civ-specific (and human if they exist) production/tech cost modifiers and where/when (in code) are they applied/activated?
 
Long time no see Leoreth, and thanks in advance.

Currently I have the crashing problem in my modmodmod so I want to ask about it. When the new civ borns and if they capture a city before the turn ends, it crashes.

I'm guessing that it might happens by some birth turn mechanics, but I cannot figure out what's going on exactly. Can you give me some perspectives on the problem?
 
You mean before they flip any other city? Can you trigger this when you control them yourself?
 
Okay, to clarify again, in which of these situations does the crash occur?

1) Conquering a city before founding the capital
2) Conquering a city after founding the capital, but before the flip
3) Conquering a city after the flip

Have you tried peaceful acquisition, e.g. by forcing a culture flip from WB?
 
1st case. But I didn't tried other options yet. And also crash does dot occur every time.

I can describe some specific conditions. Previous game with Turk civ crashed when I captured Constantinople in 1st case. I loaded game and waited a turn. Cities in Anatolia flipped and there was no palace building. I re-tried to capture Constantinople after that and it didn't crash.
 
Have you branched off the current SVN or an older revision?
 
I remember fixing a bug related to capital and palace assignment since then. I suggest you compare CvPlayer::acquireCity() with its most recent counterpart.
 
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