Modmodding Q&A Thread

do you have any idea of why you are getting errors? Maybe you are trying to link files out of your current project.
Also iirc Visual Studio sometimes adds special headers to your files automatically, which causes errors when you try to compile/link elsewhere, maybe something simpler as Code::Blocks could solve your problem.
Code::Blocks worked, thanks
 
I think it would be slightly easier to use negative gold instead of maintenance. You would only need to dig up the part of the code that translates negative health into negative food and change that into negative gold instead.
Wouldn't that result with gold-boosting buildings like markets and banks increasing the negative gold from hospitals?
 
I compiled a setup guide that gets you from zero to a working DLL, it includes downloads for VS 2010 and everything else you need.
 
I'm playing after a long time, and I noticed that resources on city tiles aren't automatically improved anymore. Any way I could re-enable this feature? I like to settle the gold city on the southern tip of Japan :D
 
I'm playing after a long time, and I noticed that resources on city tiles aren't automatically improved anymore. Any way I could re-enable this feature? I like to settle the gold city on the southern tip of Japan :D
You can just manually WB tile yield to your satisfaction.
 
I have disabled this feature, it encouraged city placement on resources over other tiles.
 
You can just manually WB tile yield to your satisfaction.

Ok thanks, I guess I'll be sticking to that.

I have disabled this feature, it encouraged city placement on resources over other tiles.

Yeah I found a couple threads where you said so. So it isn't something that can be toggled on-off easily?
 
It's coded in the DLL, I can find out where for you if you interested in recompiling it for this change.
 
I don't think so, although I'm not sure there is a difference to that specifically between difficulties.
 
There isn't? I remember the original RFC AI on emperor used to ask for very lopsided tech trades, and from the one emperor game I've played as Japan, this seems to be the case in DoC as well. The AI is unwilling to accept anything less than double the beakers they're giving you.
 
There isn't? I remember the original RFC AI on emperor used to ask for very lopsided tech trades, and from the one emperor game I've played as Japan, this seems to be the case in DoC as well. The AI is unwilling to accept anything less than double the beakers they're giving you.
It depends heavily on each civ's tech modifier, e.g. trading with the Mughals is heaven and trading with the Dutch is hell.
 
Since the AI evaluates tech value based on their cost, it might just be an indirect consequence of the different tech costs in higher difficulties.
 
The AI is likely placing less value in techs you offer because it is easier for them to research them themselves. See Fresol's comment, it's easier to trade to the Mughals because their tech modifier is bad.
 
I noticed that AI civs in the Old World don't explore the New World before a specific date even if they already have ocean-going vessels, and some barbarians tend to avoid certain areas (like Elamite chariots staying out of India). Where in the code are these restrictions set?
 
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