Opera
Deity
- Joined
- Sep 21, 2008
- Messages
- 4,643
Updated!
It was quite easy, in fact. I used WinMerge (which I then just discovered and all I have to say is that it's really useful) for Python and the editor for XML (and WinMerge for the non-editor friendly files). I had a bit of trouble with the new lines you added but it was quick to repair. Now I can mod on 0.22d



Second: Neat and like it too! Thanks twice
Third: Alright then. I was still wondering if I had done something weird with those buildings.
A bit of update on my side:
The beta is still not close. Holidays are coming to an end (even though they might get extended due to teachers strike here) so maybe a couple of weeks more to wait, depending on my work rate. I still have many python to do (and I really like doing it, so much more than doing XML!) and some XML along with it. No unit is ready yet and just a few buildings.
An idea I had when looking to all the gnoll art I gathered is to add some gnoll GPs. I have three right now and maybe some others to come. I won't add a lot of them, maybe 5 or 6. If you prefer, Ahwaric, I'll release them in another pack, so you don't have to bother with them if you don't want to
Finally, two other things: I want to add the diplo music for the beta (more waiting time for civ_king
) and will do it. BTW, would it be zealous to add two music, one for peace and one for war? I just don't know how to choose just one
Secondly: I warn you that no model is ready yet. I'll have to contact Valkrionn about it but if I don't have any model for the beta, I'll release it nonetheless. I care more about the music than the models for now. But eventually, I'll need them. Might have to look at some tutorials...
It was quite easy, in fact. I used WinMerge (which I then just discovered and all I have to say is that it's really useful) for Python and the editor for XML (and WinMerge for the non-editor friendly files). I had a bit of trouble with the new lines you added but it was quick to repair. Now I can mod on 0.22d

I could try. If I put NONE for those without a civbuilding, they won't be able to use the "default" building, I think. I'll give it a try, just because it would be nice to see all the unique buildings a civilization has. However, for the unique classes, it won't work. Their isn't many unique buildingclasses but their is quite a number of unique unitclasses.It will probably show in the 'replaced by' list if you add a default building in buildingclassinfos. Right now for civbuildings it is NONE, so it does not show.
Great! I kept my soft redJust color code the fields in editor. I removed most of my coding (except added fields in green) so you can choos any colour you want![]()

I'm not a fan of this universe but I did do some research a while back (don't remember why) and I found this. It really made me laughFunny you mention WAAGH!

I will try with Python for now. If it's finally too hard to balance or to keep track of due to terrain changes, I will try to mod the DLL (I may try that anyway). If it's really a PITA, I'll revert back to what you said (more or less). Although the pasture without resource is a neat idea. Hm, need to think!I am not sure if your idea can be implemented well without dll changes to make it work as extra yields from sea (i.e. lighthouse). It is certainly unique and interesting, but hard to balance and even harder to code. In general, it is best if all this is handled by the city, so the tiles themselves are not touched. There are plenty of tile changes in FfH (hell terrain, ice, terraforming spells), so it might be quite complicated to make it work.
I would probably allow them to build pastures or camps without bonus (doable in python). You can just add some special yields for specific improvements. Now that I think of it, a unique improvement does not seem that bad. Python per turn slows turns and I already do not feel well using it for forts and deep jungle.
Anyway, that is your civ, so you need to decide what you think is best. I am just glad it is not my role![]()
First: it's great! I love it! ThanksNow some plus sides. First, how do you like the gnoll racial icon (attached below). Second, council tree is in the orbis art pak file for patch 0.22d and in art defines for buildings (on top) so you just need to link the building to it. It might use some enlargement though, as it is a wonder.
I am working on gauri buildings, some of them seem to be broken and that was the reason for your problems.

Second: Neat and like it too! Thanks twice

Third: Alright then. I was still wondering if I had done something weird with those buildings.
A bit of update on my side:
The beta is still not close. Holidays are coming to an end (even though they might get extended due to teachers strike here) so maybe a couple of weeks more to wait, depending on my work rate. I still have many python to do (and I really like doing it, so much more than doing XML!) and some XML along with it. No unit is ready yet and just a few buildings.
An idea I had when looking to all the gnoll art I gathered is to add some gnoll GPs. I have three right now and maybe some others to come. I won't add a lot of them, maybe 5 or 6. If you prefer, Ahwaric, I'll release them in another pack, so you don't have to bother with them if you don't want to

Finally, two other things: I want to add the diplo music for the beta (more waiting time for civ_king

