ChaosSlayer
King
- Joined
- Feb 3, 2011
- Messages
- 608
In the XML/GameInfo folder in the CIV4ProcessInfo.XML file.
Thank You!

In the XML/GameInfo folder in the CIV4ProcessInfo.XML file.
I downloaded Conflict on Chiron and it turned out to contain an empty folder called CvGameCoreDLL. Either way I have the xml files, which was what I was looking for. I assume you are talking about IMPROVEMENT_BUNKER. Looking in vanilla DLL source, I found this in CvCity::init()
It should call citiesDestroyFeatures in python, then depending on the return value destroy the feature. After that it should destroy the improvement.PHP:CyArgsList argsList; argsList.add(iX); argsList.add(iY); long lResult=0; gDLL->getPythonIFace()->callFunction(PYGameModule, "citiesDestroyFeatures", argsList.makeFunctionArgs(), &lResult); if (lResult == 1) { if (pPlot->getFeatureType() != NO_FEATURE) { pPlot->setFeatureType(NO_FEATURE); } } pPlot->setImprovementType(NO_IMPROVEMENT);
Based on what I can see here, it should work. Next step would be to compile a debug DLL, set a breakpoint at the last line and step through the code to see how/why it fails to do as expected. Naturally doing that would require access to the DLL source code.
CyArgsList argsList;
argsList.add(iX);
argsList.add(iY);
long lResult=0;
gDLL->getPythonIFace()->callFunction(PYGameModule, "citiesDestroyFeatures", argsList.makeFunctionArgs(), &lResult);
if (lResult == 1)
{
if (pPlot->getFeatureType() != NO_FEATURE)
{
pPlot->setFeatureType(NO_FEATURE);
}
}
if (pPlot->getImprovementType() != NO_IMPROVEMENT) //
{
if (!GC.getImprovementInfo(pPlot->getImprovementType()).isPermanent())
{
pPlot->setImprovementType(NO_IMPROVEMENT);
}
}
//pPlot->setImprovementType(NO_IMPROVEMENT);
//pPlot->updateCityRoute(false);
The first line replace the current improvement with NO_IMPROVEMENT. In other words it will remove IMPROVEMENT_BUNKER if it's present. The next line handles something with routes on the plot, which I assume you want to do as well. The question now is why are those two lines commented out?PHP://pPlot->setImprovementType(NO_IMPROVEMENT); //pPlot->updateCityRoute(false);
Is there a setting or a flag that control if building can be sabotaged by a spy or not? Like can Wonders be sabotaged or protected from it?
Spies will not destroy wonders or buildings with a cost of 0 or less. The dll code is shown in the following link where the same question was answered
See http://forums.civfanatics.com/showpost.php?p=14119325&postcount=13
bool isLimitedWonderClass(BuildingClassTypes eBuildingClass)
{
return (isWorldWonderClass(eBuildingClass) || isTeamWonderClass(eBuildingClass) || isNationalWonderClass(eBuildingClass));
}
I have some unexpected problem and me is really need help.
My city icons are became crazy, trading icon is became power, and icon for defense (tower icon) is disappeared, its only show city defense. Why and how? I just add new bonuses and add new terrains and add my two new map scripts and all works, instead of this icons, please see images.
IMAGES:
Spoiler :
Trading icon:
![]()
No icon for defense (tower):
![]()
New question for today: is there somewhere I can set what % chance missionary has to spread a religion into a city?
Thank You!
<ReligionSpreads>
<ReligionSpread>
<ReligionType>RELIGION_ANDEAN</ReligionType>
<iReligionSpread>80</iReligionSpread>
</ReligionSpread>
</ReligionSpreads>
Icons going awry like that happen when you exceed the number of bonuses supported by the code. A number of mods have extended the limit. Can't remember the exact number but I think it was only 130-170 in the original dll.
The "mess" in your ArtDefines_Bonus file is not the problem. Except perhaps that your ART_DEF_BONUS_WEAPONS has a FontButtonIndex of 75. Note also that you have 2 ART_DEF_BONUS_COTTON.You can see in my CIV4ArtDefines_Bonus.xml that some bonuses have same <FontButtonIndex> and some have 25, next have 56, and next have 17 for example, maybe that cause some problem.
NOTE: All until ART_DEF_BONUS_WEAPONS in CIV4ArtDefines_Bonus.xml is same like in BTS, my new resource start from ART_DEF_BONUS_WEAPONS to end of file.
And i don't touch GameFont.tga and GameFont_75.tga in Res folder.
Icons going awry like that happen when you exceed the number of bonuses supported by the code. A number of mods have extended the limit. Can't remember the exact number but I think it was only 130-170 in the original dll.
I encountered problems with yield icons in M:C and had to dig deeper into how GameFont works. It turns out to be somewhat more simple than first meet the eye.Less than that. In unmodded BtS, 74 is the maximum because you can fill in 3 rows of resources in tga files minus the last slot = (3 * 25) - 1.
I think that is on the unit infos in the ReligionSpreads tag. Unless that tag has been added to RoM, RoM/AND, C2C so far back I can't remember it being added.Code:<ReligionSpreads> <ReligionSpread> <ReligionType>RELIGION_ANDEAN</ReligionType> <iReligionSpread>80</iReligionSpread> </ReligionSpread> </ReligionSpreads>
That's the problem. What happens is this:1. I add several new terrains, feature and bonuses, and don't touch any tga files.