PPQ_Purple
Purple Cube (retired)
- Joined
- Oct 11, 2008
- Messages
- 5,764
Where is this code located? Is it in the DLL or in the exe? As in can we access it?
The DLL uses pStream for all reads/writes to the save game files and is unaware of compression and how it works. The exe contains the pStream implementation and handles compression/decompression on behalf of the DLL. You'd need to look at the exe if you want to access this code.Where is this code located? Is it in the DLL or in the exe? As in can we access it?
I fund problem (this resulted in the always peace option) but it's like turning off AI declaring war on itselfBut you still don't know why it doesn't work in the scenario? Have you tried to verify that the AI cities are able to produce planes, i.e. that they have the proper tech and resources? Not sure if just opening their city screens in Debug mode is a reliable way to check that. Taking control of an AI civ through Alt+Z should work better (but is certainly going to miss problems that are somehow caused by the nonhuman status of the AI civs). If the AI just decides not to produce planes, that'll be difficult to get to the bottom of. Somehow systematically eliminating whatever differences exist between a random map and the scenario might be your best bet.
<Button>Art/Interface/Buttons/Religions/Christian.dds</Button>
<TechButton>Art/Interface/Buttons/TechTree/Christianity.dds</TechButton>
<GenericTechButton>,Art/Interface/Buttons/TechTree/Christianity.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,1,3</GenericTechButton>
<Button>Art/Interface/Buttons/Religions/Christian.dds</Button>
<TechButton>Art/Interface/Buttons/TechTree/Christianity.dds</TechButton>
<Button>,Art/Interface/Buttons/Buildings/Temple_Christian.dds,Art/Interface/Buttons/Buildings_Atlas.dds,8,13</Button>
SaibotLiehTo elaborate a bit on that answer, you will have to edit the GameFont.tga and GameFont_75.tga files, which is not the most straight-forward thing. Maybe this thread will help:
How to: Edit the GameFont & Religions
Hi fellow civ fanatics! In this tutorial you will learn how to edit a religion and how to edit the game font in 3 easy steps. Trust me, it's not at all as hard as you think. REQUIRMENTS: -Gimp 2.10.22 -Notepad or any XML editor NOTE: I will not be explaining in detail how to edit the religions...forums.civfanatics.com
I believe that needs some dll changes. In my mod I have far more than the vanilla religions (and I'm adding a lot more corporations now) and it has a different GameFonts file. But CoM is a modmod of AND2, so I had those changes readily at hand.Additonally; after reading thru the link on editing game fonts, it reads as if I would be erasing and copying in a new button [presumably in place of the cereal mills from my example above] -- BUT -- what if I don't want to delete anything and only want to add the new buttons? How do I direct my new religion to use the newly created and copied-in button? Where is the pathway for that?
Please see attached pic; as you can see, I followed the instructions sent via SaibotLieh and have successfully imported the religion button into the GameFont file. But, I have no idea how I am supposed to create the pathway from this slot to ensure it appears on the city screen in the game. I have searched and don't really see any instruction in the thread sent to me to indicate how to do this. I am making significant progress and feel this is essentially my last step to completing this part of my mod. Can someone please help direct me on how to create the pathway from that new slot to the city screen in the game? [see pic]I believe that needs some dll changes. In my mod I have far more than the vanilla religions (and I'm adding a lot more corporations now) and it has a different GameFonts file. But CoM is a modmod of AND2, so I had those changes readily at hand.
Some other mod or modcomp is required but I don't know what exactly.
That's one of the awkward parts of this file: You do not create any pathway, the game will go with the order in the xml file. If you check the CIV4ReligionInfo file, you'll see that the entries are in the same order as the symbols. This would not be too bad, if it would not be the case that the corporations are directly put behind the religion icons in the BtS GameFont files. The file you modified is probably from the vanilla game and will not work correclty with your mod, you'll need to use the one in ...\Sid Meier's Civilization 4\Beyond the Sword\Assets\res\Fonts. In the end, it should look something like this:Please see attached pic; as you can see, I followed the instructions sent via SaibotLieh and have successfully imported the religion button into the GameFont file. But, I have no idea how I am supposed to create the pathway from this slot to ensure it appears on the city screen in the game. I have searched and don't really see any instruction in the thread sent to me to indicate how to do this. I am making significant progress and feel this is essentially my last step to completing this part of my mod. Can someone please help direct me on how to create the pathway from that new slot to the city screen in the game? [see pic]
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View attachment 700673
For some reason I seem to remember that this is in one of the py files, probably the one controlling that screen.As for the link for the religion adviser screen, I believe it should be the <Button> entry in the CIV4ReligionInfo file. If you are using that already and it does not work, try the entry of one of the existing religions instead. If that button then appears, there might be something wrong with your entry or the button itself.