<Nexus>
Traveler of the Multiverse
IIRC to clear the cache it's enough to hold SHIFT while the game is loading (the game, before you see the main menu).
I hope someone can confirm or deny this.
I hope someone can confirm or deny this.
Civ remembers the game options of your last game (the options you can see in the custom game screen). It doesn't remember them by name or something, just by ID. It also stores them globally, not on a per-mod basis. So here's what can happen.I've heard from somewhere (can't remember where), that when you swap between mods that you are supposed to:
"Clear the cache/reset settings" by beginning a quick Play-Now game that you can quit out of once the map loads.
Is this an actual thing? Does doing that do anything? Or can you just freely swap between mods without having to worry about anything?
Thank you, this was the exact answer I was looking for.Civ remembers the game options of your last game (the options you can see in the custom game screen). It doesn't remember them by name or something, just by ID. It also stores them globally, not on a per-mod basis. So here's what can happen.
Say you play a game of some mod with lots of game options, say C2C, and you enable option #27 (or whatever). Then you start a custom game of FfH. Option #27 in FfH is (say) an option that's only used in a specific scenario and breaks the game when used in a custom game. Importantly, option #27 is set to be hidden, so you cannot enable it in the custom game screen, but you also cannot disable it. So it's automatically enabled and breaks your game.
Play Now resets all game options to their defaults, including the hidden ones.
Probably not, but better safe than sorry.If map generation is slow for you just set the size to duel.Thank you, this was the exact answer I was looking for.
Incidentally, do you even need to actually start the Play Now game, or do you just have to go through all the options until right before the end where you begin map generation?
Mod=
string in the ini so that it'll load the respective mod and create a shortcut to Civ4BeyondSword.exe that loads the ini through the ini=
command line argument. A little paranoid? Some may say. I never clear the XML/ file cache, I disable it through the ini – although at least the XML cache doesn't seem to get read in any case when using a mod. Screenshot attached; this assumes that the copy of the ini is placed in the same directory as Civ4BeyondSword.exe. If I decide that I want to change some ini setting regardless of the mod I play – then I'm in trouble because I'll have to change it in each copy.Anyone? This is actually my top priority right now.Alright, another question. Is there a way to make it so that forts can be built next to one another instead of needing the dumb 1 tile distance?
Also when I add new civicoptions they don't show up in the interface?
Anyone? This is actually my top priority right now.
The civic thing is important. Basically I have added two new categories but they don't show up in the game. And Python is the one programming language I am not that good in. Yet.I can build forts right next to each other in regular BTS. Have you modded something about cities? The only XML I can see related to Forts is the ActAsCity.
For your civics, do they show up in the Civilopedia? If they do, then I think you just have to modify CvCivicsScreen.py.
The civic thing is important. Basically I have added two new categories but they don't show up in the game. And Python is the one programming language I am not that good in. Yet.
I looked into that and am investigating. Thank you. Meanwhile here is another quick one. In CIV4BonusInfos.xml the iAITradeModifier is related to the AI wanting to trade the resource, right? If so, is higher more or less likely? Like if I wanted to make sure the AI newer trades the resource can I just set it to like 10000 and be done?
Also can a project produce resources like wonders can or do I need to make it a wonder?
Also, I tried adding a new resource and it needs a new art define. So I copied over the CIV4ArtDefines_Bonus.xml from BTS into my mod folder. But even without any changes at all, just including that file makes the mod crash. Any ideas what is going on?
Not sure I can be a lot of help as the game's treatment of these files is still a bit of a mystery to me. But I'm very curious and maybe whatever explains what you posted could help me figure out what I've been seeing.I'vegot an issue with the GameFont file, or should I say how the game interprets it
Yeah unfortunately I don't know a lot about how the game responds to those entries. And In the earlier post I read...All I've done (since I've isolated the issue) is add ONE extra entry in Civ4BonusInfo.XML
So I think I was a bit thrown off by this. What I can add is, since my last post, I'm fairly certain now that that some cells or indexes in the GameFont need to be transparent white, rgba 0xffffff00. If they are filled in, the index in-game past the letters starting at around 256 for the icons can shift. Icons for HAPPY_CHAR shift also but I don't think any indexes or numbers change, only the icons. (But I also don't really understand why the script you're using uses those indexes in the eight thousands so that could be throwing me off as well.)I'vegot an issue with the GameFont file, or should I say how the game interprets it
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My GameFont.tga & GameFont_75.tga don't change (anymore). I've isolated that this is not the issue.