Quick Modding Questions Thread

I see: Guessing will not be worth it, because you've already covered all the relevant parts.
Looking at the civ numbers...you're compiling your own .dll, right? -> you should compile a debug dll.

I know, I'm a web developer ;)

:yuck: horrible job. Lost 2 days in the last weeks because i can't configure my Apache properly, and haven't really started with the development of my own project yet :yuck:.
Can't believe how someone can do that all the time :crazyeye:.
 
I see: Guessing will not be worth it, because you've already covered all the relevant parts.
Looking at the civ numbers...you're compiling your own .dll, right? -> you should compile a debug dll.

Already did, I can't do anything with it because the part that crashes (civ selection) is not in CvGameCoreDLL.

:yuck: horrible job. Lost 2 days in the last weeks because i can't configure my Apache properly, and haven't really started with the development of my own project yet :yuck:.
Can't believe how someone can do that all the time :crazyeye:.

Well, I mostly just work in PHP, JS and AS. It's not particularly fun either and I always wanted to do the design part, but I lack any talent for that.

Anyway, thanks. After trying to track the route of data from WBS to the game, and getting stuck at external DLL, I'm out of ideas myself. I'll try to get down to 50 civs as GEM does.
 
No crash with 50 civs ><

EDIT: after some trial and error, I think I can safely conclude that the maximum number of players in CIV4 is 52 with maps, and 62 without. Rather weird numbers... was hoping for 64 at least :(
 
I'm checking out a save game from my mod and I noticed that Rome which is owned by Inca has a bunch of old Wonders and none of them give culture except for one that I modded in at Engineering which was built in 1350. I kind of doubt that Inca built this because Rome didn't capitulate until much later. So, it looks like my Wonder is missing a flag somewhere that tells the game to not give Culture after captured. Where would this flag be?
 
CommerceChangeOriginalOwners - its a set of booleans to flag which commerce changes apply to only the builder. Look at this for any existing wonder, pretty much, for an example.
 
Thanks!

Does anyone here use an XML Viewer? One that displays XML in something like a tabular format. If so, which one is recommended? Or some way to convert XML data into a full fledged spreadsheet?
 
Thanks!

Does anyone here use an XML Viewer? One that displays XML in something like a tabular format. If so, which one is recommended? Or some way to convert XML data into a full fledged spreadsheet?

For the spreadsheet - just open it in Excel. It converts an XML to a spreadsheet (although I don't know if it'll give you the format you want...).
 
I don't think so (you did note I said Marathon/slowest speed, right?).
Got another saved game, with random events turned on, keeps glitching at 3610 BC.
At the end of the turn I get a CTD. (note: new random seed is not on)

When I turn off random events, it seems I don't get the crashes.

Very similar crash report, don't get these with random events off:


When I play with random events turned off, I don't seem to get any crashes.

I'll note that I set most random events to 100% active, and I bumped up the weight of the Quests by a huge factor.
I also increased the event frequency in the early game.

Other than that, I don't think I changed anything regarding the events (maybe the # of turns before they start)

Would the game catch a missing "<" when loading (such as active weightpercent>100< vs percent100<), or is that a possible error source?

I'd really like the random events to work, such that when playing as the "Barbarian civ" (with no UU or UB, or leader traits, or starting techs), one can count on being given a quest which can upgrade Units/Buildings, making up for the lack of a UU/UB (maybe).

Any suggestions as to what might be the cause?

I figured it out....
I got a save game right before it always crashed.
I started replacing files /folders 1 at a time with the standard ones until it worked, until I knew what file was causing the problem... then I took a guess as to what it was:

I had my citizens doing a greatperson rate modifier of 1, with no GP class attached.
When I change it to zero, and save, then load the save game, it no longer crashes...

Now earlier I had thought this might be a problem, and I tested with a really high population city, to see what happened when I amassed enough GP points from citizens with no class attached to those points... when I reached the number needed for a GP, nothing happened, and it counted over (like 153 out of 150), then I assigned a specialist (say 1 priest), and the very next turn a Great priest popped.

Now this was with WB, and the AI was far far behind, maybe when the AI has more GP points than needed for a GP, but no GP, it crashes (though I think it was still early for that given the lowly GP rate of 1, and why would an AI use citizens rather than working plots).

I don't know why it caused it to crash, but that seems to be the problem.
 
I've not able been able to find any basic discussion of LSystem - is there a thread somewhere? I'm kind of clueless about it.
 
Not as far as i know.
GeoModder is the man to go here, he had to deal with the files in the ethnic city styles mod.
Or you could open your own thread ;).

Well just need to know really basic stuff. It's a coordinate system? Like 1x1 is equal to x=1, y=1 (0,0, is center of the city?) so if you want buildings far out from the city you increase the numbers? Do buildings ever intersect - does the game know not to put two buildings in the same spot? That kind of stuff. I've seen a few threads discussing advanced LSystem concepts with several people involved but nothing about the basics.
 
No, not a coordinate system, it's a size system.
GLeaf_2x2 or similar determines, how much space the graphics get on the square/in the city. Bigger buildings need bigger leafes, else they'll overlapp with other buildings.

Where the graphics are located is determined by an algorithm, and you can't do really anything specific to force a special position for a building (as far as i know; besides what is mentioned in BuildingInfos). I think bigger ones have a higher chance of being positioned outside of a city.

But i'm not a specialist here, i might be wrong :dunno:.
 
I've been playing with a custom difficulty level I call Regent which uses all the Monarch parameters except that it uses the Prince level's Per Era Modifier (changed in the Handicaps file). Is the AI hardcoded to key off of certain level names like Monarch or Prince or is everything controlled from the parameters given in the Handicap file?
 
AI is always the same, it's always in the same way intelligent/dumb, only the boni are different :yup:.

Yeah, I think I asked this question before. It's just that the AI seems to act differently at the higher levels with respect to Diplomacy.
 
I've download in the past some unit graphics that were a major hog on the computer. What's a good polycount for unit graphics? What's typical of the ones that come with the game?
 
No one knows :dunno:.
Consensus is more or less a polycount up to 2000, but then you should also consider that there's a differene on how many models a single unit uses in the artdefines (3 normally, but settler has more, tanks mostly only 1, etc.), and how often you'll see the unit ingame (e.g. a high poly missionar should not hurt as much as a high poly tank).
Most of the Civ4 units seem to have a polycount of 1000, but i've only heard it and haven't checked it.
 
Is there a way to make random events more frequent ?
 
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