[SDK Civ IV WAR] Piece by Piece

It says on the first post version 0.34 and not 0.36, did you just forget or . . .
 
Em, just tried to dowlnoad and got this message:

Sorry, we have encountered an error. Details are below:

This download would take you to a total downloaded amount of 1,006 MB, which is over your allowed limit of 1,000 MB

You can upgrade your account to a FileFactory Premium account to increase you daily limit to 4,000 MB if you wish.


Can you upload to another file hosting site please? 3DDownloads or another one?
 
AljayBoy said:
Em, just tried to dowlnoad and got this message:

Sorry, we have encountered an error. Details are below:

This download would take you to a total downloaded amount of 1,006 MB, which is over your allowed limit of 1,000 MB

You can upgrade your account to a FileFactory Premium account to increase you daily limit to 4,000 MB if you wish.


Can you upload to another file hosting site please? 3DDownloads or another one?

I will fix this also, but when I checked the filefactory download, it downlaoded fine and without any glitches.
 

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Regarding .36

:crazyeye:

Ummm we might be closer to the same page than I originally thought :lol:

Got a big release tonight when I get home... I think your going to be shocked. Well maybe....
 
I have no more hair, I'm fairly sure its not from the mod though. But IF I did have hair... I would have pulled it out.

Impaler has done some very impressive things with SDK merges and setting config options and merging it with the CIP (Community Improvement Project) I think I'm getting a test version of it soon. You might want to PM him with your source so it can be included (although I think most of your stuff is python other than the base scriptable traits which is included)

I'm on IM @ Work b.t.w.
 
Did you get the abolishment votes to work, I haven't tried to put that in yet, but it is in the list... Especially the Abolish Nukes
 
darkedone02 said:
This mod is improving very much and causing this mod to become one of my best mods to play. However, i'm still waiting for a disabler to balance everything.

And what disabler might that be? :mischief:

Edit: Couldn't resist my self. And no, that feature isn't available yet. I kinda have to see how the game plays with multiple religions and culture to balance traits out before I can even think about a configerable option to set 'universal' religion. Sorry DO2, you'll have to wait some more.

Edit: This is a quick fix. I haven't tried it out but I think it should remove most of your religion problems.
 

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A couple of interesting developments w.r.t PbP.

Firstly, version 0.36 is on hold as of now.

Secondly, I have been embraced by the CCP team (yay) and hope to remove the rather crappy patchwork that PbP was, and replace it with a smoother and faster functioning codebase built around an update of CCP 1.61.0005a

This should allow for similar, if not better, functionality. It will also be a lot easier to mod and update as CCP is working towards modding via SDK, so mods based on it will have the inherent compiled code vs. interpreted code speed advantage. Not to mention, the possibility of .ini configerable options, better and more unique scriptable traits ... the list is near endless.

Consequently, PbP will move in a slightly different direction now. It is in no way dead, merely restructuring :)

Edit: Thanks Ket for pointing me in the right direction
 
Woah there skippy...
:)

1.61.005a is Civ 4 normal not warlords

We need 2.00.001a which I sorta have, Impaler is working on the code currently and is the only one adding stuff for warlords. I need a change log from him to know whats in the code base at the moment. Its not in the CVS branch.

I will email you the stuff.

1.3 of KUBFG is going to have formation and scale tweaks.
There has not been enough feedback yet for me to know what else needs to be tweaked into 1.3. But I say we fork off of 1.3 or 1.4
 
ocedius said:
A couple of interesting developments w.r.t PbP.

Firstly, version 0.36 is on hold as of now.

Secondly, I have been embraced by the CCP team (yay) and hope to remove the rather crappy patchwork that PbP was, and replace it with a smoother and faster functioning codebase built around an update of CCP 1.61.0005a

This should allow for similar, if not better, functionality. It will also be a lot easier to mod and update as CCP is working towards modding via SDK, so mods based on it will have the inherent compiled code vs. interpreted code speed advantage. Not to mention, the possibility of .ini configerable options, better and more unique scriptable traits ... the list is near endless.

Consequently, PbP will move in a slightly different direction now. It is in no way dead, merely restructuring :)

Edit: Thanks Ket for pointing me in the right direction

Updated ... UPDATED :p
 
ocedius said:
Updated ... UPDATED :p

ah, so that's the hold-up of the update. Quickly get this finish, i'm going to take some time-off on Warhammer Fantasy Battle's off a little bit until they release a nice patch to get rid of these CTD's from Age of Magic.
 
Are units' deaths by disease recorded in the log? I had a warrior fortified out fog-busting and must have missed the message that he died. I checked the log and his death wasn't recorded, he just disappeared :confused:. I'm assuming he died of disease, but I can't really be sure (can only be sure it wasn't from combat). I had a scout die from disease (I saw this happen) earlier and it also was not in the log anywhere. Maybe it can be fixed to appear in the logs?
 
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