SDK Component Requests:

I have a theory about the names. I think virtual CvWString getObjectText(CvWString szIDTag, uint uiForm, bool bNoSubs = false) = 0; is what returns the correct pluralizations and genders, and with DCN, it never gets called. I'm going to do a minor change, and see if it fixes it...
 
Not sure that this is the correct thread but I have noticed that the hover over on buildings (in queue) do not show the buildings effects on revolution stuff.

I have made a couple of minor buildings to reduce the local revolution level but got it wrong and did national instead, now fixed, but neither show up on the help so it looks like there is no point to building them.
 
@Afforess: uint uiForm ? um, was that a Cut&Paste?

@Calvitix: Love the Unit Icons ordering! Building Icons really needs that too, definitely somewhat disordered.
 
@Afforess: uint uiForm ? um, was that a Cut&Paste?

@Calvitix: Love the Unit Icons ordering! Building Icons really needs that too, definitely somewhat disordered.

No. Buildings ordered alphabetically is good enough for me. No need to confuse more with specialization grouping.
 
@os79: Ohhhhh, are they alphabetical? I guess i'll just have to un-confuse myself.
I made a comment not too long ago about putting all the religious buildings in order in the same place as some (Naugalism) were scattered about in the Icon lineup, same with a few more types of building Icons. It would be nice if they grouped together at least like most religion building Icons do.
 
@os79: Ohhhhh, are they alphabetical? I guess i'll just have to un-confuse myself.
I made a comment not too long ago about putting all the religious buildings in order in the same place as some (Naugalism) were scattered about in the Icon lineup, same with a few more types of building Icons. It would be nice if they grouped together at least like most religion building Icons do.

Go into BUG options, then change the size of icons to smallest. Then after that, your confusion with alphabetized buildings should vanish if you play enough. I was put out of balance for a short while but I'm now used to it. So no more playing around with order, is my opnion.
 
for the building list, I tried some other orders, but for now the alphabetical order is the 'less bad'. I didn't found attribute, that group the buildings (for the unit, it was quite easy, there is the combat_class attribute). So I think we have to create group list ourself. :(

To improve that list, It will be great if we can have filters as for the plot list : some buttons, that can filter/order the list
*one to order the list alphabetically,
*one for each ressource (gold, food, production, research,..), that order the list from the building that improve the most.
*one to order the list by building cost - I often look at the cheaper building that provide the best improvement for the city when I play.

But all of that is too much for my humble skills :rolleyes:
 
Is there a way to make Techs require ...

- Golden Age?
- Owning a Wonder?
- Owning X number of Buildings?
- A specific resource?

Techs can already require buildings, it's just never been used. Add either of these to techs and watch it work:

Code:
<PrereqBuildingClasses>
				<PrereqBuildingClass>
					<BuildingClassType>BUILDINGCLASS_VGUILDHALL</BuildingClassType>
					<iNumBuildingNeeded>2</iNumBuildingNeeded>
				</PrereqBuildingClass>
			</PrereqBuildingClasses>
			<PrereqOrBuildingClasses>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_CGUILDHALL</BuildingClassType>
					<iNumBuildingNeeded>7</iNumBuildingNeeded>
				</PrereqOrBuildingClass>
			</PrereqOrBuildingClasses>

As for the other ones, resources make sense, but Golden Ages?
 
How are prereqs manifested on a tech tree? Do they simply not appear on the tree until the prereq is met or are they shaded or locked from being researched?

The technology still appears in the tech tree, and lists why it can't be researched in reg warning text when hovered over. Attempts to select it for research have no effect, it won't be queued. Just throw some random buildingclass requirement on a tech, and try it out. The code's been in AND since 1.73. Civ Fuehrer requested it, then never used it.
 
Techs can already require buildings, it's just never been used. Add either of these to techs and watch it work:

Code:
<PrereqBuildingClasses>
				<PrereqBuildingClass>
					<BuildingClassType>BUILDINGCLASS_VGUILDHALL</BuildingClassType>
					<iNumBuildingNeeded>2</iNumBuildingNeeded>
				</PrereqBuildingClass>
			</PrereqBuildingClasses>
			<PrereqOrBuildingClasses>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_CGUILDHALL</BuildingClassType>
					<iNumBuildingNeeded>7</iNumBuildingNeeded>
				</PrereqOrBuildingClass>
			</PrereqOrBuildingClasses>

As for the other ones, resources make sense, but Golden Ages?

Yeah I wanted to have it work like this ....

Golden Ages and Dark Ages



Ok revisiting the era ideas ...

5031599215_eecf5428a1_b.jpg


Using the Ages from Civ4 RoM and then adding the much needed "Prehistoric Age" at the beginning and "Galactic Age" at the end. Note that the "Galactic Age" is more or less Civ Fuehrer's "accent of Mankind" project.

Anyways this takes the idea of the "Golden Ages" and "Dark Ages" a step further. If you get a "Golden Age" you unlock even more techs for the age your in. For instance if your in the Renaissance you would unlock "Da Vinci Age" themed techs like this "cog tanks" or "Ornithopter" as a pre-flight aircraft. Likewise if you get a golden age during the Industrial Age you get "Steam Punk" themed techs like "Steam Robots".

On the flip side if you hit a "Dark Age" you go to the dark age of that era and not only can loose techs from that era but not be able to research some techs normally available.

Also if you get a 2nd "Dark Age" during a "Dark Age" you will go back to a previous era Dark Age. And if you have a 2nd "Golden Age" during a "Golden Age" you get to go the the next era's "Golden Age". Once you finish a "Dark Age" you will go back to your current era. And if you finish your "Golden Age" you will advanced to the next Era.

Note that some techs will not be research-able once you have past an era. So it is important to research all of the techs in your era before advancing to the next era. Not doing so could result in not being able to have the prerequisites for the next era's techs.

Basically there were 3 tiers of techs. Basic which show up even if you are in a dark age. Moderate which show up when your not a golden age but still if your in the dark age too. And then ones that only show up in a "Golden Age". These would be super rare techs that enable dead end techs that give special stuff.

In fact would it be possible to make techs that only appear if you have enabled ...

- Civics (ex. Your civic "Aristocracy" is and it unlocks "Heraldry" tech )
- Religion (ex. Your religion is "Confucianism" and it unlocks "Bushido" tech)
- Guild / Corporation (ex. Your guild is "Artists Guild" and it unlocks "Oil Painting" tech).
 
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