SDK Component Requests:

i'm in for this idea. though 3 :yuck: for one :mad: is not that much. i think that most players can live with that.

Thanks for the vote of confidence :D.

Though you may had phrased it by mistake. I actually meant one :mad: for every three :yuck:s :), not the reverse.

Probably just a nitpicky English user's (that's me [ironic since it's actually not my first language, American Sign Language is]) chirping, so just ignore this as a small reminder for you on your journey to even stronger fluency in English :D :joke:.
 
Did you read the Better RoM Improvements Thread? You posted almost word-for-word what I planned on doing.

Just now I read it. Great :). Looking forward to it in 1.74.

Only if it affects players not using the Revolutions mod. With Revolutions, unhealthiness is already bad enough.

That is what I wanted, yeah. So if you go ahead with it, then great :).
 
Probably just a nitpicky English user's (that's me [ironic since it's actually not my first language, American Sign Language is]) chirping, so just ignore this as a small reminder for you on your journey to even stronger fluency in English :D :joke:.
Isn't that English?
 
Isn't that English?

ASL? No. It is completely a language in its own. It may have English transcriptions on occasions but that's it. To actually understand ASL, you would need to have a different frame of mind. It has its own grammar rules, and some of them take advantage of visual aspects. More details? Take ASL class, and socialize with Deaf people :D.
 
How similar is it to BSL? I would imagine that there would be similar social groups, however the two languages are structured.
 
How similar is it to BSL? I would imagine that there would be similar social groups, however the two languages are structured.

If you sign BSL fluently or have some familiarity, you would understand how it uses its own grammar rules. Vocabulary and some grammar rules may differ. However compared to grammatical differences of spoken languages, the grammatical rules of signed languages tend to be somewhat more similar around the world.
 
Request:
Add the "My Moves" similar to Friendly/Enemy Moves. You know those two that allow you to follow your enemy and friendly moves in see-able areas of map?

Reasons:

#1 Help to pinpoint exactly where the problem with exploring units are.

#2 See what the workers are doing automatically. Analyze whether or not the automated workers are doing what they are supposed to do or are doing it wrong way. That may help with AI improvements eventually.

Not a urgent request but would be a nice feature if it is ever implemented because I automate my exploring unit(s) and workers.
 
Not possible. Controlled by the EXE. :sad:

I had the sneaking suspicion that it would be the case :sad:. Let's hope Ci5 will turn out to have modability for the .exe as well, or at least if only in dll that it vastly reduce what is unmoddable!
 
Is there a limit for <PrereqOrBuildingClasses> ?

I put in 6 diffrent buildings choices and only 5 of the 6 showed up. I double checked the building tag names and they were correct. Why is my 6th building not showing up as a choice?

The limit of 5 seems to be so for all like lists eg the (or) vicinity bonuses
 
The limit of 5 seems to be so for all like lists eg the (or) vicinity bonuses

Can it be expanded in the future? Because it really sucks to be one off.

I was having the Weaver's Hut require Silk Farm OR Cannabis Plantation OR Cotton Plantation OR Sheep Farm OR Llama & Alpaca Farm OR Yak Farm.

Ironically it was Cannabis Plantation that did not show up.

In the meantime I will probably cut out the Yak Farm if I am stuck with a limit of 5.
 
Is there a limit for <PrereqOrBuildingClasses> ?

I put in 6 diffrent buildings choices and only 5 of the 6 showed up. I double checked the building tag names and they were correct. Why is my 6th building not showing up as a choice?

The limit of 5 seems to be so for all like lists eg the (or) vicinity bonuses

First off, there is no limit for PrereqOrBuildingClasses.

Secondly, there are limits for a few things, like bonuses, purely to speed the game up. The limit can be easily changed, it's in the GlobalDefines.
 
XML entries I would like:

BuildingInfo:
  • iPrereqPopulation
    Defines the population in the city required before a building can be built there. This would have been very handy especially for Civ 4:colonisation because the original game had population requirements for buildings and this was never replicated in the new version.

UnitInfo:
  • iVisibilityRange
    Sets the initial line of sight for individual units. Currently there is only a global define which is set to 1 for all units. Want to be able to set different ranges for different units.
 
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