SDK Component Requests:

The Archery Barrage that i got from FfH was way better than the one that DCM has, but that was for Warlords, i had it in one of my older mods, were you could adjust the amount of damage if you wanted.
 
The Archery Barrage that i got from FfH was way better than the one that DCM has, but that was for Warlords, i had it in one of my older mods, were you could adjust the amount of damage if you wanted.

FFH's archery barrage also causes out-of-synchs. Do not want.
 
FFH's archery barrage also causes out-of-synchs. Do not want.

I had it re-arranged(re-coded) in my mod and never had anything go wrong with it(Not saying there was everything ok with it?). That was aloooong time ago, and alot of people did not like long ranged archers for some reason, so i had to get rid of it.

@Vincent, now this is an interesting idea, how would you propose this?

http://forums.civfanatics.com/showpost.php?p=9300776&postcount=381
 
I mentioned it in one of the threads, guess it should belong here, can you add extra xml tags for the LeaderHead Infos, to allow it to have 2 or more favourite civics(3 would be perfect), and atleast one disliked civic for each leader.
 
It seems that that fellow has sped up the compiling time for DLLs by ~70%, NOT that he made the game run 70% faster.
Oh come on, don't be so picky ;).

@Hashishim: why do you need additional civic tags for LH's? And if you want that, doesn't this require more changes elsewhere too?
 
so that you wont have for e.g Mao , being if one of his favourite civic being something that his known for, and it wont be like for other civic choices were it something were in reality he was not. for e.g hereditary rule , and if possible have also least liked civic were the leader tries to avoid it unless ofcourse complete instability in the civilization.

So for example An american leader can be President; Liberal and Free Enterprize, and least liked is fascist. for e.g :) thats all im not to sure whats needs to be changed:P
 
Question: How long does it normally take DLLs to compile for this game?

For me about 5 or so minutes. 3GHz dual core help :). Anyway, if that 71% thing is true, then it would cut my compiling time to about 2 or so min. That should be cool :D. When I alpha test or any revision before any official release by Afforess, I always compile a dll in case Afforess just uploaded tweaked source(s) before installing newest AND :).

But yeah it would make Afforess' job easier time-wise.
 
so that you wont have for e.g Mao , being if one of his favourite civic being something that his known for, and it wont be like for other civic choices were it something were in reality he was not. for e.g hereditary rule , and if possible have also least liked civic were the leader tries to avoid it unless ofcourse complete instability in the civilization.

So for example An american leader can be President; Liberal and Free Enterprize, and least liked is fascist. for e.g :) thats all im not to sure whats needs to be changed:P
Isn't that something the AI decides for itself even if you expand the amount of preferred civics. Not asking you but asking the SDK-coders :).
 
Could you make each effects of buildings (:espionage:, :hammers:, :commerce:, :science:, :gp:, :culture:, :gold:, :food:, :health:, war-weariness) affected by Traits?
Currently only production boosts and happiness tags exist, doesn't it?
 
It seems that someone has released a DLL that is 70% faster!:eek:

Awesome. That will certainly make my development go faster!

Could you make each effects of buildings (:espionage:, :hammers:, :commerce:, :science:, :gp:, :culture:, :gold:, :food:, :health:, war-weariness) affected by Traits?
Currently only production boosts and happiness tags exist, doesn't it?

I can.... but to what end? I want to hear more about how they will be used. I'm leery to add lots of new tags if I never see them used.
 
Re: leader/government attributes

If we're going to have things like population prerequsite for buildings, we might have a leader attribute that has (say) -1 adjustment for population prereq so that for instance, a building that requires 5 population to build now only requires 4 if you have this leader.

A lot of prereqs for buildings involving numbers could potentially be adjusted by leader attributes.

You could also say the same for government type attributes.
 
@Afforess, Did you make an automate "spread culture" function/action button for entertainer style units? I know you made one for trade caravans and food caravans (can't find that either - I am having a really bad day this morning.:( ). I am just updating the expanded entertainer units in AAranda's units and wanted to make use of the automate button.
 
I can.... but to what end? I want to hear more about how they will be used. I'm leery to add lots of new tags if I never see them used.

Welcome back :)
I currently planned to revise traits. Perhaps not that many tags are really needed..
I think Spiritual is weak and usefulness of many traits gradually disappeared as time passes by.
So, my main plan is adding some building effects (especially of later buildings.)
 
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