[SDK MODCOMP] Civ4 Core Community Project v1.0

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Intersting stuff Pedro, I find the ability to serf Civfanatics &&|| Apolyton whial playing very tempting :D But I personaly am far more comfortable with C++ the Python. I think one of the Python Moders could give a better feasability report. And as a Python feature it would (I assume) be independent of the DLL which is what were working on. You might want to start a thread on the main C&C forum.

Rabbit: I had been toying with an Idea for changed the Art of War wonder that people added to the game, rather then XP for all new units you could use a new tag to give all existing units some free Promotions, I was thinking 2 alocated free Promotions would be immediatly usefull for a Warmonger.
 
Impaler[WrG] said:
Intersting stuff Pedro, I find the ability to serf Civfanatics &&|| Apolyton whial playing very tempting :D But I personaly am far more comfortable with C++ the Python. I think one of the Python Moders could give a better feasability report. And as a Python feature it would (I assume) be independent of the DLL which is what were working on. You might want to start a thread on the main C&C forum.

Well, it was actually one of the programmers of the C4CCP that recommended that I post it here :)

Specifically, I was thinking of the web browser not so much to surf the net while playing but as a means of allowing players to code pop ups and such in HTML that could be put on a website or simply downloaded with the mod... to be honest, I'm not really sure WHAT it could be used for though no doubt someone would find an application.

It could also be used for very speedy bug reporting... the player could simply click a button and send off a bug report to the mod creator's e-mail account or whatever the mod creator wants to do.
 
Our next release, which is comming soon, will have much better documentation as well as more stability.

This was our first release so the next one should have a lot of kinks fixed. It also no longer causes you to be defeated in a new game. Multiplayer tests were run as well so it works (somewhat) for multiplayer (TGA, I compiled a new DLL from the CVS after our little fiasco and ran some games against myself on my 3 computers: the server, and my desktop, and laptop).

So if you have been having troubles with this one, just wait for the new one.
 
Thats a goal of mine but currently it will require a lot of work to make that mod into one which allows the radius to be controled easily with a Building for instance. It wont be in the next version but possibly the following.
 
Impaler[WrG] said:
Thats a goal of mine but currently it will require a lot of work to make that mod into one which allows the radius to be controled easily with a Building for instance. It wont be in the next version but possibly the following.

he most likely meant with an xml tag in gameoptions or something, at least that would be a working start, also the sdk change so animals don't despawn would be a nice option as well
 
XML or Python, whichever is easiest. The goal is to get it easily controllable from Civ4Modder, and either one works. XML is maybe a bit better since it's less prone to conflicts.
 
I suggest adding another field to the "CommerceInfos.xml". A field that say how much you spend on fixing old and damaged buildings/roads/improvements. If you don't spend any money on them they will start decaying after a while.
 
Wouldnt that be better as an additional tag on the Improvment and Buildings itself <iMaintance> so it could be applied to specific Improvments and Buildings. I cant realy see anything other then gold being used as Maintance though. This would also nessesitate some Additions to the Finance Screen to show "Infastructure Maintance". Its definatly an Interesting idea and worth doing at some point.
 
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