[SDKModComp]CivicsInfosPLUS v0.8

Aussie_Lurker said:
Hmmm, I find this VERY disconcerting. I have never had a problem like this and-if I had-there is no way I would have posted it. I may have to retest it myself to make sure I didn't miss anything :(.
In the meantime, please send the file to the e-mail address that I will be mailing to you via PM. Hope to have a solution for you soon!

Aussie_Lurker.

We're still beta testing it, so I wouldn't get too upset over this... I'm sure it's something really simple to fix. I bet in the end we'll :lol: over it. :goodjob:
 
Maybe this will help things a little...

I attached two screenshots of my file comparing program.

The file on the left is Aussie's Civics Mod, CvInfos.cpp.... completely untouched my myself.

To the right is the project I'm working on, with Aussie's Civics mod included. It's also the CvInfos.cpp file.

Look to approx. the middle of the page. To me it looks like Aussie may have removed the variables? If you did, I'm thinking it's because you were coming up with errors when compiling?

Reason I say this is because that is exactly what happens to me if I don't remove those variables. But if I do, THAT's when the "1 turn syndrome" occurs.

So the key to this whole problem must stem from these variables. :confused:
 
Here's a thought for your mod...

What about a War Weariness modifier (:mad:) for certain buildings under certain Civics?

For example:

Nationhood would allow each Broadcast Tower in your cities a -50% :mad:
 
Trust me, I have considered it, and it is on the agenda for future changes. I just want to quickly try finishing off my Leader Trait mod, then I might look at this too (though, to be honest, I really want to tackle my big Ideology mod soon ;) ).

Aussie_Lurker.
 
There's a BIG chunk of this thread missing, what happened to it?

I was doing a search on the "one turn syndrome" again, and the big piece of this thread that addresses it is missing. What happened to it?
 
Hiya Grave. Yeah, I seem to remember me posting the fix for this problem, & there appears to be an entire month worth of posts missing.

The issues were resolved but-off the top of my head-I can't remember what I did to fix it. If time permits I will have a look at my code tonight & see where the fix occured. Was there a SPECIFIC thing you were looking for?

Aussie_Lurker.
 
Hiya Grave. Yeah, I seem to remember me posting the fix for this problem, & there appears to be an entire month worth of posts missing.

The issues were resolved but-off the top of my head-I can't remember what I did to fix it. If time permits I will have a look at my code tonight & see where the fix occured. Was there a SPECIFIC thing you were looking for?

Aussie_Lurker.


Yeah, I was looking at how to fix the problem. I decided to start from scratch with my mod's SDK files. I merged your Civics Balancer into it, and everything compiled well.

But if I use any Merchant or Engineer specialists in my city, the city's hammer, science and food output jumps to a crazy number, something like +1400791.


Does that ring a bell at all? :) I forget how we fixed the problem.
 
Yep, I remember that perfectly. It had something to do with the processCivics section of CvPlayer-a conflict between SpecialistYieldBonus & FreeSpecialistCount. I did fix it but cannot recall the exact nature of the fix. All of my Civics_Balancer files at home contain the fixed files, so I will take a look at them tonight & PM you with the proper code-if you want?

Aussie_Lurker.
 
Yep, I remember that perfectly. It had something to do with the processCivics section of CvPlayer-a conflict between SpecialistYieldBonus & FreeSpecialistCount. I did fix it but cannot recall the exact nature of the fix. All of my Civics_Balancer files at home contain the fixed files, so I will take a look at them tonight & PM you with the proper code-if you want?

Aussie_Lurker.


That would be most excellent, sir. :goodjob:
 
Yep, I remember that perfectly. It had something to do with the processCivics section of CvPlayer-a conflict between SpecialistYieldBonus & FreeSpecialistCount. I did fix it but cannot recall the exact nature of the fix. All of my Civics_Balancer files at home contain the fixed files, so I will take a look at them tonight & PM you with the proper code-if you want?

Aussie_Lurker.


Can a third set of eyes take a look at this? I've been looking at this files all weekend and I can't put my finger on the discrepancy.
 
This sounds exactly what I'm looking for, but I have one questionL what does <FreeSpecialistCounts> do?
 
It grants you Free Specialists in all your cities. The tags allow you select the Specialist Type & the number of Specialists added.

Aussie_Lurker
 
That's what I thought it did, but I wasn't quite sure. Thanks.
 
I'm not surprised actually. A lot of people's files were lost when the site went down about a year ago. I'll look into uploading it again soon-didn't earlier because no-one showed any interest in it.

Aussie.
 
Hey Cybah. The BtS version is currently on hold due to porting issues, but I'll be happy to post a download link to the Warlords version ASAP.

Aussie.
 
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