Konrad Klar
Warlord
- Joined
- Oct 8, 2005
- Messages
- 136
Thanks.
(I made link, not shortcut)
(I made link, not shortcut)
I recalculated modifiers.repeatable CTD after trying next turn . . mini and save attached. . .
Nope i only changed some MLF's in the Custom Civ/Culture area and played with them, i dont ever use modmod's, and besides i believe its not C2C responsibility to fix games IF they use modmod,s IMPO... they must ask the modmoder for help . . thx. .. .SOSomehow there were few civs and units that aren't present in mod.
Do you use any modmods?.
Ah so no wonder it threw some harmless errors when I loaded your save.Nope i only changed some MLF's in the Custom Civ/Culture area and played with them, i dont ever use modmod's, and besides i believe its not C2C responsibility to fix games IF they use modmod,s IMPO... they must ask the modmoder for help . . thx. .. .SO
Sea/ocean tiles inside cultural borders are crossable even if the tech that allows ones to normally cross them isn't researched yet.
There is a point of access above pearls in your screenshot.
The DLL doesn't successfully compile. It returns the error: "CyEnumsInterface.cpp(597) : error C2065: 'GAMEOPTION_UPSCALED_RESEARCH_COSTS' : undeclared identifier"
GAMEOPTION_UPSCALED_RESEARCH_COSTS is listed in CyEnumsInterface.cpp, but isn't actually declared in CvEnums.h.
It should still be added to both lists. The mistake you made was not placing it at the end of the enums list as well. That said, leave it. AIAndy did a bunch of work a while back to allow XML only defined new options as long as they are defined at the end of the list, but it does eventually need to be hardcoded into the dll to protect against a few other possible errors this can create over time and more modding without fully understanding the guidelines, such as adding modular options (which is perfectly safe but only to a limit - where they don't start getting scrambled in their order due to a change in the order they are added due to a renaming of the mod folder, etc...) It's better to have them hardcoded but I did occasionally enforce that hardcoding in the proper order at regular intervals previously and will likely again correct it in the future.I reverted that change - it was unneeded after all.
Kation added new game option to middle of list causing serious bugs and I thought it was because DLL needed to be compiled.
I did this change to this file (searched only cpp files for similarly sounding option), and that file where options were listed.
I tagged makotech and Thunderbtd to recompile it, recompilation wasn't needed, and they never spotted error in this commit.
I also moved this option all way to bottom in xml, which actually fixed weird issues - I didn't knew options were saved as string of 0's and 1's, meaning they got flipped when Kation added this option in middle of XML list.
I don't know how to compile C2C DLL though.It should still be added to both lists. The mistake you made was not placing it at the end of the enums list as well. That said, leave it. AIAndy did a bunch of work a while back to allow XML only defined new options as long as they are defined at the end of the list, but it does eventually need to be hardcoded into the dll to protect against a few other possible errors this can create over time and more modding without fully understanding the guidelines, such as adding modular options (which is perfectly safe but only to a limit - where they don't start getting scrambled in their order due to a change in the order they are added due to a renaming of the mod folder, etc...) It's better to have them hardcoded but I did occasionally enforce that hardcoding in the proper order at regular intervals previously and will likely again correct it in the future.
I realize that. It's not a problem... yet. I'll fix it up soon.I don't know how to compile C2C DLL though.
Now this option can be added to end of list in two files and debug and normal DLL can be compiled.
Debug DLL is outdated.
Weird, standard ancient workboat should cost 96*0.6 = 58, so Neanderthal one should cost same (it was set to 110).
If it looks wrong then maybe it is. I don't know. Are they like settlers and being automatically calculated or is it just a costing anomaly?@Thunderbrd Why ancient workboats are cheap as dirt - much cheaper than its tech position and class would dictate?
Their cost is set to 16 in XML.If it looks wrong then maybe it is. I don't know. Are they like settlers and being automatically calculated or is it just a costing anomaly?
Because it makes for a downside to counterbalance the huge benefits that having the neanderthal influx on units that do count their benefits represents. They don't populate as quickly and don't learn as fast and thus take longer to train but when it comes to what they ARE good at, namely melee fighting, they give such a huge benefit that it's worth it. The idea is to show WHY they were biologically phased out but had an era where they were successful despite their drawbacks. As pursuits become more and more intellectual, they failed to continue to be as competitive.@raxo2222 do all Neanderthals always have 2x the cost of normal units?