ArbitraryGuy said:I'll get this done... someday. I haven't worked on it all month
.
Neither can I. Too bad the wait will be quite some time.
I'm currently majoring in computer science and code c++, and java. I have looked at some of the xml which seems pretty straight forward interms of coding with civ4 and mods so if I could give you a hand at all or need any help let me know I have some free time only taking 12 credits right now so feel free to give me some work if you think I can lend a hand.
Aussie_Lurker said:I should also note that your Ideology concept has encouraged me to look at creating a seperate ideology system for the latter half of the regular game-a system which can operate parallel to the existing religion system.
.ArbitraryGuy said:@Splinter13
Aussie_Lurker has it right for how I did it. I just replaced religion with ideology (easy XML edits) and did some python in modifying CannotDoCivic, the Civics screen, and some other edits. No SDK stuff here...
Aussie_Lurker said:Again, though I cannot say with certainty, he has probably modified the CannotDoCivic Section of the relevent python file. It would be relatively easy to do, but I fear I don't have access to the filenames in question.
Aussie_Lurker.

) to assist a new member of our community
. So always glad to give what help I can!
.Hi ArbitraryGuy.I believe luxury.ArbitraryGuy said:Here's a problem to work on...
I've developed two maps. One bigger and one smaller. The bigger one looks great, allows for strategic movement, gives a better "feel", but runs slower, esp. end game (a screenie of the big map is on the 1st post). The smaller one feels much, much too tight but runs fine.
The question is: luxury or practicality? Curse you Firaxis and your system-eating 3D engine!