Vincentz Infinite Projects [VIP MOD]

But you'd probably also need to add the probability that these units are decoy (based on known techs, rival production limits etc.), for which a human player can make an educated guess.

Yes, I agree. I'm sure someone could write some decent AI for it, if it was given some thought. I think it'd work well.
 
I might be missing something, but I'm not sure the Gunsmith is working correctly. I have it built, have a number of Irons and 1 Sulphur, but I'm not getting any Firearms resources.
 
:( :p :/

Oh Well!

JosEPh :)
 
I just remembered why I didnt use custom dll and python.

I'm clueless whats wrong with it, and while it, if it worked, would contribute a great deal to the mod, unfortunately I can only hope someone will look at it.

Might just remove it altogether and go back to the standard gamecore.

someone? hmmm...

Don't worry be :)
I'll fix it. Soon. Hopefully.
 
found an error-

Not an error. Its a way for me to be able to add Promotions (and units and buildings and wonders) without having to restart the game from the beginning. I simply called them dummies and put them in a distant future tech.
The game cannot understand if a Promotion (or unit or building or wonder) is added in the middle of a game, so this is a workaround where I already added the Promotion etc from the beginning (the dummies), and then change it to whatever I "add".
In the XML it is still "dummies" but in the game they are "normal" promotions etc.
Examples of already dummy2normal are Air Balloon, Iron Frigate, Paddle Steamer and Armored Car which I added in the middle of a game when I reached late Renaissance/early Industrial. Its also a better way for balancing the units.

I'm having the game lock up on my after my turn. What could be causing this?

I feared that might happen. I had an old game that I tried to use the new gamecore, and the same happened. Unfortunately that means that I'll remove the cvgamecore.dll and the Resource Converter. My knowledge in C++ are not good enough that I can trace errors and bugs, so the safest way is to return to the vanilla dll.

BTW : Very interesting savegame.
 
@Vincentz-Ahhh, okay. I also have one question for you-in the Civilopedia, the icon for the armored car is a solid pink square. Is i supposed to be like that?
 
@Vincentz-Ahhh, okay. I also have one question for you-in the Civilopedia, the icon for the armored car is a solid pink square. Is i supposed to be like that?

Nope, thats just pure laziness. I usually take ingame snapshots or googlefind a picture that is suitable for a small icon. The ingame shot I took of the a.car wasnt very good. Also the texture on the armored car is too dark imo, and I might even replace it completely as there are so many nice models to choose from in CFC's DDB, though most of them are WWII.
 
I'm having the game lock up on my after my turn. What could be causing this?

Did you start this game with the old DLL, and then used the new DLL for the saved game?

It's definitely something in my code which is causing an infinite loop. Somehow. I'm working on it.

vincentz said:
BTW, would it be difficult to put another modcomp into it when compiling?
I was thinking about the Multiple Production modcomp.

Can you find a link to this modcomp?
 
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