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Projet de mod, caractéristique de terrain ... - Page 5 - Forum Colonization.fr
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Précédent   Forum Colonization.fr > Les Mods Civilization IV: Colonization > Le Coin des Moddeurs
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  (#41 (permalink)) Vieux
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Par défaut Code - 12/11/2009, 17h03

Tout d'abord je me suis occupé des boutons qui nous permettent de voyager vers l'Europe.
J'ai remplacé (l.225-228):
Spoiler

par
Spoiler


Puis à la fin du fichier j'ai ajouté les lignes qui donnent l'odre d'ouvrir la boite de dialogue quand on clique sur le bouton!
Spoiler

Enfin, il a fallu programmer la boite de dialogue à proprement parler (tout à la fin):

Spoiler


Le tout en n'oubliant pas de rajouter quelques lignes au début, sinon rien ne se passe!
Spoiler

Et bien sûr,
Spoiler

Voilà pour le code !
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  (#42 (permalink)) Vieux
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Par défaut 12/11/2009, 20h17

Spoiler

En effet, j'ai changé la distance des terres dans DoaNE (tu as découvert mon secret ). Malheureusement pour nous la génération de cartes se fait en c++ et en python, cependant il me semble que les changements que tu signales sont dans mon domaine de compétence (je pense à l'ajout de cases de types océans etc...).
Pour un un petit exemple en C++ cette fonction permet de générer les cases Europe dans le jeu.
Spoiler

Voili voilou, si tu as des questions ou si tu souhaites que je fasse un truc en particulier en c++ tu me le dit .
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  (#43 (permalink)) Vieux
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Par défaut C et python - 14/11/2009, 10h47

Salut M07,

De l'aide ? Oui, je veux bien. Merci !
Pour l'instant je vais voir ce que je peux faire avec les fichiers (je suis encore un novice en python...) et si je n'y arrive pas, je vous fais signe (à Dazio et toi)

Sinon, vous en pensez quoi des océans à deux points de mouvement ?
J'ai trouvé cela comme "parade" au 0.5 qui n'est pas un entier...
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Par défaut Les corsaires et les blocs - 14/11/2009, 10h51

Salut Dazio,

Je n'ai pas bien compris ce que tu voulais dire en parlant de
Citation:
En effet, il ne faudrait pas que ce système condamne définitivement l'usage des corsaires !
Quant aux blocs de case vent. Oui, bien sûr.
Mais c'est au générateur de carte de s'en occuper. Il faudra les générer en bloc et non pas seules. Mais du point de vue des fichiers Xml, on s'intéresse à une case ... Ou est-ce que tu voulais dire autre chose ?
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Par défaut Captures d'écran - 14/11/2009, 10h53

Bonjour à tous,

Voici quelques aperçus des modifications de l'écran européen:
- un nouvelle boite de dialogue pour choisir les destinations
- on peut y acheter des colons libres, engagés ou criminels
- et même un galion de guerre ...
Images attachées
Type de fichier : jpg Europe0000.JPG (173,0 Ko, 3 affichages)
Type de fichier : jpg Achat Colons0000.JPG (162,3 Ko, 3 affichages)
Type de fichier : jpg Achat Galion de Guerre0000.JPG (164,9 Ko, 1 affichages)
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Par défaut Captures d'écran ... suite - 14/11/2009, 10h56

Voici encore quelques images:

- les caractéristiques de terrain dont les vents !
- un corsaire qui attaque attaque un navire marchand du roi (merci l'éditeur de mondes!)
- suite au combat le corsaire a capturé une unité !
Images attachées
Type de fichier : jpg Caractéristiques de terrain0000.JPG (83,9 Ko, 4 affichages)
Type de fichier : jpg Bataille 20000.JPG (139,2 Ko, 3 affichages)
Type de fichier : jpg Corsaire avec unite0000.JPG (133,2 Ko, 3 affichages)
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  (#47 (permalink)) Vieux
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Par défaut 14/11/2009, 11h26

Citation:
Envoyé par Robert Surcouf Voir le message
Sinon, vous en pensez quoi des océans à deux points de mouvement ?
J'ai trouvé cela comme "parade" au 0.5 qui n'est pas un entier...
C'est plutôt une bonne idée. Donc il faudrait peut-être revoir les points de déplacement des navires !

Dans DoaNE, une caravelle en à 6. Ca le ferait avancer de 3 cases en cas de vent normal. 6 en vent favorable, 1 en défavorable.

Donc une caravelle devrait passer à 8 points de déplacement pour être exploitable.
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  (#48 (permalink)) Vieux
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Par défaut 14/11/2009, 11h38

Citation:
Envoyé par Robert Surcouf Voir le message
Salut Dazio,

Je n'ai pas bien compris ce que tu voulais dire en parlant de


Quant aux blocs de case vent. Oui, bien sûr.
Mais c'est au générateur de carte de s'en occuper. Il faudra les générer en bloc et non pas seules. Mais du point de vue des fichiers Xml, on s'intéresse à une case ... Ou est-ce que tu voulais dire autre chose ?
C'est absolument ça !

Quant aux corsaires, il faut absolument que les vents ne soient pas la fin de leur règne par la fuite systématique des marchands.

C'est pourquoi nous avons éloigné les cases europe de 6 cases dans le même temps que nous augmentions les points de déplacement des navires.

L'aspect "vent" peut créer des problèmes. Pour le savoir, il faut tester sur des cartes avec blocs de cases vent associés aux nouveaux points de déplacement.

En fait, j'apprécierai vraiment que les océans soient beaucoup plus larges (sans pour autant diminuer les cases terres) et dans ce cas, les vents associés à de vastes espaces maritimes auraient tout leur intérêt.
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Par défaut Ah les screens !! - 14/11/2009, 11h39

Parfaite illustration de ton job !
Ca donne de la couleur au sujet.
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  (#50 (permalink)) Vieux
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Par défaut 14/11/2009, 11h47

Je me suis mal exprimé en disant que j'ai plus que doublé les points de mouvements ...

Si x est la valeur en point de mouvement (bruts) initiaux et y la velur brute modifiée, on a

y= 2x + 2

En français, on a les valeurs brutes suivantes:

- Caravelle 8 PM (4 cases océan)
- Navire marchand 10 PM (5 cases océan)
- Galion 8 PM (4 cases océan)
- Corsaire 10 PM (5 cases océan)
- Frégate 10 PM (5 cases océan)
- Galion de guerre 8 PM (4 cases océan)

Je pense qu'il faudra un peu ré-équilibrer les choses ...
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