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Projet de mod, caractéristique de terrain ... - Page 6 - Forum Colonization.fr
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Précédent   Forum Colonization.fr > Les Mods Civilization IV: Colonization > Le Coin des Moddeurs
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  (#51 (permalink)) Vieux
ID: M07
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Avatar de Fratelli Marconi
 
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Par défaut 14/11/2009, 12h01

Pour les points de déplacement je vais pouvoir te faire une fonction qui prendra en entrée des flottants donc tu pourras mettre 0.5 en déplacement.
Cela évitera l'engendrement d'autre pb!!
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  (#52 (permalink)) Vieux
ID: Dazio
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Par défaut 14/11/2009, 12h08

Citation:
Envoyé par Fratelli Marconi Voir le message
Pour les points de déplacement je vais pouvoir te faire une fonction qui prendra en entrée des flottants donc tu pourras mettre 0.5 en déplacement.
Cela évitera l'engendrement d'autre pb!!
Bravo moussaillon !! Heu Cap'tain, pardon !
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  (#53 (permalink)) Vieux
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Par défaut 14/11/2009, 12h24

Merci beaucoup.

J'aimerais pouvoir y jeter un coup d'oeil une fois que le fonction sera réalisée.
Je n'ai toujours pas compris comment modifier des fichiers en C...

J'ai l'impression que les cases Europe ne sont programmés qu'en C.

Personne ne m'a répondu pour les portugais... Si je veux les incorporer à un mod est-ce qu'il faut formellement contacter le créateur des fichiers qui ajoutent le Portugal, ou juste le citer et le remercier ?
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  (#54 (permalink)) Vieux
ID: Dazio
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Par défaut 14/11/2009, 12h43

Citation:
Envoyé par Robert Surcouf Voir le message
Personne ne m'a répondu pour les portugais... Si je veux les incorporer à un mod est-ce qu'il faut formellement contacter le créateur des fichiers qui ajoutent le Portugal, ou juste le citer et le remercier ?
Oui tu peux les incorporer, avec quelques remerciements, car il est dispo en téléchargement !

Ce n'est pas comme si tu prenais un code complexe. Dans ce cas, il vaudrait mieux demander l'accord pour ne pas risquer les foudres du créateur.
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  (#55 (permalink)) Vieux
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Par défaut Cases europe - 15/11/2009, 15h01

Je me demande si on n'a pas cherché à faire trop compliqué (tant M07 que moi-même).
N'ayant plus la possibilité de lancer Colonization, pourriez-vous vérifier si ce fichier crée des cases Europe nord et sud ?
( repertoire du mod \Assets\XML\GameInfo\CIV4EuropeInfo.xml)

Si ça marche, il suffirait de remplacer le
<iMinLandDistance>5</iMinLandDistance>
par
<iMinLandDistance>6</iMinLandDistance>,

pour obtenir ce que vous voulez, non ?
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  (#56 (permalink)) Vieux
ID: Dazio
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Par défaut 15/11/2009, 22h51

Citation:
Envoyé par Robert Surcouf Voir le message
Je me demande si on n'a pas cherché à faire trop compliqué (tant M07 que moi-même).
N'ayant plus la possibilité de lancer Colonization, pourriez-vous vérifier si ce fichier crée des cases Europe nord et sud ?
( repertoire du mod \Assets\XML\GameInfo\CIV4EuropeInfo.xml)

Si ça marche, il suffirait de remplacer le
<iMinLandDistance>5</iMinLandDistance>
par
<iMinLandDistance>6</iMinLandDistance>,

pour obtenir ce que vous voulez, non ?
Non, le jeu ne crée pas les cases europe nord et sud. Juste le debug le permet.
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  (#57 (permalink)) Vieux
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Par défaut 16/11/2009, 08h03

Mince alors ! A quoi sert ce fichier, alors ?
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  (#58 (permalink)) Vieux
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Par défaut 18/11/2009, 00h14

Franchement, je ne sais pas trop ! Finalement peut-être que ça a un rapport. M07 devrait nous en dire plus sous peu.
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  (#59 (permalink)) Vieux
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Par défaut 01/12/2009, 12h46

dsl pour le retard, si ce fichier sert à générer des cases "Europe", mais bon pour l'instant j'ai des sacrés projets en cours de routes, d'ailleurs vous pourrez tous le constater lorsque la prochaine version va sortir. Une très très grosse version
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Par défaut Rdv 0.11 - 19/01/2010, 21h09

En attendant de pouvoir modifier le noyau du jeu en C++, voici la dernière version de la RDV (pas mal comme abréviation pour Rose des vents, non ?)...

1) J'ai trouvé un meilleur moyen de faire intervenir les cases "vent". Les points de mouvements sont 1 et 3 (respectivement favorable / défavorable). La promotion navigation I permet de doubler les mouvements sur un vent favorable, et explorateur I (disponible désormais pour les navires) diminue comme d'habitude le coût de mouvement de un (on passe de 3 à 2 pour un vent défavorable). Ce n'est pas encore ce que je souhaite obtenir mais c'est un début.

Au final, sans promotion et avec promotion on a

Vent Favorable : 1PM (0.5 PM avec Navigation I)
Vent Défavorable 3PM (2PM avec Explorateur I)


J'ai aussi modifié les textures, comme cela les cases sont visibles. C'est un peu moche, mais bon ...

J'ai modifié certains paramètres du jeu.
- Le temps d'éducation est constant.
- L'augmentation du seuil d'immigration est fixé à 15% (comme sur DONE et AOD II)
- Le mouvement sur une case montagne est réellement de 2. En réalité, le jeu est programmé de telle sorte que le coup de mouvement soit égal à 3 !
(pour être précis le coût de déplacement de base est augmenté de 1 sur une colline et de 2 sur une montagne !)

Enfin, j'ai ajouté un niveau de bâtiments dans la chaîne de production des chevaux (pâturage). J'ai aussi changé le nombre de chevaux requis pour les bâtiments ....

2) Pour la suite, j'aimerai développer les points suivants:

- Génération de la carte (cases vent)
- Changement du fonctionnement des actions des unités (par exemple "parler au chef")
- Faire en sorte que la production de certaines ressources dépendent d'un paramètre (je veux que la production par tour des chevaux dépendent du nombre de chevaux présents dans la colonie un peu comme dans Col94 et aussi produire des marchandises en fonction de la population de la ville)

Est-ce que quelqu'un peut me dire dans quels fichiers trouver les éléments à modifier ?


P.S. Sur la capture d'écran, la "portion" supérieure correspond au vent favorable et la portion inférieure à la glace. La différence est un peu minime, j'en convient, mais les graphismes ne sont pas mon fort.
Images attachées
Type de fichier : jpg Civ4ScreenShot0044.JPG (118,6 Ko, 1 affichages)
Fichiers attachés
Type de fichier : zip RDV011.zip (736,2 Ko, 1 affichages)
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