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Thema: [Mod] 1492: Global Colonization

  1. #31
    Góral Avatar von colfan
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    ...
    "Crash pictures" are quite large in size. Maybe better, when you have crash on desktop, just to copy/paste the information from the crash screen with Notepad.
    Diggidido Here just two more:

    --------------
    AppName: colonization.exe AppVer: 1.0.0.1 ModName: colonization.exe
    ModVer: 1.0.0.1 Offset: 00201093
    --------------
    AppName: colonization.exe AppVer: 1.0.0.1 ModName: colonization.exe
    ModVer: 1.0.0.1 Offset: 004987a5
    --------------
    ---Add 11.2---
    --------------
    AppName: colonization.exe AppVer: 1.0.0.1 ModName: colonization.exe
    ModVer: 1.0.0.1 Offset: 004963f8
    --------------
    ---Add 12.2---
    --------------
    AppName: colonization.exe AppVer: 1.0.0.1 ModName: ntdll.dll
    ModVer: 5.1.2600.5512 Offset: 00011669
    --------------
    ---Add 14.2---
    --------------
    AppName: colonization.exe AppVer: 1.0.0.1 ModName: cvgamecoredll.dll
    ModVer: 0.0.0.0 Offset: 000e209f
    --------------
    ---Add 15.2---
    --------------
    AppName: colonization.exe AppVer: 1.0.0.1 ModName: colonization.exe
    ModVer: 1.0.0.1 Offset: 005609be
    --------------
    ---Add 24.2---
    --------------
    AppName: colonization.exe AppVer: 1.0.0.1 ModName: colonization.exe
    ModVer: 1.0.0.1 Offset: 00201093

    As fas as I know, up to now all errors happen due to some reasons, but after the mod reloading from previous save file, there is 100% chance to continue to play.
    Thats right, the savegames are still loadable after the crashes
    Geändert von colfan (24. Februar 2010 um 01:12 Uhr)

  2. #32
    Registrierter Benutzer
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    Sturm und Riffe in der Kolonisation:




  3. #33
    Talking Bull Avatar von Writing Bull
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Sturm und Riffe in der Kolonisation:
    I'm curious: have you watched that the AI avoids these areas?

  4. #34
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    Zitat Zitat von Writing Bull Beitrag anzeigen
    I'm curious: have you watched that the AI avoids these areas?
    I'm testing now. As I see AI try to avoid these "dangerous" tiles, however on turn 0 AI ships sometimes go through the Storm.

    Added: On turn >0 AI ships avoid Reefs and Storms.

  5. #35
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    Tailwind as a positive effect of weather condition.



    Your ship is moving faster and without TurnDamages.

  6. #36
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    [MODCOMP] "1492: Reefs and Weather" is available for downloading and testing here.

  7. #37
    Talking Bull Avatar von Writing Bull
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    Ich habe "1492: Reefs and Weather" von KJ_Jansson zusätzlich noch an anderer Stelle hochgeladen, wo die Wartezeit beim Download in der Regel wesentlich geringer ist:

    Mirror bei remiXshare

  8. #38
    Góral Avatar von colfan
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    Hej KJ, great work! Question, have you a patched version of "1492: Global Colonization" with the weather stuff from "1492: Reefs and Weather"? If not how I can update "1492: Reefs and Weather" to "1492: Global Colonization"?

  9. #39
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    Zitat Zitat von colfan Beitrag anzeigen
    Question, have you a patched version of "1492: Global Colonization" with the weather stuff from "1492: Reefs and Weather"?
    No, "1492: Reefs and Weather" is a separated mini-mod. It requires some testing and probably improvement and re-balancing. After that this mini-mod will be included in "1492: Global Colonization".

    Zitat Zitat von colfan Beitrag anzeigen
    If not how I can update "1492: Reefs and Weather" to "1492: Global Colonization"?
    To update you have to combine sources codes of both mods (they are included), then compile new CvGameCoreDLL.dll and finally combine XML and ART files.

  10. #40
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    A few screenshots of the features, I'm working at the moment. All data on screens are very preliminary. They are given just to show differences.

    "Triangle Trade" mod by Dom Pedro II was used as a basic. Unfortunately, Dom Pedro II stopped his mod development in the end of 2008. Last version of "Triangle Trade" mod is rather buggy and "worked" only on vanilla version of Civ4Col. Here I took some elements from his old mod, modified for last 1.01f patch and added some additional possibilities.

    In original Civ4Col the player can visit only Europe. Here three additional places are available to visit: Africa, the Orient and Port-Royal.



    Please, compare the prices on European market and in Africa, Orient and Port-Royal. They are especially made too different just for demonstration. Thus, the player could choose the best place, where he could sell his goods with better profit.



    In Africa, Orient and Port-Royal you can only sell your goods. At the moment it is impossible to buy goods on these markets. However the list of available units could be different in each new place. Africa, for instance, is the source of cheap slaves.



    The Orient should be the source of cheap silk and species, that could be sell in Europe with huge profit, if the possibility to "buy" goods in new places will be open.



    Port-Royal could be a source of criminals and various "Pirate" units (Pirate captains, buccaneers, etc.). The player could buy "Pirate" units only in this city. To my opinion "Privateer ships" also should be available only in Port-Royal.



    A short description of each new place you could find in this section.









    "Slave" unit. At the moment I found only one possibility to release "Slave". I can send him for education in any native village, where he became, for instance, a professional farmer or miner.



    More information will be provided in a separate mini-mod next week. Source codes will be included. I plan to explain all advantages and to show all problems that I have at the moment.
    Geändert von KJ_Jansson (09. April 2010 um 14:47 Uhr) Grund: some comments added

  11. #41
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    1492

    Moin or hi, whatever,

    i think 1492 mod sounds great! But i have no idea, how i have to get the dates in the programm! So what i have to do that 1492 mod with all follwing changes will run on my pc?
    I did download this file:

    http://rapidshare.com/files/32526083...lonization.rar

    and unpacked it here

    C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization

    But it didnt work!

    Pleeeeeeeaaaaaase can sombody explain it for dummies

    Baum

    i want deal with port royal

  12. #42
    Talking Bull Avatar von Writing Bull
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    Zitat Zitat von Baum Beitrag anzeigen
    unpacked it here

    C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization

    But it didnt work!
    Du musst in diesem Pfad erst einen neuen Ordner "Mods" erstellen. Dann kopierst du diese Mod in diesen Ordner hinein.

    Ist übrigens im Startbeitrag dieses Threads erklärt.

  13. #43
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    [MODCOMP] "1492: Gold Rush"

    Few days ago I returned from a half-year long and a very interesting expedition. I visited many places and last five months was practically isolated from any internet news, including of course the games ones. However, when I returned home and visited the game forum, I found a lot of interesting news concerning both Civilization IV and Civilization IV: Colonization. Many modders continue their work and the interest to this game is present.

    Despite at the moment I have to do a lot of things (return celebrations, preparation reports, presentations, etc.) I decided to make a small [MODCOMP] "1492: Gold Rush" that I hope will be interesting and useful for the CivIV:Colonization modders.

    [MODCOMP] "1492: Gold Rush" will be presented this week.

    Here only one screen from [MODCOMP] "1492: Gold Rush".


  14. #44
    Col-Modder Avatar von raystuttgart
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    Hi KJ !

    Great to have you back !!!
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  15. #45
    Col-Modder Avatar von raystuttgart
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    Dieser Beitrag stand ursprünglich im Thread [ModIdee] Vieh-Herden. - W.B.

    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Couple variants from "1492: Global Colonization"
    Very intersting.

    When are you planning for your next Release of "1492: Global Colonization" ?

    Could you send me a list of your planned Ressources and maybe a copy of your current Gamefonts + Buttons for the goods ?
    Geändert von Writing Bull (11. Dezember 2010 um 02:04 Uhr)
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

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