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  • #16
    Originally posted by Kristjan


    Yes, we need 1 turn/month ratio for this. I agree that for 6000 years of human history, it would grow somewhat out of hands

    But implementing seasons would be great for Middle Ages scenario for instance.
    Seasons are in. As are weeks, months and years. Just a simple text file change.

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    • #17
      Really Dale? Do seasons change the landscape/tiles?

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      • #18
        They don't change tiles (you could do it through python though) but yes, seasons, weeks, months and years are in. In fact, you could put the Klingon calendar in if you wanted with the right modifications.

        Dale

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        • #19
          Originally posted by Dale
          They don't change tiles (you could do it through python though) but yes, seasons, weeks, months and years are in. In fact, you could put the Klingon calendar in if you wanted with the right modifications.
          Looks like not-too-funny joke.

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          • #20
            If it was meant as a not too funny joke he probably would have said "Vulcan calendar"
            *"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta

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            • #21
              If you open up the file north_africa.CIV4WorldBuilderSave (which is in the mod that Locutus and Dale made) with a text editor (e.g., NotePad), you see right at the top:

              Code:
               BeginGame
              	SyncRandSeed=9213762
              	Tutorial=0
              	Speed=GAMESPEED_NORMAL
              	[b]Calendar=CALENDAR_WEEKS[/b]
              	Option=GAMEOPTION_PERMANENT_ALLIANCES
              	Option=GAMEOPTION_NO_CHANGING_WAR_PEACE
              	NumVictories=3
              	Victory=VICTORY_SCORE
              	Victory=VICTORY_TIME
              	Victory=VICTORY_CONQUEST
              	GameTurn=0
              	MaxTurns=208
              	TargetScore=7
              	StartYear=1941
              	Description=World War II: The North African Campaign
              	ModPath=
              EndGame
              That is, for this scenario they've set the calendar to CALENDAR_WEEKS (1 turn= 1 week). The options are in the file .../Assets/XML/BasicInfos/CIV4BasicInfos.xml:

              Code:
              
              	
              		CALENDAR_DEFAULT
              		TXT_KEY_CALENDAR_DEFAULT
              	
              	
              		CALENDAR_YEARS
              		TXT_KEY_CALENDAR_YEARS
              	
              	
              		CALENDAR_TURNS
              		TXT_KEY_CALENDAR_TURNS
              	
              	
              		CALENDAR_SEASONS
              		TXT_KEY_CALENDAR_SEASONS
              	
              	
              		CALENDAR_MONTHS
              		TXT_KEY_CALENDAR_MONTHS
              	
              	
              		CALENDAR_WEEKS
              		TXT_KEY_CALENDAR_WEEKS
              	
              
              So if you set your calendar to CALENDAR_SEASONS your turns go through:

              Code:
              
              	
              		SEASON_WINTER
              		TXT_KEY_SEASON_WINTER
              	
              	
              		SEASON_SPRING
              		TXT_KEY_SEASON_SPRING
              	
              	
              		SEASON_SUMMER
              		TXT_KEY_SEASON_SUMMER
              	
              	
              		SEASON_FALL
              		TXT_KEY_SEASON_FALL
              	
              
              If you speak a dialect, you might want to change the value of TXT_KEY_SEASON_FALL, which is in CIV4GameTextInfos_Objects.xml, to "Autumn".

              As Dale said, in order to change tiles you'd have to use Python. But in the first place you'd have to put in new terrains for each one you want to seasonally vary (e.g., TERRAIN_GRASS_WINTER). Zurai at CFC
              ( http://forums.civfanatics.com/showthread.php?t=134017 ) has already been looking at adding new terrains.

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