View Full Version : [MODCOMP] Great Generals From Barbarian Combat Mod
TheLopez Aug 05, 2006, 04:21 PM Great Generals From Barbarian Combat Mod
By: TheLopez
Last Update: 11/08/06
Version: v0.3w
Patch Compatibility: Warlords v2.0.8.0
MP Compatible: Yes
Download Mod v0.3w (http://forums.civfanatics.com/downloads.php?do=file&id=1759&act=down)
Description:
Since the introduction of Civ4 one of the things that has always baffled me is
the intentional nerfing of Barbarians. Well this tradition was continued
through the Warlords expansion by not allowing barbarians to have great
generals and not allowing non-barbarian players to generate great generals
through combat against barbarians. This mod changes those mechanics while
providing the configurable options allowing players to switch the functionality
back to its original behavior.
Installation Instructions:
1) Unzip this into the "warlords_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Great Generals From Barbarian Combat Mod
4) Load the game.
5) Then play as normal.
-----Game Play-----
- Allows players to specify if great generals should be spawned as a result of
victorious combat against barbarians.
- Allows players to specify if great generals should be spawned as a result of
victorious combat against animals.
- Allows players to specify if barbarians should be allowed to spawn great
generals.
[TAB]
-----Notes to Modmakers-----
If you want to use the Great Generals From Barbarian Combat Mod in your mod I
have tried to make things as easy as possible for you.
In the SDK files I have added // < Great Generals From Barbarian Combat Start >
and // < Great Generals From Barbarian Combat End > in all of the places that
I have made changes to the original files.
As part of the changes to the SDK files I have also included several new
methods and exposed them to python they are:
[TAB]bool isGreatGeneralFromBarbarianCombat() const;
[TAB]void setGreatGeneralFromBarbarianCombat(bool newValue);
[TAB]void toggleGreatGeneralFromBarbarianCombat();
[TAB]bool isBarbarianGreatGenerals() const;
[TAB]void setBarbarianGreatGenerals(bool newValue);
[TAB]void toggleBarbarianGreatGenerals();
-----Version Information-----
-----v0.2w------
- Added the configurable option allowing players to specify if great generals
should be spawned as a result of victorious combat against animals. Requested
by alpha wolf 64.
-----v0.1w------
- Great Generals From Barbarian Combat Mod infrastructure
- Added the configurable option allowing players to specify if great generals
should be spawned as a result of victorious combat against barbarians.
- Added the configurable option allowing players to specify if barbarians
should be allowed to spawn great generals.
-----===Credits & Thanks===-----
- Exavier
[TAB]Composite Mod - readme.txt format
- Caspi
[TAB]For providing the idea for this mod
dh_epic Aug 05, 2006, 05:14 PM AKA the "make war incredibly easy" Mod :)
Hey, whatever people find fun.
TheLopez Aug 05, 2006, 06:21 PM AKA the "make war incredibly easy" Mod :)
What do you mean by that? How is it going to be incredibly easy?
Dom Pedro II Aug 05, 2006, 07:41 PM What do you mean by that? How is it going to be incredibly easy?
I would imagine that since you encounter a lot more barbarians in the early game, he means you'll get a lot more great generals and consequently, you'll be given a big boost in fighting wars.
Gunner Aug 05, 2006, 08:00 PM But if everyone gets the bonus then it isn't overpowered. Unless you think that the AI is somehow unable to kill barbs.
I also think that by giving barbs great generals it would make warfare more difficult, wouldn't it?
alpha wolf 64 Aug 06, 2006, 02:48 AM if you build the great wall, the AIs will have way more GG than you will. I dont limit the number of XP that you can get from barbs, and the AIs always have more uber units than I do. Unfortunately for them, they are usually defensive since they were defending their cities. I went up against one uber longbow, and he killed off 4 cats and 3 rifles before I managed to get to the other defenders. In hind sight, I should have brought more cavalry to overload the 2 pikes so I could use a cavalry on him. As was, I only brought 3 cavs, and 2 died and the 3rd still paired off with a pike. I'm not sure what the AIs will do with them, but I'm sure every AI will generate more GG than I will. And it will be FUN :)
Jeckel Aug 06, 2006, 07:09 AM Very cool TheLopez, the first game of Warlords I played I was surprised and bewildered when I kill half a dozen barbs and didn't get a GG.. This is a very nice fix. :)
Rabbit, White Aug 06, 2006, 08:00 AM Another gem from TheLopez :thumbsup:
You keep making these faster than people can add them to mods. :D
chaplain Aug 06, 2006, 10:52 AM i played with the mod a while and found it pretty amusing. l like playing with "raging barbarians" and this mod makes this much more rewarding. but unfortunatly i think i found a bug to report:
the mod somehow screws up the tech advisor, newly researched techs are no longer marked as researched (green), they stay cyan (for beeing in procress). saving and loading the game again fixes the issue, but the next researched tech will be broken again.
i tested it multiple times and i'm 100% sure it has to do with this mod. btw.: i've a clean warlord installation - no other mods installed, no xml-changes.
TheLopez Aug 06, 2006, 10:57 AM Do you have anything in your custom assets folder?
This mod does not change anything having to do with the tech chooser. Can you please turn on debugging through your CivilizationIV.INI file and post the logs it generates when you are using this mod?
Thanks
chaplain Aug 06, 2006, 12:56 PM i've enabled logging and played some turns (the error occured). which file / info do you need?
in assets\python\screens of the mod are 2 files: CvTechChooser.py and CvTechChooser.py.old. may the problem be there?
edit :
i've simply tried deleting the files above and played for a while. the problem is gone and the mod seems still to work. maybe this is of some help?
TheLopez Aug 06, 2006, 02:20 PM Ok, the download is fixed now so it doesn't include the two files. That's odd, I wonder why they were in there... :mischief:
alpha wolf 64 Aug 06, 2006, 04:37 PM One itsy bitsy tiniest of requests. Can we generate GG XP only from barb units and not animals?
TheLopez Aug 06, 2006, 04:47 PM Sure, I'll throw an option to exclude them from providing points towards generals.
gunnergoz Aug 06, 2006, 05:04 PM Where are these options? I've loaded the mod by placing the files as directed and modified the civ4.ini file as directed; the mod shows up on my initial splash screen as a label at the top right but when I get to the game setup/options screen, I see no barbarian options and I also do not notice any experience points accruing from killing barbarians.
TheLopez Aug 06, 2006, 06:10 PM Where are these options? I've loaded the mod by placing the files as directed and modified the civ4.ini file as directed; the mod shows up on my initial splash screen as a label at the top right but when I get to the game setup/options screen, I see no barbarian options and I also do not notice any experience points accruing from killing barbarians.
Why did you both PM me and post here exactly the same thing? Here is my answer to your PM:
The options are configurable through the config INI file included with the mod.
The changes introduced with the mod allow you to get GG from combat with barbarians, it does not change the XP system.
dh_epic Aug 07, 2006, 09:09 AM But if everyone gets the bonus then it isn't overpowered. Unless you think that the AI is somehow unable to kill barbs.
That's EXACTLY it. Or, more to the point, the human player will be better at killing barbs. Here's the ultimate surefire strategy to end up with huge numbers of great generals early on.
Build several Archers and/or Axemen.
Position said Archers/Axemen on hills with forests and fortify.
Watch the barbs come at you.
When a Barbarian city appears, position a stack of troops right next to it.
Watch the GGs roll in.
The AI is "unable" to do this. That is, they're unable to farm barbarians into huge bonuses. Whenever you give the players an easy 'path of least resistance', they'll always take it, and do it every game, and use it to make huge gains over the AI...
... making cheap game calculus more important than strategic thinking.
DrJambo Aug 07, 2006, 09:35 AM In answer to that dh_epic, I'd say that wholeheartedly depends on the player and not this mod. The Lopez has just enabled the possibility, it's then up to the player to decide how they (ab)use it. By all means exploit the feature as you will, but to a certain extent this is already possible getting units to 10 XP fighting animals and barbs.
Nice addition though. GG are fun things and the more the merrier as far as I'm concerned. :)
dh_epic Aug 08, 2006, 10:34 AM In answer to that dh_epic, I'd say that wholeheartedly depends on the player and not this mod. The Lopez has just enabled the possibility, it's then up to the player to decide how they (ab)use it. By all means exploit the feature as you will, but to a certain extent this is already possible getting units to 10 XP fighting animals and barbs.
(Emphasis added.)
You can already see that Firaxis has thought ahead. The reason you can only reach 10XP fighting animals and barbs? Because -- I bet you ANY amount of money -- Firaxis probably playtested games where players had 30 or 40 XP units who camped outside barbarian cities until it was time to attack another player.
I'm a big believer that you shouldn't tear down a fence in the woods until you know why that fence was built in the first place.
... but like you said, some players will abuse this more than others. It's up to them -- some people enjoy a lopsided game, because it means they can turn their brain off.
Jeckel Aug 08, 2006, 02:27 PM I don't know about the lower difficulties, but on the upper ones, fighting barbs is just like fighting any other unit, so I don't see how "farming" barbs is any different then sitting outside an AI city and killing the units as they come out.
As TheLopez has said and many of us agree, the barbs were nerfed to much and should be as much, if not more, of a threat then any single AI. This mod helps to accomplish that.
If some players want to download this mod and use it to power game themselves a bunch of xp, that is there decision and isn't much different then useing the worldbuilder to give there units tons of xp.
I'm all for giveing your opinion of a mod or debating the mechanics of it, but to complain that players /could/ use it abusivly if they desired is kinda nonconstructive.
Again, great mod TheLopez and keep the barbarian unnerfs coming. :D
dh_epic Aug 08, 2006, 03:34 PM Don't mean to sound nonconstructive. More that I think people should recognize that you really are messing with the fundamentals of game balance here. If you think the game is too hard, or if you want mechanisms that let you exploit the AI, that's fine. But if you're looking for balance, you have to at least consider that Firaxis might have known what they were doing.
I don't see how "farming" barbs is any different then sitting outside an AI city and killing the units as they come out.
There are several key differences:
No war weariness from barbarians
No diplomatic penalty for attacking a barbarian
Barbarians unlikely to be a second barbarian city nearby that can provide backup
Barbarians unlikely to have reliable access to strategic resources to build appropriate counters
Barbarians are never a tech leader
I guess there's always the honor system. "I promise myself I won't go hunting barbarians to get 2 great generals, without upsetting my peace-loving citizens or peace-loving neighbors, without having to incur huge maintainance costs from building large multi-dimensional stacks." Because if you DO go for that, you're basically hotwiring the game, and sneaking your hand up the AI's skirt before they can even know.
But some people don't consider a fair game fun. To each their own.
alpha wolf 64 Aug 10, 2006, 03:10 AM From what I've seen so far the way that I play, the AIs are getting far more GGs than I am. Once I build the GW, barbs seem to completely disappear. I might get a few of my units up to 30-40 XP whereas I've encountered AI units with over 80.
The developers program at the lowest common denominator for HOF benefits. If people "cheat" they code around the cheat. For those of us that dont use the cheats, its nice to have these kind of options.
Also, as of warlords, barbs will frequently bypass fog busting units so you cant load up on XP that way anymore. And since I rarely get copper or iron before hordes of barb axement attack, my little archers deserve every XP they earn.
gunnergoz Aug 10, 2006, 05:33 AM Why did you both PM me and post here exactly the same thing? Here is my answer to your PM:
Because I saw you were online after I posted in the thread and thought we might be able to have a dialogue. Sorry if it bothered you, no harm intended, but I'm just frustrated with modders (not you, necessarily) who post mods and don't explain exactly how to get them to work, where the different files go, etc. So when I saw a well-known and respected modder on line, I was hoping you'd get back to me.
chaplain Aug 12, 2006, 01:11 PM sorry to bother you again thelopez, but i just noticed, that in the second version of the mod, normal combat (against ai players) doesn't provide experience for "great leader appearance" - only combat against barbarians does that. don't know about the first version, but i would guess, it was alright there.
TheLopez Aug 12, 2006, 09:05 PM Are you sure about that chaplain? I just tested the mod and it works for me...
Wyz_sub10 Aug 12, 2006, 10:27 PM But some people don't consider a fair game fun. To each their own.
Are you about done with being patronizing, or is there another horse you should be saddling?
chaplain Aug 13, 2006, 07:48 AM thelopez:
i'm absolutly sure. i've tested it several times (with and without help of the worldbuilder) on two different machines (mine and my girlfriend's) with two different copies of civ / warlords - both without personalized xml-files or other mods installed.
TheLopez Aug 13, 2006, 08:37 AM Ok, I tested the mod again and I think I might have found an issue. I've posted a new version of the mod. Go ahead and grab the new version and let me know if that resolves your issue.
chaplain Aug 13, 2006, 10:04 AM a couple of test-runs later: the problem seems to be resolved now. thank you very much thelopez for your work on this and your other mods / modcomps. your work is greatly appreciated.
dh_epic Aug 14, 2006, 12:59 AM Are you about done with being patronizing, or is there another horse you should be saddling?
Not trying to be patronizing. A lot of people enjoy running all over the AI, even if it means taking advantage of exploits, imbalances, and blindspots. There's something satisfying about taking all those cities. Hell, winning is fun.
Just trying to clarify why the intentional nerfing of barbarians in Civ 4 might be so baffling.
alpha wolf 64 Aug 15, 2006, 03:22 PM Actually I love the fact that the AIs get waaaaaaaaaaaay more GG than I do. I tend to build the GW for the GE benefits and the second I do, the barbs turn ultra passive even out side of my borders. There were 6 GG popped by AIs before I got my first one. I dont see how this would be unbalancing. But I do agree that its up to playing style. I dont use strategies that take advantage of game mechanics unless its the tactic I would use if no "exploit" was involved.
Redking Aug 29, 2006, 09:30 PM TheLopez,
I take it there's no simple way to add this as a component, rather than installing it as a singular mod? I.E., files must be spliced together in some way if you wish to integrate this into your usual game?
Dom Pedro II Aug 29, 2006, 09:59 PM I wonder, would it be possible for killing Barbarian units to give fewer points towards a GG?
One of the things that really defines a great general is the quality of the enemy he's facing. Victory against barbarians isn't considered as great a feat. However, there are still things to be learned from fighting them, and there have definitely been a couple of great generals in history who have emerged from wars against what their constituents would consider unorganized "barbarians".
So this would serve to make barbarian-fighting more useful but might limit the unbalancing caused by the removal of the GG barrier.
DrJambo Sep 24, 2006, 08:21 AM TheLopez,
I take it there's no simple way to add this as a component, rather than installing it as a singular mod? I.E., files must be spliced together in some way if you wish to integrate this into your usual game?
I'd also like to know this.
TheLopez Sep 24, 2006, 08:38 AM Redking, = DOCTOR =,
Yes, this is a component and yes you need to merge the files into your mod to use the features, just like any of my other mod comps.
Ket Sep 24, 2006, 09:53 AM Mod switcher may be a good call if your just doing basic stuff...
Check the utility section
DrJambo Sep 29, 2006, 01:29 PM They have different .dll files so I don't think the mod switcher would work.
Ket Sep 29, 2006, 01:30 PM The CCCP or My .DLL should work fine, just make sure to set the XML file we use.
Sinapus Oct 31, 2006, 08:00 PM Just tested this mod on the new Warlords patch and Warlords refused to load. The unmodded game loads without any problems. (Couldn't get an error message, so I don't know where the game choked on the mod.)
So I guess making this mod compatible with the current patch is another thing to add to your mountainous Things To Do list. :eek:
TheLopez Nov 08, 2006, 08:58 AM Updated Warlords version to be compatible with the v2.0.8.0 patch.
Sinapus Nov 08, 2006, 05:54 PM Thank you! :)
Sinapus Nov 08, 2006, 10:01 PM Um, I think I encountered a bug. When I playtested the mod I started a game and then tried to disable the Great Generals from Animal Combat and then went into worldbuilder and placed a barbarian wolf, barbarian scout and another civ's scout. Then I gave myself three axemen, had them each attack the enemy and I only got two great general points from attacking the barbarian scout and the other civ's scout.
Started a game on a custom map and one of my units was attacked by an animal and I got a great general point. So it works against animals placed in worldbuilder, but when the game randomly spawns an animal those units are being counted as targets for great generals.
TheLopez Nov 08, 2006, 10:22 PM Sinapus, I checked all of the code again and it all looks fine. I also tried to replicate the issue you encountered and could not replicate it. Did you change the name of the directory of the mod? If you did then that might cause the INI values to not be read in correctly.
Sinapus Nov 08, 2006, 11:44 PM Sinapus, I checked all of the code again and it all looks fine. I also tried to replicate the issue you encountered and could not replicate it. Did you change the name of the directory of the mod? If you did then that might cause the INI values to not be read in correctly.
The directory name is "Great Generals From Barbarian Combat Mod" in the Warlords Mod directory. The value for the Great Generals From Barbarian Combat Mod Config.ini file is set to "Enable Great Generals From Animal Combat = False".
So I don't know exactly what's going on here unless the INI file flag should be set to "0" or similar.
UPDATE: Started a game set to raging barbarians, went into worldbuilder. This time I put two barbarian Wolf units in. Attacked one, killed it, no Great General points. Ended the turn and the second Wolf unit attacked my units and died, and I got a Great General point. So I don't know what's going on with this exactly. Tried another game without raging barbarians and the same thing happened: attacking animals didn't net GG points, but defending against them did.
Vaarna_Aarne Nov 22, 2006, 08:01 AM Heeeeeeeere's Attila!
Bahmo Dec 13, 2006, 06:23 PM I found that the mod always experienced a run-time error, when I tried to start it, keeping it from loading. Originally I spliced this into my own mod, and I figured that it may have been my fault, but then I ran my problem through Occam's Razor, attempting to open your mod by itself. It still did not work. What is wrong here?
TheLopez Dec 13, 2006, 06:27 PM I found that the mod always experienced a run-time error, when I tried to start it, keeping it from loading. Originally I spliced this into my own mod, and I figured that it may have been my fault, but then I ran my problem through Occam's Razor, attempting to open your mod by itself. It still did not work. What is wrong here?
Bahmo, are you trying to use this mod with regular Civ4 or Warlords? If Warlords, then which version of warlords do you have? v2.0.0.0 or v2.0.8.0? The current download of the mod is for v2.0.8.0.
Bahmo Dec 13, 2006, 09:07 PM Bahmo, are you trying to use this mod with regular Civ4 or Warlords? If Warlords, then which version of warlords do you have? v2.0.0.0 or v2.0.8.0? The current download of the mod is for v2.0.8.0.
Warlords. (I mean, duh, why would I use this in a game without Great Generals ;) ?) I am not aware of where to look to determine what version I am using.
EDIT: Alright, I found where to look. It's 2.0.0.0. I guess I'll patch it up. But one question: Will my own mod still work with the new patch?
TheLopez Dec 14, 2006, 05:57 PM Warlords. (I mean, duh, why would I use this in a game without Great Generals ;) ?) I am not aware of where to look to determine what version I am using.
EDIT: Alright, I found where to look. It's 2.0.0.0. I guess I'll patch it up. But one question: Will my own mod still work with the new patch?
You will need to update your mod so it will work with v2.0.8.0.
Bahmo Dec 15, 2006, 09:19 AM You will need to update your mod so it will work with v2.0.8.0.
And how might I do that? I'm new to modding; currently I just screw around with XML.
draco963 Aug 31, 2008, 01:35 PM Seeing as how the last post to this thread was over 18 months ago, I'm probably only dreaming of getting a response, but... :sad:
Has anyone updated this mod for BtS? Specifically, v3.17? I'm trying to cut-&-paste the changes TheLopez made to the SDK files, but I've run into a problem in CvPlayer.cpp, in that it appears that some of the changes Lopez made have already been made to the file, by Firaxis. The grammar's a bit different though, and I struggle just with Python... Me messing around with the SDK files is really a case of a gnome in a god machine... :confused: So, I'm in WAAAY over my head...
Can anyone help me?
Jeckel Aug 31, 2008, 01:40 PM This is at the top of my todo list. I will get to this some time this month. I would have already released this a few weeks ago, but when I began cutting and pasting it into the BtS SDK, I likewise ran into that spot in CvPlayer. I don't see any problem in making it work, but at the time I didn't feel like doing it. Now that I have most of my other projects rapped up, I am ready to get this done. :cool:
draco963 Aug 31, 2008, 02:11 PM Well, I was just about to come back here and edit out my prev post. Thanks for the quick reply Jeckel, although I did manage to figure out CvPlayer.cpp by looking at the original Warlords file. It turns out Lopez re-wrote the entire section, and didn't just insert some new code. So that one's down...
But, I have now encontered a new problem, in CvUnit.cpp. Still cross-referencing the Warlords file against the BtS, trying to see where things went different...
Jeckel Aug 31, 2008, 02:38 PM Well, I was just about to come back here and edit out my prev post. Thanks for the quick reply Jeckel, although I did manage to figure out CvPlayer.cpp by looking at the original Warlords file. It turns out Lopez re-wrote the entire section, and didn't just insert some new code. So that one's down...
But, I have now encontered a new problem, in CvUnit.cpp. Still cross-referencing the Warlords file against the BtS, trying to see where things went different...
Hey, glad to hear you got past CvPlayer. :band:
Feel free to post up code blocks if you have questions. If you can get it ported to BtS that will be one item off the list of things I need to do and will let me spend my time on other projects. :goodjob:
draco963 Aug 31, 2008, 03:05 PM OK, I think I'm done now. But now I have to compile the SDK files...
Umm... how do I do that? :confused:
Thomas SG Aug 31, 2008, 03:21 PM OK, I think I'm done now. But now I have to compile the SDK files...
Umm... how do I do that? :confused:
Can you read German? If you can here is my tutorial (http://www.civforum.de/showthread.php?t=49220). If you can't I think you can also do it with the help of the pictures and a online translator.
I hope that will help you.
Thomas SG Aug 31, 2008, 03:25 PM By the way... the German Caesium Mod Team has already converted this mod to BTS 3.17 and made it a part of the new Caesium mod. ;)
draco963 Aug 31, 2008, 03:32 PM Oh for--... Pete's--... Crying--... -fume- :mad::cry::crazyeye:
Ok, now that I have that out of my system :D.
Thanks Thomas. My German is limited counting to ten, but my wife does OK, and I'll try with BableFish. But first, I'll look up your Mod! :goodjob:
Thanks!!
Thomas SG Sep 01, 2008, 04:40 AM Thanks Thomas. My German is limited counting to ten, but my wife does OK, and I'll try with BableFish. But first, I'll look up your Mod! :goodjob:
Thanks!!
Little mistake. :lol: There are two big competing mods from Germany - the Community Civ V and the Caesium Mod. I'm the designer of the Community Civ V. :mischief:
draco963 Sep 01, 2008, 11:26 AM OK, here's my attempt at making this mod BtS 3.17 compatible. As far as I can tell, I've done everything right. Except for one thing:
It doesn't work. :cry: And, I have no idea why. :wallbash:
So, if someone else could take a look-see, I would VERY MUCH appreciate it!!!
187453
Thomas SG Sep 01, 2008, 12:35 PM OK, here's my attempt at making this mod BtS 3.17 compatible. As far as I can tell, I've done everything right. Except for one thing:
It doesn't work. :cry: And, I have no idea why. :wallbash:
So, if someone else could take a look-see, I would VERY MUCH appreciate it!!!
187453
I don't know the mod but CvUnit.cpp seems to be merged wrong to me. You merged in combat experience where flanking strikes / damage should be done if I see it right.
draco963 Sep 01, 2008, 03:06 PM Thomas, thanks once again. Here is a copy of TheLopez's original CvUnit.cpp. I remember being confused about seeing the bit referring to flanking, but I waved it off as a difference between BtS & Warlords...
I'll look again at CvUnit, make sure I didn't get the insertion point wrong. Thanks for the review.
187471
draco963 Sep 01, 2008, 11:16 PM Thomas, I did get the insertion point wrong. I've posted my discovery here (http://forums.civfanatics.com/showthread.php?t=289479). Turns out I didn't pay enough attention to what was nested where.
It would seem that a major reconstruction of CvUnit was done by Firaxis between Warlords v2.0.8.0 & BtS v3.17. The entire section where TheLopez made his additions was been cut... So, I haven't a clue. I can't even read the SDK language (XML & Wiki mark-up are my limits), let alone decpher where to go from here...
Any help, as usual, will be greatly appreciated... I'm gonna go :wallbash: of learning C++...
Thomas SG Sep 02, 2008, 08:32 AM Thomas, I did get the insertion point wrong. I've posted my discovery here (http://forums.civfanatics.com/showthread.php?t=289479). Turns out I didn't pay enough attention to what was nested where.
It would seem that a major reconstruction of CvUnit was done by Firaxis between Warlords v2.0.8.0 & BtS v3.17. The entire section where TheLopez made his additions was been cut... So, I haven't a clue. I can't even read the SDK language (XML & Wiki mark-up are my limits), let alone decpher where to go from here...
Any help, as usual, will be greatly appreciated... I'm gonna go :wallbash: of learning C++...
It's done. I've merged this mod into CCV. The compiler is runing at the moment. If you want to try it again have a look at resolve combat that is where the part from update combat has gone. And be careful. Even Firaxis added a tag for barbarians!!! This new. You must set if from !xybarbarian() to true if I'm right.
I'll test my merge at night. Have got to work now. ;)
€: Testing was easy - it's working fine. Should I update this mod?
draco963 Sep 02, 2008, 09:00 AM Posting an update to TheLopez's mod right here was what I was going to do, but I couldn't get it working...
If you could post an update for just this mod, I think that would be phenominal. Thank-you so much Thomas, you're a genius! I took a look at CCV, but it's a huge over-haul. Although I will play it eventually, just the seperated code changes for Great Generals from Barbs would be greatly appreciated.
Thank-you again!
Thomas SG Sep 02, 2008, 07:14 PM Okay, here it is.
draco963 Sep 02, 2008, 10:11 PM Thomas, you are genius, and a gentleman, and a scholar, and I thank-you.
But, it doesn't seem to work. Perhaps I've done something wrong. Can I simple place the files in my CustomAssets folder, or must they placed in a mod, and loaded as such?
Thanks.
Thomas SG Sep 03, 2008, 01:03 AM You must place the folder Great Generals From Barbarian Combat Mod in ...\Beyond the Sword\Mods. It's not possible to rename the folder! And of course you must now load the mod called Great Generals From Barbarian Combat Mod. That's it. :)
draco963 Sep 03, 2008, 06:40 AM Thanks Thomas, once I loaded it as a Mod, it worked fine. You're amazing, thank-you SO much!!! :D :goodjob:
DaddyHolby Sep 03, 2008, 08:47 AM Thanks Thomas, this is awesome.
I tried it last night and I have a few questions.
1. When I started a new game I no longer saw the scores of the other civs I encountered in the lower right. Is this part of this mod or is it a bug?
2. With this mod I was no longer able to rename any unit. Is this supposed to happen?
This is the only mod I have loaded and besides a few XML tweaks to generate more barbarians and allow you to retain more XP from them and upgrading I haven't touched anything else. With just my XML tweaks I didn't see any of these issues.
Ket Sep 03, 2008, 10:35 AM I did a standard merge and a recompile, no problem. I merged the python in and then had to add some of the python as the merge had BUG which has a modified event handler. According to my python trace log file the module loaded correctly, but in a test of going into worldbuilder and putting 20 barbarian warriors vs 1 tank. i did not get any GG exp.
Is there any way I can find out if it is loaded and firing correctly?
load_module CvGreatGeneralsFromBarbarianCombatEventManager
load_module CvConfigParser
load_module ConfigParser
load_module CvPath
01:32:23 BUG: adding event 'PreGameStart'
01:32:23 BUG: adding event 'BeginActivePlayerTurn'
01:32:23 BUG: adding event 'LanguageChanged'
PY:OnInit
load_module CvAppInterface
load_module xmllib
Thomas SG Sep 03, 2008, 05:12 PM Thanks Thomas, this is awesome.
I tried it last night and I have a few questions.
1. When I started a new game I no longer saw the scores of the other civs I encountered in the lower right. Is this part of this mod or is it a bug?
2. With this mod I was no longer able to rename any unit. Is this supposed to happen?
This is the only mod I have loaded and besides a few XML tweaks to generate more barbarians and allow you to retain more XP from them and upgrading I haven't touched anything else. With just my XML tweaks I didn't see any of these issues.
Sorry. I've got no idea what's going on. On my computer is every thing fine. And of course nothing like that should happen.
Thomas SG Sep 03, 2008, 05:19 PM I did a standard merge and a recompile, no problem. I merged the python in and then had to add some of the python as the merge had BUG which has a modified event handler. According to my python trace log file the module loaded correctly, but in a test of going into worldbuilder and putting 20 barbarian warriors vs 1 tank. i did not get any GG exp.
Is there any way I can find out if it is loaded and firing correctly?
Oh, be careful. It's not so easy to merge BUG with other mods!!! Both mods call information from a .ini. But only the ini that is called like the mod folder will be detected. And where did you look for the GG points? The status bar of BUG in the main screen won't show the points in time. Go with the mouse over the status bar or go into a city or do a turn - something like that to see the right points.
Ket Sep 03, 2008, 08:30 PM Oh, be careful. It's not so easy to merge BUG with other mods!!! Both mods call information from a .ini. But only the ini that is called like the mod folder will be detected. And where did you look for the GG points? The status bar of BUG in the main screen won't show the points in time. Go with the mouse over the status bar or go into a city or do a turn - something like that to see the right points.
I have both INI files in the mod directory, in theory the mod parser you are using and the one that bug is using are functioning correctly.
Is there a console command I can hit to get it to tell me if the value is true or false i know you exposed some of that to python, but can I call it from the console... (how do you bring up the console again anyway..lol
Ket Sep 03, 2008, 10:43 PM If unit is attacked between turns than it updates fine. If a unit is attacked during the player turn it does not update
draco963 Sep 03, 2008, 11:38 PM @ DaddyHolby, it's working ok for me too. I know you haven't made any other changes except some minor XML stuff, but just for laughs, try loading without the mod, and make sure everything goes back to rights... If it does, you'll know for positive that it is the GGfBC mod, and if things are still screwy, you'll know that something else is going on...
@ Ket, this'll sound stoopid, but are you forwarding through to the next turn after being attacked? It sounds from what Thomas said that the BUG GG Counter only updates when a turn cycles.
So, for example:
- You have your turn, no attacks. GG Counter is at 3. <Enter>
- While the PC goes thru its [X number] of turns, you are attacked twice, and survive each.
- Your 2nd turn begins, GG Counter now at 5.
- You attack twice, and win each. GG Counter still at 5. <Enter>
- The PC does its stuff, and doesn't attack you.
- Your 3rd turn begins, GG Counter now at 7.
It's possible that the Python (I assume) code that generates the BUG GG Counter only updates when the turn cycles, and isn't dynamic during the player's turn. Or rather, more specifically, it is no longer dynamic during the player's turn, due to Python changes made by this mod.
@ Thomas, thank-you again. It is so nice being able to get GG points from Barbs again!! :goodjob:
Thomas SG Sep 04, 2008, 02:44 AM I have both INI files in the mod directory, in theory the mod parser you are using and the one that bug is using are functioning correctly.
Sorry, but you can't have two parsers. That won't work. And with two ini files you will get trouble.
Caesium Sep 04, 2008, 12:13 PM Sorry, but you can't have two parsers. That won't work. And with two ini files you will get trouble.
You can have as much parsers as you like, as long as they are using different procedure files.
And with the ini files: How is BUG then able to use its roundabout ten ini files?
With other words: BUG and another mod work well together.
DaddyHolby Sep 04, 2008, 12:14 PM @ DaddyHolby, it's working ok for me too. I know you haven't made any other changes except some minor XML stuff, but just for laughs, try loading without the mod, and make sure everything goes back to rights... If it does, you'll know for positive that it is the GGfBC mod, and if things are still screwy, you'll know that something else is going on...
Ok, I'll try it again tonight and see if I can get it working.
Thomas SG Sep 04, 2008, 03:03 PM You can have as much parsers as you like, as long as they are using different procedure files.
And with the ini files: How is BUG then able to use its roundabout ten ini files?
With other words: BUG and another mod work well together.
No, that's not true. You will have to rework the links in the files. And if you got two times a file with the same name you can expect trouble.
Caesium Sep 04, 2008, 04:11 PM No, that's not true. You will have to rework the links in the files. And if you got two times a file with the same name you can expect trouble.
No one said, that there were no files to edit.
OK, in very easy words:
After having edited the links, you can use various inis if you want and as much as you want. That's a fact.
Bug uses it, diferent other mods use it. That's a fact.
And it works with different parsers. That's a fact.
Ket Sep 04, 2008, 09:52 PM The python files are calling the procedure, we know that for a fact as it WORKS when barbarians attack me.... but when I attack them it does not work. And yes, i've advanced the turn to see if it changes.
BUG b.t.w. works great with many mods.
DaddyHolby Sep 06, 2008, 02:34 PM Tried it again without the mod and everything worked fine.
Re-added the mod to the CivilizationIV.ini file as specified at in TheLopez's first post and got the exact same thing, no longer able to see other civ's scores, no longer able to rename units, and when starting a new game you do not get briefed on what leader/civ you are.
I'll try to dig into the code a bit more when I get the chance, but I'll have to figure out how to compile the SDK first.
draco963 Sep 06, 2008, 10:34 PM DaddyHolby, I'm really sorry, I've got no idea what is going on... This definately shouldn't be happening...
I've got one crazy idea... Could you post here where the files are? So, where have you put the DLL, where are the 6 Python files, and the 2 INI's?
DaddyHolby Sep 07, 2008, 12:45 PM I think it is an install problem.
When I extract the files from WinZip I get an error saying that WinZip encountered problems, but when I view the listing it doesn't have any errors.
FROM WINZIP:
Extracting to "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\"
Use Path: yes Overlay Files: yes
Extracting CvGameCoreDLL.dll
Extracting CvCustomEventManager.py
Extracting CvModName.py
Extracting CvEventInterface.py
skipping file: unable to create a sensible filename out of C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Great Generals From Barbarian Combat Mod for BTS 3.17\Great Generals From Barbarian Combat Mod\Assets\Python\GreatGeneralsFromBarbarianCombat Utils\CvGreatGeneralsFromBarbarianCombatEventManag er.py
Extracting CvConfigParser.py
Extracting CvPath.py
Extracting cvgame.cpp
Extracting cvgame.h
Extracting cvplayer.cpp
Extracting cvunit.cpp
Extracting cygame.cpp
Extracting cygame.h
Extracting cygameinterface.cpp
Extracting COPYING.txt
Extracting Great Generals From Barbarian Combat Mod Config.ini
Extracting Great Generals From Barbarian Combat Mod.ini
Extracting Readme.txt
When I view the extracted folder I can only find 5 python files.
The location of the files are as follows:
Ini's - C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Great Generals From Barbarian Combat Mod for BTS 3.17\Great Generals From Barbarian Combat Mod
Dll - C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Great Generals From Barbarian Combat Mod for BTS 3.17\Great Generals From Barbarian Combat Mod\Assets
CvCustomEventManager.py & CvModName.py - C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Great Generals From Barbarian Combat Mod for BTS 3.17\Great Generals From Barbarian Combat Mod\Assets\Python
CvEventInterface.py - C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Great Generals From Barbarian Combat Mod for BTS 3.17\Great Generals From Barbarian Combat Mod\Assets\Python\EntryPoints
CvConfigParser.py & CvPath.py - C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Great Generals From Barbarian Combat Mod for BTS 3.17\Great Generals From Barbarian Combat Mod\Assets\Python\INIParser
DaddyHolby Sep 07, 2008, 12:49 PM Ok, after re-reading that last post I think I found the problem. I extracted the missing python file: CvGreatGeneralsFromBarbarianCombatEventManager.py and tried to manually put it into the folder and windows threw an error about the file name being too long. This is usually caused by the path name being too long, so if I move the folders up a level and get rid of the 'Great Generals From Barbarian Combat Mod for BTS 3.17' folder I should be fine.
I'll try that and see if it works.
draco963 Sep 08, 2008, 12:36 AM DaddyHolby, you have hit the nail on the head. Once you put in that last Python File, you should be fine.
Try getting WinRAR. It's free, and properly kicks back that "path-name too long" error.
You should also be able to move all your files up one directory, and get rid of the \GGfBC for BtS 3.17\ right after \Beyond the Sword\Mods\.
Hope everything worls now! :D
DaddyHolby Sep 08, 2008, 08:16 AM Yep, that was it, everything is working fine now. Thanks for the help! :)
Formulapower Sep 23, 2008, 02:30 AM I am running a custom DLL file that allows for more civs to be played (downloaded it from Here) I noticed this mod adds a new dll file. I know a little about modding but it is limited....I would like to merge these 2 files so I can use this mod and still play with additional civs. How hard is this? would anyone be willing to help me out if I sent them both files??
thanks
Dresden Sep 23, 2008, 05:54 PM If the only change in your current custom DLL is to increase the max civs, then it is quite easy to merge them as increasing max civs is one of the simplest SDK changes to make (although the compilation can take a while since the whole thing must be rebuilt.)
What I would do is to start with the source from this mod and then increase the max civs there, and recompile. Increasing the max civs is only a change of a single line in CvDefines.h; you find the following lines in that file and change the "18" (scroll to the right if you don't see it) to something else.
#ifdef _USRDLL
#define MAX_CIV_PLAYERS (18)
#else
On the other hand, if your current custom DLL does other things aside from increasing the number of civs, there may be a little more work involved.
Gamma Oct 01, 2009, 07:05 PM any chance this can be updated to 3.19?
draco963 Oct 02, 2009, 12:51 AM Should be possible. Because of other commitments, it'll take me at least a two weeks to get to it though...
It should be a simple matter of cut-&-pasting the SDK and Python changes for this mod into a 3.19 set. I don't think v3.19 chnaged how combat works... Are you able to compile files yourself? Again, just because it'll take me awhile...
Gamma Oct 02, 2009, 07:31 AM I'm slowly trying to learn the programming stuff for modding, but right now I don't know anything about the SDK (except how to set the max players, thanks to this thread).
That's fine if it takes a few weeks, I'm ok with waiting for it.
draco963 Oct 19, 2009, 01:37 AM It's going to take a bit longer than I'd hoped, sorry. Turns out it's not a simple cut-&-paste job to get GGfBC into BtS v3.19, as that attempt causes a CTD before the main menu gets loaded. It's going to take me quite some time to figure out what's wrong.
If someone else wants to take a crack at it, here are the v3.19 SDK files with GGfBC merged in. I made sure to check what was going on at each insertion, and from what I read, this should work. So, I suspect it might just be my Makefile, as I'm having difficulties with my ongoing project too.
[-removed-]
AFAIK, the Python files supplied in the original Mod should still be valid. See post #66 (http://forums.civfanatics.com/showpost.php?p=7204983&postcount=66) to download the Mod made for v3.17.
draco963 Oct 22, 2009, 10:25 AM Got it working. Make sure to unRAR this into a folder named Mods\Great Generals From Barbarian Combat Mod. None of the included Python files step on any original game files, so don't worry about integration. Have fun!!
Gamma Oct 22, 2009, 06:10 PM Thanks! Great work!
One thing I noticed, why is there an art file under the Assets? I'm assuming since it's empty that it doesn't matter if I delete it.
draco963 Oct 22, 2009, 06:46 PM Sorry, yes, delete that Art directory. My bad. This is what happens when you're working on four things at once...
I've corrected the attached file in Post #95. Thanks Gamma.
Enjoy!
PieceOfMind Nov 01, 2009, 06:38 PM draco, when you link in the "Announce your updated mods" thread, perhaps you should link to your actual post. At the moment the link takes you to the first post which is a few years old.
PsiCorps Dec 19, 2009, 08:39 AM How well will this Modcomp work with Final Frontier?
draco963 Dec 23, 2009, 11:14 PM Sorry PsiCorps, I've never played Final Frontier, so I don't know. The biggest gameplay result is a lot more GG's. That's it really.
Specterace Feb 15, 2010, 03:42 PM Draco, is there a way you could update this version for the 2.1.3 patch of Warlords (the final patch that came out), please? You see, the mod doesn't work for the new patch (only for the old 2.0.8 patch, which I can't downgrade to since I have the digital download version of Warlords from the online store). So I was hoping there was a way to get this mod updated for the last patch of Warlords that came out, and if so, then maybe you could do it or at least tell me how it could be done.
Thanks
Specterace
draco963 Feb 17, 2010, 01:43 AM Youch...
It could be done Specterace. I'm just really short on time, so it would take awhile...
Back-dating the mod wouldn't actually be too hard. Just start with the 2.0.8 mod, and merge the original DLL source files into the DLL source that came with 2.1.3. You'll need Visual Studios, and WinMerge. There's lots of directions available on the forum on how to get VS set up. And the merge itself isn't usually that hard. The changes from 2.0.8 to 2.1.3 are probably just bug fixes, right? In that case, it's almost just a matter of plunking the GGfBC code into the 2.1.3 source files, file-by-file. There's only about 10 or so IIRC. If you've got any modding experience at all, it's really not difficult.
I'll download the 2.1.3 patch. If it looks like installing it won't mess with BtS, then I'll install it and try to upload a 2.1.3 version for you. It's gonna take me some time though, I only get a few hours a week for gaming...
If you're willing to take a hack at it yourself, I'd be happy to track down the Makefile for 2.1.3 for you, that'll be the hardest part; and the walkthrough of where to get VS and the other materials you need. All free, don't worry.
oawiefga Feb 20, 2010, 03:12 PM Just a quick thanks to Draco for keeping this alive and for making the source code available.
sputax Oct 12, 2011, 08:20 AM So I found and installed GG bar exp and it works. My problem is that now the tech pop ups are missing when i discover new technology. I dont seem to receive the message about first types of units ie first archer or warrior or gunpowder either. Also i think something is missing next to the turns counter but i cant for the life of me remember what.
I have an improved AI installed directly and changed a few things in the xml but thats it. I also deleted the art folder which was empty. Any ideas how to fix without losing the mod?
Thank you
Specterace Apr 26, 2013, 05:39 PM The problem stated above (the one where the tech description screens don't pop up when I discovered a tech) and such are now happening to me as well. I recently re-downloaded and reinstalled the game from GameFly and installed the mod (since I rebooted my computer) and now these problems have shown up. I never used to have them before, so I'm wondering what it is that's disabling the tech popups and the new unit type popups and such.
If I could get some help from Draco or anyone else, I would greatly appreciate it.
|
|