View Full Version : CCCP Latest Version Download


Impaler[WrG]
Feb 17, 2007, 04:33 PM
Version: 2.08.02
Release Date: Febuary 18, 2007
Compatibility: Civ4 Warlords 2.08

CCCP Assets 2.08.02 (http://forums.civfanatics.com/downloads.php?do=file&id=4188)

CCCP Source 2.08.02 (http://forums.civfanatics.com/downloads.php?do=file&id=4189)

Civ4's SDK and Python/XML layers make it the most "Deeply" modable commercial game ever released and this Mod Component forum is the Mecca for all such modifications. Most are small tweaks to the game play, new rules or new Python screens but all suffer one very big problem its a real chore to combine them and to do so requires practically all the elite programing skills necessary to make them in the first place. Average users and even many mod makers are forced to choose between different bits of code or mod components because they cant themselves do all the merging work particularly those in the Source code ware a compiler is required. The aim of this Project is to help over come these Difficulties by combining together changes and creating new tools to make such work easier. The Project acts as a neutral foundation and tool set which mods can be built on-top of, thus all of the improvements and changes made are default off when possible, if not specifically enabled by the user they do nothing and theirs no noticeable game play change. The 6 major area ware the project focuses on in order of priority...

1) XML Tags - New XML tags are the best way to add new optional mods
2) Mergability - Changes that make things easier to combine
3) Bug Fixes - Several Fixes to Firaxis Bugs have been squished already
4) Python UI - Better Screens are picked up from the community as they develop
5) Performance - Anything which speeds up the game is good
6) AI - Blake is the undisputed AI guru and his code will eventually be included once its done

The ultimate goal is to assimilate all popular SDK based mods (making them optional in the process if they weren't originally so) into one code base for easy Mod making and become a de-facto standard for the Mod community

If you want to see what we've done so far I would recommend downloading TortiseCVS. This should allow you to download the latest version including source code direct from our CVS.

Known issues
Lots of savegame incompatibility. Save games from anything else just don't work, and are likely to give you a hard CTD. Each successive version is likely going to break prior savegames as well.

Not Included
No Python files or Mods from the vanilla CCCP are yet included, this is due to my not being very skilled with Python<>SDK interaction and a desire to make the Assets package as easily plugable as possible. Python files/Mods will be re-incorporated soon with priority based on community requests.

The Team
TeamLeader: Impaler[WrG]
Contributors: TheLopez, Aussie_Lurker, 12Monkeys, TheGreatApple, moctezuma, LunarMongoose, Chalid, SimCutie, SpoiledFruit, LordOlleus, Kael, Gerikes, Dale, Gaurav
Testers: Morfydd, TRN2, Elucidus, purplexus, Padmewan, chrusion, Belizan, Jorgen_CAB, dsplaisted, Quornix


CHANGE LOG:

2.08.02 - Fixed corupted TerrainSchema, include missing FlavorUnitGroupInfo.xml added latest Sevopedia buy Gurav et all, added toggle option to DLL based Replaced By Text to prevent doubling up with Python based Text

2.08.01 - Upgraded to WL 2.08 code base, added Sevo's Mastery Victory and additional Civics Mods by Aussie Lurker

2.00.06 - Fixed Contact Bug, included CustomizableDomestiAdvisor widget, suppressed "InfoType not Found"
in the xml.log, included Lopez Air Forces Mod, Improved WLTKD mod, 4 new Spy Missions, new Religion Screen by Jeckel and Dawn of Man screen by Lopez and others, added behind the sceens Debug logging
based on example from jdog5000's revolution mod

2.00.05 - Added Modular XML loading, a sligtly modified version of Chinnese Americans XML loading

2.00.04 - Fixed Crash on game reloading bug, added LM FloodPlains fix and Lake fix, added Experience Scaling and Teg's Unit statistics support

2.00.03 - Added WarWeariness, MilitaryProduction and BuildOutsideBoders tags for Traits, activated Diplomacy Modifier for Buildings,
Included Lopez's Replaced by Mod

2.00.02 - Corrected bug causing game to crash when a building was processed

2.00.01 - Initial WarLords release



MOD LIST:

UNITS

- Updgaded transport bug fix by LunarMongoose:
Units on a Transport being upgraded to a non-transpoting unit will nolonger become permently stuck on the transport, they will instead move to the nearest avalible land tile

- First strike fix by LunarMongoose:
Units will no-longer be cheated of 1 first strike chance

- Intercept Domain Blocking Fix by LunarMongoose:
Units with interception ability will properly intercept units of a different domain

- Water Animals by The Lopez:
Allows the spawning of Animals with <TerrainNatives> of Coast and Ocean, no default animals have such values but then can be added

- Flying tag by RogerBacon:
Units given the <bFlying> tag, will move over water but will still obey TerrainImpassible flags, any unit can dynamicaly gain or losse flying abilities through the setFlying(bool) Python call, Units need to get the UNIT_AI_NAVEL_ATTACK in their XML to properly hunt and kill ships


PROMOTIONS

- Experience Scaling by Impaler[WrG]:
Adds three Global Define floats, EXP_NEEDED_POWER, EXP_NEEDED_MULTIPLIER, EXP_NEEDED_SCALAR, the experience a unit need for each level is provided by the equation ((Level ^ EXP_NEEDED_POWER) * EXP_NEEDED_MULTIPLIER) + EXP_NEEDED_SCALAR The default values of 2, 1, 1 for the new defines give the original progresion

- Air Forces Mod by TheLopez:
Allows three new tags on Promotions for the enhancement of Air Units, Air units may now gain experience


BUILDINGS

- Building Resorce Converter by TheLopez:
Buildings can be configured to take in a specific set or resorces and convert them into a new set of resorces, if the inputs are not supplied their is no effect

- FreeBuildings with Tech by Impaler[WrG]:
Buildings may use a <FreeWithTech> tag which will have the effect of giving that building for free in all cities when the player recives said technology, effect is just like that of a Wonder like StoneHenge

- Specialist Commerce/Yield Changes with LocalBuildings by Impaler[WrG]:
Buildings may use a <LocalSpecialistYield/CommerceChanges> to modify the output of Specialist only within the city they are built, effect can be specific to a specialist type like Angkor Wat

- Building FreePromotions by Impaler[WrG]:
When a Building with FreePromotions is completed all military units capable of reciving promotions will recive the specified number of free promotions, the units will blue glow and apear in all respects ready for an exp based upgrade, but the consumption of a FreePromotion will not raise the units level and thus future exp based promotion is not delayed, it is ok to leave a freePromotion un-assigned as they stack with exp promotions without loss

- Building FreeCommerce on Construction by Impaler[WrG]:
When a building with the <CommerceOnConstruction> tag is built depending on the type of Commerce specified one or more of the following will happen, if Money/Gold is assigned the Player imediatly adds that quantity to their treashury, if Culture is defined the City will imediatly gain that amount of culture, Science will have no effect, in both cases the effect is a one time bonus

- Building Distance/Number Maintance Modifers by Impaler[WrG]:
Buildings can Modify the players global Maintance cost Modifiers just like a Civic

- Building UpgradeCost Modifier by Impaler[WrG]:
Buildings may modify a new player level Upgrade cost modifier, all unit upgrade costs are modified by this number

- Secret Tech by moctezuma:
Allows a Building (Wonder) to give the player a Tech which can be unatainable by any other means and used to control access other elements

- Improvment Upgrade Rate Modifier by Impaler[WrG]:
Allows a Building (Wonder) to modify the rate of Improvement upgrading, works just like Emancipation Civic

- Building Construction Rate Modifier by Impaler[WrG]:
Allows a Building (Wonder) to give the Building Construction bonus just like that provided by the Organized Religion civic to all cities but without any Religion requirements


TERRAIN

- FloodPlainsFix by LunarMongoose:
FloodPlains are nolonger destroyed when a City is founded on them, this allows the City to get 3 food from its base plot

- LakeSizeMod by LunarMongoose:
Scales the LAKE_MAX_AREA_SIZE define by the Maps size


MISSIONS

- Expanded Spy Missions by Impaler[WrG]:
4 new missions for units, all set by XML boleans in the UnitInfos.xml a modified MissionInfos.xml is required to activate the missions, missions are Espionage (steals a portion of an oponents tech), Insurection (starts a revolt, forign culture must be dominant), Theft (steals a portion of gold), Assasinate Researchers (halves progress on opponents current Tech), AI programed to use new missions

- RoutePillage Mod by The Lopez:
When a modified Missions.xml file is used a new Route Pillage option becomes available to units which allows destroying routes without harming the plots primary improvement, you can destroy your own routes as well


IMPROVEMENTS

- Improvments Outside Borders by TheLopez:
Any Improvment can be given true for the new <BuildOutsideBorders> tag which will allow workers to ignore cultural borders when building the improvement

- Improvment Prereq Improvment by Impaler[WrG]:
Allows an Improvement to have another improvement as a Build validator, if this is the only validator it will esentialy act as a pre-requisite and the new improvment esentialy is an upgrade to the former


TRAITS

- Add/Remove Traits by Python by TheLopez:
Two new Python calls addTrait and removeTrait allow Players to dynamicaly gain and loose traits, if a trait is already present it cant be added, likwise if not present it cant be removed

- Trait BuildOutsideBorders by Impaler[WrG]:
Similar to the ImprovmentBuildOutside borders mod by Lopez, a player possesing a trait with the <bBuildOutsideBorders> tag will be able to build ALL improvments in unowned territory outside their cultural borders, they may not build inside a non-team members borders

- Trait Diplomacy Bonus by Impaler[WrG]:
New <iDiplomacyModifier> tag for Traits, the player recives a modifier to their diplomatic relations with other players, positive and negative values are supported each has its own Text tag

- Trait Vote Modifier by Impaler[WrG]:
New <iVoteModifier> tag for Traits, the number of U.N. votes a player gets is changed

- Trait FreeSpecialist Bonus by Impaler[WrG]:
New <iFreeSpecialist> tag for Traits, granting that number of free specialist in all their cities, the effect is similar to the Statue of Liberty, often in the early game the free specialist can only be a Citizen untill a library/forge is built

- Trait WarWeariness by Impaler[WrG]:
New <iWarWearinessModifier> for Traits, effect just like any other WW modifier

- Trait MilitaryProduction by Impaler[WrG]:
New <iMilitaryProductionModifier> for Traits, effect like that of
PoliceState or Military Academy


VICTORY

- Mastery Victory by Sevo:
Allows a point total based victory option which awards points for achivments of all types.


TECH

- Specialist Commerce/Yield Changes with Tech by Impaler[WrG]:
Technologies may use the <SpecialistYield/CommerceChanges> tags to modify the output of Specialist, the Effect can be specific to particular type of Specialist like the effects of Angkor Wat, note that this synergizes with new Commerce Types

- Tech Yield/Commerce Modifiers by Aussie_Lurker:
Adds global modifiers to Tech which boost the players Yield or Commerce in all cities once the tech is obtained


CIVICS

- Civic BuildingClass Commerce/Yield Changes by Aussie_Lurker:
Modifies the Yield Bonus from all members of a buildingClass under a Civic

- Civic StateReligion Commerce/Yield Changes by Aussie_Lurker:
Provides a modifier to Commerce and Yield Rates to all cities with the
StateReligion

- Civic NonStateReligion Commerce/Yield Changes by Aussie_Lurker:
Inverse of Above a modifiers for all cities lacking the State Religion

- Civic StateReligion Extra Health by Aussie_Lurker:
Adds Health to all cities with the state Religion

- Civic Trade Commerce Modifier by Aussie_Lurker:
Bonus to Trade, like a Harbor in all cities

- Civic Specialist Exta Yield by Aussie_Lurker:
Allows Civic to modify the Yield output of all specialist Types

- Free Civic Specialists by TheLopez:
Allows a Civic to give free specialists of a particular type


INTERFACE

- MP Camera fix by by LunarMongoose:
Proper Camera zooming durring multiplayer

- Defensive Camera Zoom by RogerBacon:
The camera will now zoom in when you are attacked in the between turns
phase just the same as when you launch an attack

- Dawn of Man Screen by TheLopez:
A reshaped Dawn of Man screen with a larger leader portrait, along with Icons for the Civilization and the starting Techs.

- JDynamicReligionsScreen by Jeckel:
A statereligion selection screen capable of displaying up to 19 religions

- UnitNameMod by LunarMongoose:
Drops the UnitType from a units name Report

- Customizable Domestic Advisor Widget by TheLopez:
Supports new Widget for TheLopez's CDA


PEDIA

- Sevopedia 2.2 by Sevo, Gaurav, Progor, Vovan, Ket, Fitchn:
A massive ongoing redesign of Civilopedia begun by Sevo and improved upon by many many developers, most resently by Gaurav, includes Promotion and Unit Upgrade tress and several configurable options

- Replaced By Mod by TheLopez:
Adds a link in Civopedia text for the games default units, if the unit has any Unique Replacements, for example Swordsman would have "Replaced by Pretorian" in its info box, can be suppressed by GlobalDefine and is by default in SevoPedia to prevent doubling of text

- Improvement BuildTime Visable by Impaler[WrG]:
Improvement page in the pedia now lists the build time of the improvment


RULE CHANGES

- GreatGeneral from Barbarian Combat by TheLopez:
New Global Defines are added which allow Great General Points to accumulate in offensive combat against Animal and Barbarians, a third allows the Barbarian player to recive Great Generals

- GreatPeoplePointPooling by Impaler[WrG]: (controled by GameOptions)
Redirects all GreatPeople Points created in the Empire to a central player level pool rather then a per city pool

- Improved WLTKD by Impaler[WrG]:
Optional Global Define which makes the WLTKD give a one city, one turn golden age should stack with traditional golden ages

- Happyness/Health Commerce by Impaler[WrG]:
The 4th and 5th Commerce slots are now defined and any XML <Commerce> tags may use these to give Health or Happiness


OTHER

- Unit Statistics by Teg Navison:
Unit combat statistics can be reported to the Python layer by activating the UNIT_STATISTICS_REPORTING define, these reports can be picked up and recoreded in Teg's Modified Event manager to produce a page of statistics about your units, Python files not included

- AI autoplay by jdog5000:
Allows the game AI to control your entire Civ for a specified number of turns afterwhich you regain normal control. Requires Python to activate

- Slow Cultural Borders by Chalid: (controled by GameOptions)
Cultural borders expand in smaller increments, two expantions equal what would have been one expantion under original rules

- Modular XML Loading 2.0 by Chinese American & Impaler[WrG]:
Causes the game to load multiple XML files, most file types supported
Allows use of Modules to add content to the game in drag-and-drop fashion

Impaler[WrG]
Feb 17, 2007, 04:35 PM
reserved for Library

Gaurav
Feb 17, 2007, 06:28 PM
What is the "SpecialistPediaStrings" mod?

Impaler[WrG]
Feb 17, 2007, 06:42 PM
Its to support Tech and local Building Commerce/Yield mods, the Pedia will display listings of all the modifiers that a Specialist can receive similar to the Waterfall and Windmill improvements. The default output is labeled "Base Output" and is listed at the top followed by all the other possible bonuses.

Gaurav
Feb 17, 2007, 07:01 PM
What are "Flavor Units"? - obviously not Arioch's Flavor Units mod.

Impaler[WrG]
Feb 17, 2007, 07:27 PM
Thats a mod I made to allow civs to fork to alternate ArtDefs for their units, it functions at the code level fine but the structure of the Python interface kept it from working as expected, I'm hoping someday to get it to work correctly.

Quornix
Feb 18, 2007, 12:32 PM
Hey. I've downloaded the new 2.08.01 CCCP files, and it seems like there's an issue. The Civ4TerrainSchema.xml file is nothing but 22k of [NUL]. Not sure if it's a problem for everyone else, or if it's just not downloading/unzipping properly for me, but I've downloaded six separate copies (after clearing the downloads) and it's been the same every time. Just in case it was Notepad++ that was acting up, I launched the game (naturally, I checked out all the files before trying to play -- this is a modding mod, not a mod), and it gave me an error when loading the Terrain stuff.

You might want to download it yourself and make sure that it isn't just a problem on my end. All the other XML files seem fine at first glance -- if there's any corruption, it's at least not the entire file. Also, the source compiled just fine. I can't see why my PC would be messing that one file up over and over again.

If it is on my end though, could you post a copy of the Terrain schema?

Thanks.

Impaler[WrG]
Feb 18, 2007, 12:42 PM
Nope its not you somehow that file got corrupted for me as well and I accidentally released it as such, an update will be posted shortly which will fix this AND include the latest Sevopedia by Gaurav et all. Thanks for the bug hunting Quornix

Quornix
Feb 18, 2007, 01:55 PM
I don't seem to have the GlobalDefinesExt.xml file. Not sure if that's been changed from the last time I saw it mentioned, but without it, it's tough to change the new global values, as I don't know what tags are used.

Also, for the mods that the .DLL is compatible with, but does not include, it would be nice to have links in your first post. Hardly required, as they're here on the boards, but would be nice.

Impaler[WrG]
Feb 18, 2007, 03:10 PM
GlobalDefineExt.xml is obsoleted by Modularly loaded Global defines, I've included a CCCP_GlobalDefines.xml to control all the options and It will be located in xml/GlobalDefines/CCCP eventually as more options are added it may be broken down into sub-groupings Unit, GamePlay, Interface etc etc.

The Pedia will have a folder in the XML directory inside of which are all of its xml, art and text done module style. Inside is a Global Define that suppress the Replaced by Text from the DLL so that is doesn't double up with text being produced by the new Sevopedia. Another folder in the Python directory contains the rest of the files, removing both these folders will give you the default pedia or allow you to insert your own Pedia, the DLL will then once again produce Replaced by Text so you get this feature with or without the new Pedia.

Updated to 2.08.02

Gunner
Feb 18, 2007, 04:16 PM
Just wondering, but has this been upgraded with Modular XML Loading 3.0 yet?

Impaler[WrG]
Feb 18, 2007, 04:30 PM
Not yet, first time I tried I got some weird hanging on load, couldn't figure it out and reverted the code so I could get it out the door, the current Loading system is 2.0 which still gets you all the major files its just slower and you have some restrictions in referencing tags. I think I know what I did wrong and will be able to fix it soon.

P.S. I'll be updating/resurrecting Ket's Mod soon using the new DLL which I can confirm will run it, I just need to configure a few things. I'll also try to move many of the Units and Buildings into modules to allow easy combo with EDU.

Quornix
Feb 18, 2007, 05:57 PM
OK. Please be patient and remember that I'm learning some modding basics as I go through this (not the least of which is how the Schema work). I've figured out what the first two Custom Game Options are (GPP pooling and Slow Culture), and figured out how to display them (originally, they're just checked boxes with no text). What's the third one? I didn't see a third item on the feature list that seemed to fit, and haven't stumbled across it in the tests I've run.

Gunner
Feb 18, 2007, 10:27 PM
;5116910']Not yet, first time I tried I got some weird hanging on load, couldn't figure it out and reverted the code so I could get it out the door, the current Loading system is 2.0 which still gets you all the major files its just slower and you have some restrictions in referencing tags. I think I know what I did wrong and will be able to fix it soon.

P.S. I'll be updating/resurrecting Ket's Mod soon using the new DLL which I can confirm will run it, I just need to configure a few things. I'll also try to move many of the Units and Buildings into modules to allow easy combo with EDU.
Thanks for the quick reply. I'm not in any rush so its perfectly alright.

Impaler[WrG]
Feb 19, 2007, 05:48 PM
Next version will include some mods to the FormationInfos.xml which should make Ethnicaly Diverse Unit type mods easier to make and use and a new high-level UnitGroupSize feature which will make it very easy to change the number of unit meshes 'men' in a each group. Also possibly the MXMLL 3.0 code as well and some additional Python screens.

Shqype
Feb 21, 2007, 12:33 AM
I'm pretty impressed, everything looks much better now. I'm happy that the CCCP is being pursued for Warlords. I'll be sure to use this universal DLL in my mod once I resume work on it. :)

ripple01
Feb 23, 2007, 10:20 AM
Impaler,

Love the idea of this project.

Is there any chance that you could incorporate the SDK changes for the AIAutoPlay mod by Jdog? There are only slight changes made in 3 files, I can't remember the exact files off the top of my head, but IMO this mod is essential to modmaking.

Thanks,
ripple01

Impaler[WrG]
Feb 23, 2007, 06:38 PM
Actually it is included, I put it down their in the OTHER category. You still need his Python files to activate it though, someday I'm hoping someone will have a MainScreen with a button for it so we don't need to remember all these key combos for special Mods. Please do give it a try and tell me if its working correctly, it hasn't been tested yet since the 2.08 conversion.

ripple01
Feb 24, 2007, 09:10 AM
Oops, totally missed that somehow...

There are actually 2 different versions of the AIAutoPlay mod... the latest standalone is ver. 1.25 and the one built into revolution mod is 1.4. I was attempting to merge 1.4 into my current mod but was having a little trouble figuring out exactly which python files i needed.

peace,
ripple01

Amra
Feb 24, 2007, 12:21 PM
Oops, totally missed that somehow...

There are actually 2 different versions of the AIAutoPlay mod... the latest standalone is ver. 1.25 and the one built into revolution mod is 1.4. I was attempting to merge 1.4 into my current mod but was having a little trouble figuring out exactly which python files i needed.

peace,
ripple01
ripple01, the files I used for AIAutoPlay v1.4 are attached. I went thru the same thing last night for an hour or more so I thought I would save you the trouble. It works great in my mod with the files attached. I'm not a python expert, though, so you might want to make a backup copy of your mod before adding these files.

It uses DrElmerGiggles CustomEventManager. Just add the two lines relating to AIAutoPlay to your CvCustomEventManager - as well as the "def setPopupHandler(self, eventType, popupHandler)" section further down. Or, just use the CustomEventManager I've included. Note that this zip file does NOT include any .dll file.

Good luck. ;)


@Impaler[WrG]
Let me know if you don't want these files posted here and I will remove them. Thanks.

ripple01
Feb 24, 2007, 08:57 PM
Awesome, thanks a lot, Amra!

ripple01

Impaler[WrG]
Feb 24, 2007, 09:47 PM
Actually that proved quite helpful and I'm going to include the DrElmerGiggles event manager with the next version so no one else will need to :badcomp: this themselves, though I think I will change the configuration options to GlobalDefines and drop the Config parser to keep all the control mechanism consistent.

Quaetam
Feb 25, 2007, 05:52 PM
You should include the Revolution mod!

Impaler[WrG]
Feb 26, 2007, 01:01 PM
AIAutoplay is in, if your talking about jdogs mod ware the barbs settle down and become civs I might try it but I would need to reconfigure to make it optional so its going to be lower down on my list.

Version 2.08.03 is ready and uploaded, most of the changes were in Python screens and UI helper things, more of this will follow in the future releases. Move Highlighter has some issues but I really liked it and am hoping exposhure will help in finding a solution, if you dont like it just comment out the registration under the CustomEvent Manager. Many Python screen may in the process become DLL dependent as they integrate closely with the project and access the new datas coming from and going into the DLL. The other half of this update is the previously promised Formation stuff which is working wonderfully. It will prove a boon to EDU type mods, and Amra's mod in particular. I've updated Kets Formations and included them as a Optional Package, just over-write the files into the appropriate directories and your good to go.

Here is the official change log entry, I'll update the first post later tonight...

CHANGE LOG:
2.08.03 - Added Dr Elmer Jiggle CustomEventManager and many Python moduals registering with it, jdog5000's AI AutoPlay and MoveHighlighter by 12 Monkeys All can be toggled on the CvCustomEventManager, Added ExoticForignAdvisor by Requies reconfigured with a modular loading package, included missing GameOptionInfo.xml and CommerceInfo.xml, exposed DefineBOOL to python, Added UnitClass based FormationInfo, GroupSized UnitClasses and Default GroupSize GlobalDefines

Amra
Feb 26, 2007, 03:21 PM
New CCCP version is ready Amra, the Formation mods are working beautifully check out the screen shot posted HERE (http://forums.civfanatics.com/showthread.php?p=5145725#post5145725) I just strip Formation files from EDU and run it on top of CCCP with the Ket Formation files I've created and behold easy UniqueUnit custom Formations, if you don't like Kets formations you can just keep the default CCCP files which just upgrades the original formations to be class based, hopefully this will shave precious time off your unit integration efforts as you can skip all the formation work. :goodjob:

Also thanks for providing the AIAutoplay files, I hadn't realized how much of a hassle that could be for people to integrate python files themselves, if you have any other bits you would recommend please do speak up.

I'm next going to try to come up with some XML mods that will allow Unit, Buildings and Leaders to reference the Civs they belong to rather then Civ referencing them, this is so that multiple such objects can be modularly attached to the Civ with my Modular loading Mod. This could allow you to minimize integration issues with EDU which it sounds like your planning to use at least in part.Thanks Impaler. You're quick with the updates, I haven't even had a chance to post my mod with the last version of the CCCP in it yet. :lol:

No problem on the AIAutoPlay files, I was glad to help. Regarding the EDU mod, I have already incorporated v2.8 in full and am going to add more units to my modpack before the 10th so the formation mods you added should prove useful. I'll check them out this week when I am adding units.

I have a question regarding TheLopez's Water Animals mod (http://forums.civfanatics.com/showthread.php?p=4142436) included in CCCP. Can you tell me what version that is? I ask because his version 0.3w includes a configuration for "Water Animal Spawn Chance" that I cannot seem to find in your configuration file. If it is not in the CCCP already, it would be nice to have the latest version with the configurable spawn chance. Thanks.

AnarhCassius
Feb 26, 2007, 10:37 PM
;5145596']AIAutoplay is in, if your talking about jdogs mod ware the barbs settle down and become civs I might try it but I would need to reconfigure to make it optional so its going to be lower down on my list.

There is also the new civs breaking off from existing ones, one of the coolest things. Also I believe the mod is setup with Autoplay, BarbarianCiv, and Revolution components that can be individually enabled/disabled already.

zappara
Feb 27, 2007, 10:21 AM
I didn't get the bFlying tag work on helicopter units. I followed the instructions and tried several different CanMoveImpassable configurations etc. but units simply didn't want to enter sea plots from land. I'm using Warlords 2.08. Any idea where's the problem? Civilopedia did mention that unit is Flying unit when I checked helicopters so something does trigger on code level.

Also the readme has false info about AI settings for those units, AI should be UnitAI_Attack_Sea, not Unit_AI_Navel_Attack as it reads there now. Found correct info from Flying mod's most current readme file.

Quaetam
Feb 27, 2007, 02:37 PM
Yeah; I mostly would love to see either Revolutions, BarbCivs, or, especially both in the CCCP!

Also, the Revolutions mod already has these options as configurable and optional

Impaler[WrG]
Feb 27, 2007, 06:45 PM
Thanks for the bug report, I'll have a look into the Flying tag, the Pedia is telling us the boolean is being set so we can rule out any kind of problem in the XML, it must be a failure in the code.

I'll also look into the other parts of the Revolution mod for possible inclusion

Zebra 9
Mar 16, 2007, 08:30 PM
This is awsome!:goodjob:

Well I would love to have the revolution MOD incorperated as well, and maybe you could allow python to dynamicaly add a civ.

purplexus
Mar 18, 2007, 08:56 PM
Impaler I think you should remember that not everyone is as slick as others when programming. One thing to add is where should you stick all these files?

As I was handing this over to a friend they said that was nice but it doesn't work... so when I went over there to find out why I found that they didn't place the folders in the correct spot.

kristopherb
Apr 01, 2007, 05:40 AM
am i guessing correctly here that this a new version of XML for civ.i mean with more tags like -war wearyness etc.
if i am correct can you make triats have the abillity to make biuldings( so you build them when the biulding comes up)

Impaler[WrG]
Apr 01, 2007, 06:43 AM
You mean for Traits to provide a Unique Building? I don't have anything like that but I am eventually going to release an option to have Leaders have their own Unique Units and Unique Builgings, they will work just like Civ based UU (a specific UnitType replaces the Default) but are optional and dont remove Civ UU unless their a conflict in which case the Leader UU will over-ride the Civ UU. I hope this would be satisfactory for your needs.

kristopherb
Apr 01, 2007, 12:57 PM
;5270135']You mean for Traits to provide a Unique Building? I don't have anything like that but I am eventually going to release an option to have Leaders have their own Unique Units and Unique Builgings, they will work just like Civ based UU (a specific UnitType replaces the Default) but are optional and dont remove Civ UU unless their a conflict in which case the Leader UU will over-ride the Civ UU. I hope this would be satisfactory for your needs.

no i mean all aggressive leaders can biuld a wonder or a building in there cities while protective leaders have another building.

Zebra 9
Apr 05, 2007, 05:36 PM
I can't seem to get the remove trait to work. The add trait works but not the remove. I tried code like:

for iTrait in range(gc.getNumTraitInfos()):
if pPlayer.hasTrait(iTrait):
pPlayer.removeTrait(iTrait)

I don't have the exact code but that gives you the picture.

Gaurav
Apr 06, 2007, 05:07 PM
no i mean all aggressive leaders can biuld a wonder or a building in there cities while protective leaders have another building.
How would you reconcile with dynamic traits? Buildings that automatically get destroyed without warning?

Impaler[WrG]
Apr 13, 2007, 05:00 PM
Presumably a <PreReqTrait> tag could be applied to buildings so a leader must have that trait to validate construction of the building/wonder. As this would only affect build ability dynamically added and removed traits would not affect the building after its already their unless I was to add so code similar to lopez's pre-req Civics for buildings mod which just shuts down the buildings effects when out of the required Civic, switching back reactivates it.

Thanks for the headsup on dynamic traits I will look into this, I might have forgotten to put -1 as the argument in that function.

Zebra 9
Apr 20, 2007, 03:51 PM
- Improvments Outside Borders by TheLopez:
Any Improvment can be given true for the new <BuildOutsideBorders> tag which will allow workers to ignore cultural borders when building the improvement
So how does it know who owns the improvement?

Impaler[WrG]
Apr 21, 2007, 05:53 PM
No one owns it until cultural borders engulf it, until then its like an improvement that left behind in no-mans land after a city is destroyed.

Zebra 9
Apr 22, 2007, 03:19 PM
So like if you built it on iron it would give no effect?!

Edgecrusher
Apr 27, 2007, 08:18 AM
Excellent work. I take a month off from playing civ and come back to some great mods.

Not sure if this has been reported, but I was playing around with the new XML tags, and the "FreeUnitTimer" tag... seems to work fine, every X years, the conscript pops out. The only problem I noticed is when the Tech is researched that expires the wonder, it seems to not cancel out the effect, i.e. the conscripts keep getting produced.

Vrenir
Apr 29, 2007, 07:11 PM
I'm trying to learn how to mod CivIV, since I love mods but can't find one that I think is exactly what I'm looking for. I was hoping that perhaps this promising component could function as my base, since I don't know anything beyond some cut-and-paste XML stuff (I can follow tutorials to change civs and leaderheads). I do have two questions right off though:

1) Where do the files go and where is the file that you use to activate the features? I put the whole thing under a new mod folder under Assets, but I can't find anything that lists all the components with 0s that can be changed to 1s. Did I do something incorrectly? How ought this to be installed?

2) In the Assets download, there was a text file listing future changes that are being worked on. Particularly, you mentioned the Favorite Religion and Inquisitor components, both of which I am very interested in. Could you offer a status report now that the text file is more than two months out of date?

Also, how quickly do you expect to transfer this to Beyond the Sword when it comes out? Do you expect it to be a complex job that takes months or a simple tweak that takes a few weeks?

purplexus
Apr 30, 2007, 01:50 AM
With this CCCP add-on you will will be able to just add civs by dragging them into a custom Civilizations folder.

I have 65 of such civs ready for release in the next couple days
can you wait a couple days for them?

as for where they go... place them within the Assets folder
then read up in this forum to figure out what 0 and 1's you can change
I read a thread with this info somewhere

Shqype
May 02, 2007, 06:01 PM
What I'd REALLY like to see is the exposure of CvArea::setTargetCity to python, as outlined in Gerikes' post here (http://forums.civfanatics.com/showpost.php?p=5361491&postcount=9).

Zebra 9
May 04, 2007, 06:24 PM
I have found a few bugs.:badcomp::(
1. The Air Strike Mission Absolutly Won't Work :cry:
2. The Screen That Pops Up After You Finish A Technology Asking You To Select A Technology Doesn't Have The Big Picture Button (A Very Usefull Button)
I Think That About Does It. Hope This Helps Make A Great MOD Greater.:cool:

Oh, When Do You Think The Fixed Version Will Be Done?:P:goodjob:

P.S Are you going to incorperate the ranged bombard.

P.S.S - Flying tag by RogerBacon:
Units given the <bFlying> tag, will move over water but will still obey TerrainImpassible flags, any unit can dynamicaly gain or losse flying abilities through the setFlying(bool) Python call, Units need to get the UNIT_AI_NAVEL_ATTACK in their XML to properly hunt and kill shipsI tryed to set the Gunship with the flying ability so it could go over ocean and coast. It just doesn't work (or I did it wrong). Also could provide the links to the places where we can get the mission xmls for the new missions?

Impaler[WrG]
May 05, 2007, 12:53 PM
Thank Zebra, I hadn't heard about any problems with the tech chooser, thanks for the tip.

kristopherb
Jun 17, 2007, 04:23 PM
ive been looking for changing some traits but there was no trait XML please help
im thinking of making a mod that adds a unique trait. Should i use this project for it?

Impaler[WrG]
Jul 05, 2007, 06:47 AM
Their are several new tags on Traits that could be useful for you see the first page for lists, what in particular do you want the new trait to do? I'd recommend waiting for the BtS edition which should be out simultaneously with the game hitting store shelves.

P.S. Their are a lot of things you could do with Traits using only the original code supplied by Firaxis so long as you employ them in interesting ways.

zappara
Jul 25, 2007, 09:45 AM
Will there be working cccp DLL for Warlords 2.13? You've probably seen this thread (http://forums.civfanatics.com/showthread.php?t=232268) which tells that dll from 2.08 version isn't working with version 2.13.

When will be BtS version be available? ;)

Antilogic
Aug 11, 2007, 01:08 PM
I have to admit, I'm curious too. Some ideas that I am working with would be much easier for me to implement with some of the new XML tags in the CCCP.

ripple01
Aug 22, 2007, 09:23 AM
Any update on the BtS version???

Cheers,
ripple01

jefmart1
May 13, 2008, 05:24 PM
A few questions ( from someone who has no idea how to create schema):

Could the Free Specialist tag be tweaked to provide specific specialists, like a Free Merchant for the Portuguese?

Could the Diplomacy modifier be tweaked to apply only to specific civilizations. For example, a French civ getting a diplomacy bonus only toward native american civs for a colonization style mod?