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Thomas SG
Aug 06, 2008, 02:21 AM
If you got any notes, questions, ideas, desires or suggestions for improvement please post here.

davidlallen
Aug 12, 2008, 12:28 AM
In the download thread you list a number of mods which are incorporated. Some of them have no details. In particular can I learn more about:

Damage from terrain and feature (by Thomas SG)
Intelligent Unit Upgrade & New Promotion System 2.2 (by Thomas SG)

In my post-apocalyptic mod I have been requested to make fallout damage units; but the question is whether the AI will *decide* whether to take the damage or not. Also I have thought of making certain promotions only available when the unit is in a city with a specific building; maybe your promotion system will help.

Thomas SG
Aug 12, 2008, 04:19 AM
I promise to make a short overview of all the components and especially all mods I made myself as soon as possible.

but the question is whether the AI will *decide* whether to take the damage or not

I know that's a problem. I haven't solved it yet but my damages are small (5%) and so it doesn't matter. I've just reworked the AIs decision to heal or not. But as I've seen last night it's still buggy. Made a bad mistake. At small damage units heal in most cases while they nearly never heal at hugh damages. :crazyeye:

Also I have thought of making certain promotions only available when the unit is in a city with a specific building; maybe your promotion system will help.

What you desire is no big problem but it's not what I have done.

I reworked the structure of the promotions and even reworked the character of some. Furthermore there is a limit of promotions for each unit to avoid super units. The limit is 6 + 2. Each unit can have 6 normal promotions and 2 leader promotions. Free promotions and bonus promotions don't rank with the limit. In CCV the costs for promotions are more equal. It goes 5/10/20/30/40/50//60/70. I nerver liked the idea that the same promotion can be given to a newbe for 2 XP while the best soldiers need 10 XP or even much more to learn it. Barracks give you now 10 XP (other buildings also reworked), Great Generals in cities 5 XP, leading Generals 20 XP.
I also reworked the unit upgrade. In BTS you lose all XP over 10 XP but keep all promotions. That's so silly and even a small human exploit. In CCV you loose 50% of XP over 10XP (25% with leader) and you will also loose promotions. But this is done intelligent! I've wrote some code to analyse the character of a unit. So the new unit will have the same character (for example city defender) as the old one but for example it will only be a level II if the old was a level III.

Let's have a look at a simple example.

Musketman, level 6, 36 XP, Combat I/Combat II/Combat III/Garrison I/Garrison II/CityRaider I; aggressive and charismatic civ leader, no leading general

As we have got an charismatic leader it goes 4/8/16/24/32/40//48/56. And we have got no leading general, so we loose 50% over 8 XP (!). So the new unit will have 8 + 14 XP = 22 XP.

So we start we with a rifleman of 22 XP left and a first free promotion Combat I from the aggressive leader. Attention - the level is still 1 and not 2. So the first real promotion will require 4 XP! Because of the idea behind the structure of the CCV promotion system a unit must loose it's highest Combat promotion but not Combat I. So if the upgrade unit has got enough XP the Combat Promotions are given first.
So your musketman will get Combat I first but for free, after that Combat II because he has got the required 4 XP but not Comabat III because he must loose it. So now there are still 18 XP left. And now the game start to analyse. It sees that the unit has got a level 2 promotion but no level 3 promotion (Combat doesn't count) so this must be the character of the unit. And that's the reason why the new Garrison promotions are set now. Garrison III if existing wouldn't be available because it requires Combat III. But Garrison I and II can be set if there are Combat I and II and if the unit has got enough XP left. And so the rifleman gets Garrison I for 4 XP and Garrison II for 8 XP. So there are now 6 XP left. And that's not enough for the CityRaider I promotion which would have been next.

So the result of our upgrade from musketman to riffleman is a unit with

Combat I/Combat II/Garrison I/Garrison II, level 4, 22/24 XP

davidlallen
Aug 12, 2008, 08:56 AM
Also I have thought of making certain promotions only available when the unit is in a city with a specific building; maybe your promotion system will help.
What you desire is no big problem but it's not what I have done.

Thanks for the info. If you can see an easy way to do that, including the AI part, I would be interested to learn more. Please see this thread (http://forums.civfanatics.com/showthread.php?t=285783) where there was some discussion.

Thomas SG
Aug 12, 2008, 09:20 AM
If I get it right we will need two things.

i) A new XML tag in the promotion info like <bCityBuildingPromotion> and if it is set != NONE this promotion can only be given to the unit in a city with this building. Right? That shouldn't be too hard.

ii) We must teach the AI to go back to the city. And here we got a problem. I have no idea how to it. But maybe it will work acceptable without changes?

If you want to try it tell me and I will try do the SDK job of i) for you asap.

davidlallen
Aug 12, 2008, 09:29 AM
Thanks for your offer! In my mod, there is one unit, a utility truck, which can become way more powerful due to promotions. Up to +150% is not uncommon after 4-5 promotions. This is the unit that would be most affected by the proposed change. So, if the AI does not know to return to the city for these promotions, the AI units would become underpowered compared to player units. I think that is a big problem. So, without a parallel effort to teach the AI, I do not think we should put work into the tag. Teaching the AI seems like a big project by itself. If you had already done the work, that would be outstanding; but let us not undertake only the smaller part.

I am curious, however. In terms of adding the tag, it seems that the biggest part of that project would be making sure that the correct promotion buttons appear. At different times, different promotion buttons would appear (in city with building, vs anywhere else). Wouldn't that require significant extra changes in files like CvMainInterface.py?

Thomas SG
Aug 12, 2008, 05:03 PM
Thanks for your offer! In my mod, there is one unit, a utility truck, which can become way more powerful due to promotions. Up to +150% is not uncommon after 4-5 promotions. This is the unit that would be most affected by the proposed change. So, if the AI does not know to return to the city for these promotions, the AI units would become underpowered compared to player units. I think that is a big problem. So, without a parallel effort to teach the AI, I do not think we should put work into the tag. Teaching the AI seems like a big project by itself. If you had already done the work, that would be outstanding; but let us not undertake only the smaller part.

I am curious, however. In terms of adding the tag, it seems that the biggest part of that project would be making sure that the correct promotion buttons appear. At different times, different promotion buttons would appear (in city with building, vs anywhere else). Wouldn't that require significant extra changes in files like CvMainInterface.py?

No changes in the MainInterface are needed. I think we will only need a small change in CvUnit.cpp -> ::canAcquirePromotion

Firestorm94
Aug 16, 2008, 11:21 PM
is there a way that i could get the scrollable scoreboard without downloading everything else?

Thomas SG
Aug 17, 2008, 03:48 PM
is there a way that i could get the scrollable scoreboard without downloading everything else?

The scoreboard in CCV is very complex even much more complex than the BUG scores. It's reworked to be compatible with the needs of the Revolution Mod, gives you the scrollable scoreboard and of course all features from BUG. (Alpha 1 version is buggy, fixed in Alpha 2)

So it's not possible to copy and paste.

But it's some weeks ago that I've made a mini mod for Dudjän (civforum.de) with bigger maps, more civs and the scoreboard (+ emotion icons). But although he was allowed to release it at the end of July I think he never did. And I don't know if I still have a copy. But from this mod you could copy the scoreboard (with emotion icons; simple to remove).

keldath
Aug 19, 2008, 02:24 AM
hi,

just encounter this wonderfull project,

excellnt work, great basis for those who wish to mod and dont know much about sdk,

keep up with it :)

Thomas SG
Aug 19, 2008, 03:25 AM
hi,

just encounter this wonderfull project,

excellnt work, great basis for those who wish to mod and dont know much about sdk,

keep up with it :)

Thank you. Of course I'll do. :)

I'm going to upload now Alpha2 - it comes with some new CCV only features, general improvements (buttons, translations,...) and 36 bug fixes. Especially the late game bug is fixed too!!!! CCV is runing stable and fine now. I've done over all more than 15000 AIAutoPlay turns and more than 5000 with this version.

Now CCV is really fun. :D It's just called Alpha because there are still features missing and the reforestation still looks terrible. But my favorite solution for this will need time.

keldath
Aug 19, 2008, 09:26 AM
awesome thomas!

i will try to use it to my overlord mod, with your premission offcourse,

cause im having some rouble with mine ...

for future addition,
i reccomend mylons exapanded city plots through cultral level :)

the alpha is availble right - the link you added - test alpha 2? i guess your not going to release the source code...:(?

Thomas SG
Aug 19, 2008, 07:32 PM
for future addition,
i reccomend mylons exapanded city plots through cultral level :)

:lol:, can you read my mind? I'm already working on the expanded city plots based on mylons work. It's going to be part of Alpha3. But I didn't plan to tell you before release. But if you request it... :mischief:

But I won't make the city radius depend on culture like mylon. I don't like it. Makes no sense to me. I think the city radius is a question of mobility. And so I will make radius 1 at start, radius 2 with wheel and radius 3 with combustion.

keldath
Aug 20, 2008, 09:17 AM
well....im a modder and psyckic....:)

awesome, sounds very cool exanding through the techs!

man o man...i cant wait :)

leinis
Aug 22, 2008, 02:43 AM
Hi Thomas,

congratulations to your nice mod.
Do you plan to integrate the "next war mod"?:scan:
I think this would enhance your mod.

Thomas SG
Aug 22, 2008, 03:57 AM
Hi Thomas,

congratulations to your nice mod.
Do you plan to integrate the "next war mod"?:scan:
I think this would enhance your mod.

Thank you.

But no, I don't plan to do so. I want Civ to be close to reality and so I don't like futuristic elements. And I think that's what the Next War Mod does. But I must confess that I don't know the mod.

But if you like the next war mod so much you can soon try the Caesium Mod. They are testing a Beta at the moment. The Caesium Mod is also from Germany and it is a combination of many popular mods. Next War is included. But of course you will be missing all the components that I've done at Caesium. ;)

No, I'm working on the larger city radius by tech (state: :mad:), MAD Nukes (state: :hmm:) and Transport System 2.0 (state: :smoke:) at the moment.

Thomas SG
Aug 26, 2008, 03:39 AM
Okay my friends I'm back again. :hatsoff:

Let's continue. I had a lot of trouble with the :nuke: MAD Nukes :nuke: but finally I've been sucessful. MAD Nukes is working now but I've still got to rework a few things. There are missing German translations, problems with buttons because CCV has got more than ICBMs and of course there are animation and interception problems in MAD. But I know that I can solve all those problems within a week.

What will MAD do in CCV?

With MAD you can pretarget missiles, rockets and nuclear bombers. So if you are attacked by nukes or nuclear bombers those units will strike back if they are not intercepted by SDI or fighters themselfs.

:nuke: So here is M.A.D. :nuke:

Thomas SG
Aug 26, 2008, 05:55 PM
Okay. I've almost finished the interface rework. Here are two screens from M.A.D. in CCV. :bump:

http://forums.civfanatics.com/attachment.php?attachmentid=186965&stc=1&d=1219798465

http://forums.civfanatics.com/attachment.php?attachmentid=186966&stc=1&d=1219798473

Cybah
Aug 27, 2008, 11:14 AM
very nice !

Elandir
Aug 28, 2008, 02:32 AM
salluet thomas ;)

i have a question

is it possible that you take this mod

-> http://forums.civfanatics.com/downloads.php?do=file&id=10354

to ccv?

sry me english isn't the best, i hope you understand me

lg

Thomas SG
Aug 28, 2008, 04:31 AM
sry me english isn't the best, i hope you understand me

:lol: I always hope that you can understand me. Because my English isn't the best too. :lol:

No problem! And if I got a question we can talk in German in a PM. There is always a way. Nice to see you here. :goodjob: I'll have a look at your link now.

rene87
Aug 30, 2008, 03:11 AM
thomas i would ask i you can add this statitc mod to CCV http://forums.civfanatics.com/downloads.php?do=file&id=7297
the M.A.D. looks good in CCV.

Thomas SG
Sep 02, 2008, 08:52 AM
thomas i would ask i you can add this statitc mod to CCV http://forums.civfanatics.com/downloads.php?do=file&id=7297
the M.A.D. looks good in CCV.

Okay, I'll have a look at it.

Alpha3 is coming soon. MAD Nukes and Great Generals From Barbarian Combat Mod will be included.

Elandir
Sep 03, 2008, 09:10 AM
what do you think about this religion mod?

Thomas SG
Sep 03, 2008, 05:36 PM
what do you think about this religion mod?

I will tell you the truth - I don't like it. :( You know I want CCV to be close to reality and history. But this mod will take me away from my aim. But I agree that we should do changes with the religions. I thought about the problem in the last days.

What I thought of is a discover of a minor nature religion with mystic for everybody. Those religions should allow to build temples and could be spreaded like normal. With the spreading of a "higher" religion into a city with nature religion this minor religion will disapear and the temples will convert to the first higher religion.

Thomas SG
Sep 03, 2008, 08:34 PM
thomas i would ask i you can add this statitc mod to CCV http://forums.civfanatics.com/downloads.php?do=file&id=7297

There are still some small interface problems left but it will be in Alpha3. :goodjob:

Thomas SG
Sep 05, 2008, 06:30 PM
Here are two screens from the unit statistics in CCV after fixing the interface problems. Please notice the new button in the upper left of the main screen and the different shortcut. ;)

Elandir
Sep 06, 2008, 09:04 AM
all right
but i think the religionsystem in origin civilisation isn't really realistic too

Thomas SG
Sep 06, 2008, 02:56 PM
Good news. :)

The reworked 3 square city radius (by tech) will be in Alpha 3. I got Mylons Mod to work. I'll now finally have to rework the conditions but that should be easy. :run:

€: The conditions are reworked. I'll test game balance now...
€2: Looks good.

Clonefusion
Sep 09, 2008, 10:14 AM
Hi Thomas,

i am Davidinho from Civforum.de .
My English is not so good, because that on the end i make the Text in German, when you do not understand me.

In the Civforum I have asked you, because of new civs like Austria, Argentinia, Aborigines or others and then I would ask, whether they come now and when yes, then I will help you.

In German :

Im Civforum hab ich nachgefragt, ob neue Civs wie Habsburg, Argentinien und die Aborgines usw. kommen und ich wollte dich fragen, ob diese nun kommen und wenn ja, will ich dir helfen.

Gruß

Clonefusion

Thomas SG
Sep 09, 2008, 03:02 PM
Okay, lets discuss about it.

I don't like it that there are for example Germany and Holy Roman in game. That's more or less the same civ. And I also don't like it that there is for example no italian or mexican civ. But if we add them we got a similar problem with the Romans and the Aztec (?). So what I thought of is a development.

For example start as German Tribe develop to German Empire and finally to Germany as it is today. That would even fit good to a rework of the dynamic civ names and the great flags here in the forum. At the end it could be better for a lot of civs. And it wouldn't be worse for civs like America then it is now.

And if we do so I would even like to talk about a second UU. But that's a big project. I've got no time to try it in the near future.

So I suggest a small solution for the start. I want to through Holy Roman out of the mod. The UU will be used later for Germany as it is now while we use now only the graphic. For the UB there is no solution because we will hardly find a second UB for all civs I think. If we can we can create a second UB for the civs later too. Karl becomes of course a new German leader. 5 leaders for Germany - it's okay - CCV is a German mod. :lol:

And of course we must replace the gap of the Holy Roman Empire with a new civ. I suggest Habsburg but call it Austria in game. If we through Holy Roman out of the game I think we can do so.

Argentina is okay for CCV too if you got good graphics for UB, UU (better for two) and of course a leader. The same thing with the Arborigines.

Deal?

Clonefusion
Sep 10, 2008, 06:59 AM
Ok.

Argentinia, Aborigines and Austria was ? (Deutsch=Beispiele).
I search UU ,UB usw. for the civs and thats more than this three.

OK ?

Dancing Hoskuld
Sep 11, 2008, 01:17 AM
Hi, this it an interesting mod. Is there a preferred speed for it? I seem to race through ancient and classical technologies before I can build my fifth city. Then I get into the boring Renaissance and later eras :)

Clonefusion
Sep 11, 2008, 12:09 PM
Here is Brasilia :
http://forums.civfanatics.com/showthread.php?t=287034
Here is Venezuella :
http://forums.civfanatics.com/showthread.php?t=289339
Here is Canada :
http://forums.civfanatics.com/showthread.php?t=142483
Here is Cherokee (Indianer) :
http://forums.civfanatics.com/showthread.php?t=142256
Here is Jamaica :
http://forums.civfanatics.com/showthread.php?t=203581

Kuba :

Leader : Fidel Castro
UU : Fuerzas Armadas Revolucionarias - Infanterie : +2 Stärke bei Kriegserklärung der Gegner oder +1 Stärke
UB : Casino - Theater : +1 Gold

unic.ori
Sep 14, 2008, 05:42 AM
HI, i realy like this mod, but i like the earth18civ scenario and the giant earth mod too. The Problem ist that this scenario donsnt work with this mod :(

The game crashs at the loadingscreen.

Is there another earthmap that works with this mod ?

greets :)

Clonefusion
Sep 14, 2008, 11:20 AM
HI, i realy like this mod, but i like the earth18civ scenario and the giant earth mod too. The Problem ist that this scenario donsnt work with this mod :(

The game crashs at the loadingscreen.

Is there another earthmap that works with this mod ?

greets :)

I think no. :mad:

Thomas SG
Sep 17, 2008, 04:29 PM
But perhaps I can offer you a good solution. If you use the earth2 map and the new option Culturally Linked Start you should get a similar result. ;)

Clonefusion
Sep 18, 2008, 11:28 AM
How many religions are in this mod ?

unic.ori
Sep 18, 2008, 03:53 PM
thx for reply. i will try this cultural linked checkbox :)

But my bigest prob is the long straight coastline in europe and the noislandengland which often appears, it looks so strange ;)

But i will try an report :)


Another thing:

I would like to see another speed setting where only research is slowed down.

I dont like to play slow rounds because i dont want a slow game at all, i just want more time in each era.

In slow games i have long eras, but also i need long time to build my troops...

Maybe there is a way to slowdown the date to get a better tech by year comparison to the real history.

greets...

unic.ori
Sep 20, 2008, 10:43 AM
Hi, where do i find this new "button" cultural linked start" ?

havent found it. And if i dont use him 8 civs will start at spain on one point :/

Thomas SG
Sep 22, 2008, 02:27 AM
Hi, where do i find this new "button" cultural linked start" ?

havent found it. And if i dont use him 8 civs will start at spain on one point :/
"Cultural Linked Start" will be a part of Alpha6 and you will find it at custom game. And I'm very sad but I must tell you that you will have to wait for Alpha 6 about 3-4 weeks. There is really a lot of trouble in real life at the moment. Sorry but CCV must wait at the moment. :(

And Alpha 6 will have not more religions but they will spread a bit different.

Clonefusion
Sep 28, 2008, 11:06 PM
Can you make in more Religions like the Religion of Rome and Greece or the Religion in America and other Native Religions and then the Orhodox and Lutheranism or the 2 Islams and when come out from 1 to 2 Religions some towns go to the new, but the most by the old.

To the Native Religions :
You can make that has every civ on the begin a native-religion ,but not all the others ,i think so :
1.Indians
2.Maya, Aztecs, Inca
3.Zulu, Mali
4.Aegypt,Äthiopia
5.Arabia
6.Babylon, Iran ,Turkey
7.Greece, Rome, Karthago ,Byzant
8.Spain, France ,England ,Britain, Germany
9.Russia, Skandinavia
10.India, Khmer ,Chinese ,Korea ,Japan
11.Mongolei

Also 11 Native Religions

Common Sensei
Oct 21, 2008, 01:30 PM
Just started playing with this project and I am finding it a fantastic experience. The only issue I couldn't get around was one game I tried at the Extra Slow speed, where every capital in the game instantly achieved Legendary Culture. I think the scaling of the culture upgrade values is askew for the much slower speed games.

One thing I would suggest as an additional feature is used in the Revolution mod standalone. It's the dynamic civ naming based on civics (and the civ itself in some cases), like Rome being the Roman Republic when using Representation, or the Kingdom of Rome when using Hereditary Rule. A small thing for flavor, but I liked it a lot.

Thomas SG
Oct 22, 2008, 11:17 AM
Just started playing with this project and I am finding it a fantastic experience. The only issue I couldn't get around was one game I tried at the Extra Slow speed, where every capital in the game instantly achieved Legendary Culture. I think the scaling of the culture upgrade values is askew for the much slower speed games.

One thing I would suggest as an additional feature is used in the Revolution mod standalone. It's the dynamic civ naming based on civics (and the civ itself in some cases), like Rome being the Roman Republic when using Representation, or the Kingdom of Rome when using Hereditary Rule. A small thing for flavor, but I liked it a lot.

The Dynamic Civ Names are in game but not activated because they won't work in German. You can activate them in the .ini!

And if you like this version you will love the next. I'm working hard on a big surprise at the moment. :cool:

€: Maybe I was wrong and the activation isn't in the .ini! If that's true it is in the gameoption.xml. Have a look at the end of the file and if it is there set both 0 to 1.

Common Sensei
Oct 22, 2008, 09:05 PM
The Dynamic Civ Names are in game but not activated because they won't work in German. You can activate them in the .ini!

And if you like this version you will love the next. I'm working hard on a big surprise at the moment. :cool:

Awesome and awesome. :goodjob: I'm still getting used to the new terrain yields and the concept of being able to build cottages where I couldn't before.

Looking forward to the next release.

Clonefusion
Oct 22, 2008, 11:45 PM
Can you make in more Religions like the Religion of Rome and Greece or the Religion in America and other Native Religions and then the Orhodox and Lutheranism or the 2 Islams and when come out from 1 to 2 Religions some towns go to the new, but the most by the old.

To the Native Religions :
You can make that has every civ on the begin a native-religion ,but not all the others ,i think so :
1.Indians
2.Maya, Aztecs, Inca
3.Zulu, Mali
4.Aegypt,Äthiopia
5.Arabia
6.Babylon, Iran ,Turkey
7.Greece, Rome, Karthago ,Byzant
8.Spain, France ,England ,Britain, Germany
9.Russia, Skandinavia
10.India, Khmer ,Chinese ,Korea ,Japan
11.Mongolei

Also 11 Native Religions

Can you say sth. to that ?

Thomas SG
Oct 23, 2008, 12:47 AM
Although I was working on the religion theme I stopped it to do something else. There were problems with the storage system of a part mod and I had no time and motivation to rework it. Didn't even make sense to me while waiting for a new BUG and Revolution version. But I must tell you that I don't like it that some nations should have an early religion while others haven't. For balance the civs must be more or less equal. And I'm even not sure if I will make a difference between the early religions! Maybe I will make only one early unspecified religion. That seems better to me because early religions often mix up with others (for example Roman and Greek, those even mixed up with religions from the East) without causing any problems. I really don't know at the moment...


I decided first to use my less freetime for bugsearch in Alpha 5. But I'm very sorry - I can't find the late game bug. :sad: I'm even not sure if it is a mistake in my code. If it is I will find it while building Alpha 6!

And so I started my new top secret project :shifty: while the bugfix of the Revolution mod seem to take some time. And Alpha 6 must be rebuild from the base because there are so many changes in BUG and other parts. :cry: But that's the best chance to do something like the EC-Project. :p And the first part (AAD) is almost done. It will need later a part of RB but that's a small job when RB is done. And the next similar parts (ASD and ALD) shouldn't take too much time too. But CC and BM are heavy and will need more time because those require complete new code and I've done nothing similar in the past. And so I've got to learn how to do it first.

Any ideas what the EC-Project is about? :D

Headlock
Oct 23, 2008, 11:59 AM
well going by the standard of your current work Im sure we'll all be pleasantly surprised!

Btw, I'll soon be updating my extended random events mod, should have c.20 new events. I'd be very proud if you considered it for inclusion!

Regards,
HDK

Arno Hakk
Nov 07, 2008, 08:31 AM
I might be just stupid, but how do I install this mod? I downloaded the file, my Civ Complete is uptodate. I could find any .exe to extract so I just put the extracted folder into my mod folder. But when I look in game under "Mods" I can only find other one, but no Community Civ....

What do I do wrong?

Edit:
Ah, there are like 34235 Mods Folders, now I found the right one!

Thomas SG
Nov 12, 2008, 10:30 AM
Hey guys,

part one of my Experience & Combat Project is done. And I think you all will like it. The New Bombard Concept, Ranged Bombard, Active Defense, Stack Attack and the Bombing Missions are done. Opportunity Fire will be reworked soon too. As you may notice are a lot of parts inspired by DCM although they work different. This is really not DCM. But big thanks to Dale for his good job. A lot of code parts were very usefull:goodjob:

And here is a first screen for you.

Common Sensei
Nov 12, 2008, 12:23 PM
Hey guys,

part one of my Experience & Combat Project is done. And I think you all will like it. The New Bombard Concept, Ranged Bombard, Active Defense, Stack Attack and the Bombing Missions are done. Opportunity Fire will be reworked soon too. As you may notice are a lot of parts inspired by DCM although they work different. This is really not DCM. But big thanks to Dale for his good job. A lot of code parts were very usefull:goodjob:

And here is a first screen for you.

Very interesting.

Also, is that Firepower/Hitpoints I see on the unit stats?

Arno Hakk
Nov 14, 2008, 02:18 PM
It´s me again: We playing this very nice mod in the multiplayer mode and are encountering two problems:

First, we always run up to some revolution thing where we can click on Accept terms, Reject terms etc. Sadly I can´t figure out which mod this because it is somewhat annoying because we don´t know how to prevent this. Can someone help us out with this because we have to quit every game because one of us can´t do anything anymore.

Second this mod has a bug: When one of us gets the notice, it also appears on the other´s screens and if they click on a different option the game is desycned....

Well, just some noob talking

SaiH
Nov 15, 2008, 05:17 AM
Hey guys,
part one of my Experience & Combat Project is done. And I think you all will like it. The New Bombard Concept, Ranged Bombard, Active Defense, Stack Attack and the Bombing Missions are done. Opportunity Fire will be reworked soon too. As you may notice are a lot of parts inspired by DCM although they work different. This is really not DCM. But big thanks to Dale for his good job. A lot of code parts were very usefull:goodjob:
And here is a first screen for you.

I liked DCM but this seems to become even better :crazyeye: Unfortunately I will not be able to play the mod until February 2009 because I am abroad...

Thomas SG
Nov 16, 2008, 07:29 AM
Very interesting.

Also, is that Firepower/Hitpoints I see on the unit stats?

No! :cool:

Every unit with a bombard range > 0 has got two new types of bombard power. The first strength is against units the other strength is against buildings. This very usefull for a lot of units.

Please even notice that those missions can be also available for land and sea units. And notice also that the range of the artillery was 1.0 and not only 1! This was a hint for you that there are now new ranges between 0 and 1. ;) And please even notice that I created a accuracy divergence. This should give you a hint for the new mechanics behind my mod. Normal units like artillery, battleship, bombers will always hit the target - sometimes more, sometimes less. But guided missiles wil work different now. They will represent now really one or a small group of missiles. So they will be effective against single targets like ships and buildings but not against full units or the current production. Guided missiles will work now really different. And remember - hit doesn't mean destroy.

My mod should solve a lot of old problems. Carriers are now the heros of the sea and no more battleships. Your fighters and gunships will sink damn old invasion fleets before they arrive your coast. Bowman will now support your units in close combat from walls and behind lines. They can even do archer bombard onto targets but always expect opportunity fire if the defender has got units with the same or higher range. The bombard result depends now on a lot of things. The power of the units, the current power of the units, the bombard power, the terrain,... and there are now also two random components to simulate luck, weather,...

But this was only part 1. In part 2 I will rework the transport system and the air interception system. You want to hunt the V1 with fighters? You can do in the future. You don't want simple guns or early fighters to be effective against your jet fighters or stealth bombers? That will be after part 2... :D

Shsei
Dec 06, 2008, 02:03 AM
Hi Thomas,

Christmas eve is approaching rapidely and the exitement rises... I think a lot of people are also waiting for the next release of your beautiful patch. Could you please post the status quo of your project.... ???

I'm still waiting - and there are surely more people feeling the same...

Give us a sign Master of Civ V ;-)

Thomas SG
Dec 17, 2008, 12:04 PM
Sorry guys,

I've got bad news for you. The Experience and Combat Project is much harder and much more work than I expected. I won't be able to finish it this year, I think. Sorry guys. :(

I'm very sorry because I made a big mistake. I thought that I could build my project around DCM but as I had to found out parts of mine won't work with DCM and there are also some bugs in DCM. For example the Stack Attack with more than one invisible naval unit.

And so I've lost lots of time because I had to start again. Sorry.

All I've got for you at the moment is a more detailed overview of my project. And here it is:
The Experience and Combat Project

· Combined Combat (by Thomas SG) done nothing – Dales Stack Attack removed because of failures and errors

· New Ranged Bombard Concept (by Thomas SG and Dale) in progress – good preparations

The new bombard concept assigns to a unit three new tags. All units have now a bombard range. The bombard range is graded in steps of 0.1 between 0 and 1. Beyond that it goes in full steps of 1. Furthermore all units have two bombard power values. The first value tells you the strength against soft targets. Typical examples for soft targets are infantry units, mounted units and the population of cities. The second value tells you the strength against hard targets. Typical examples for hard targets are mechanized units (like ships and armored units) and all kinds of buildings.
The advantage of this concept is for example a well done archer and ranged bombardment as well as a simple realization of anti-person weapons. It even allows to give modern units like tanks a bombard capability without breaking the balance.

And this is absolutly needed with the new concept for forts, city walls and castles. Please notice that the bonus of city wall and castle won’t accumulate! City walls are somehow the first defense line while the castle is the second line when the walls are conquered.

Elements like the limited bombard damage and the bombardable city defense are no more in game. Defensive buildings give units now a direct defense bonus like terrains or features do. Furthermore units may get an extra bonus if they are defending important cities. That is the result of an increased motivation. Especially the defense of the capital and holy cities will motivate your soldiers. But also the cultural and infrastrucal development of cities will influence the motivation bonus. This bonus can be reduced by the destruction of buildings but never be wiped out if it is a capital or holy city.

· Active Defense (by Dale and Thomas SG) done – but recalculate damage after New Ranged Bombard Concept – made for combined combat

Active Defense allows units to attack enemy troops when they come close to their position. Notice that the attacked enemy troops can hardly do anything against the attack. They just can try to intercept the first wave of the defenders but they can’t shoot back immediately.

But there are just a few weapon systems in CCV that have the needed capabilities for Active Defense. Only patroling fighters and jets, units with heavy artillery, helicopters and missile armed units like the mobile missile artillery and missile cruisers can do so.

· Opportunity Fire (by Thomas SG and Dale) good preparations – made for combined combat

The bombardment of enemy positions is no more free of risk because the bombardment will betray the position of your bombarding units. This gives the enemy the chance to start a concentrated opportunity fire if he has got weapons of the same or higher range. So it is a good advice to bombard with lots of units at the same time to spread the opportunity fire.

· Bombing Missions (by Dale and Thomas SG) good preparations

Lots of units have now the capability to bombard units and defensive buildings. But while this requires just a small range the quite precise bombardment of other predefined targets requires heavy modern artillery with high range or air units. But always keep in mind that the defender could be able to intercept bombarding air units or may start the opportunity fire if the attacker is in range. And always keep in mind too that even a well aimed bombardment may miss its target.

There are now six types of missions in CCV:

Target Bombardment – Military
Choose this mission to attack land units and military important buildings. If existing the highest priority of this mission is the destruction of fort, city wall and castle because those buildings increase now the defensive capabilities against all land units (also gunpowder units). But the destruction of this buildings is typically quite difficult but possible with the early catapults, feasible with trebuchets and cannons and quite easy with modern weapons like artillery and bombers. If there are no high priority targets or the unit is not capable to attack them other targets will be choosen. Modern weapons of high range or air units may attack all kind of other interessting buildings like barracks, stable, military academies or even the Pentagon. Just port and airport are not included in this mission although they are of military interest because there is a separate mission to attack them. While the attack of other buildings requires a high attack range land units can be attacked by all bombard capable units. This includes also an archer bombardment! But with intact defensive buildings it may have just a small effect.

Target Bombardment – Port
Choose this mission to attack port near buildings like harbor, light house or drydock and of course ships in port. The destruction a ship in port is much easier than the destruction of the same ship in the open sea!

Target Bombardment – Airport
Choose this mission to attack airships, fighters, jets and (strategic) bombers on the airfield and of course the airport itself. Just patroling fighters can escape from a successful bombardment if the attacker passed the your air or missile defense.

Target Bombardment – Industry
Choose this mission to destroy all kinds of industrial buildings from forge to industrial park. The scope of this mission is also the destruction of all kinds of power plants.

Target Bombardment – Current Production
Choose this mission to damage the current production.

Area Bombardment
Choose this mission if you desire the maximum damage and if it doesn’t matter to you what is hit. But don’t choose this mission if you want to try to avoid to hit civil targets or risk massive losses under the population.

· Advanced Invisibility System (by Thomas SG) done

The Advanced Invisibility System was made to design a better naval combat.

It allows units to see as many invisible classes as you like. Furthermore you can define an independed invisibility probability with an accuracy of 1% for all invisible classes that the unit can see. Moving respectively patroling around in a small area will increase the chance to see an invisible unit but it also increases the chance to betray your position if you are invisible yourself. But in some cases moving may also cause a loss of contact to an already detected unit!

There are now three naval invisibility classes in CCV:
Conventional Submarine - Silent Submarine - Stealth Ship

· New Vision Concept (by Prime0ver and Thomas SG) done – better graphics required

The vision range depends now on other more plausible factors and new vision improvements.

Before the invention of the spyglass and radar scouts and good positions on hills are the only way to a good terrain overview. Without them you will just see the immediate vicinity and near mountain areas if your view isn’t blocked by trees. So it’s now a good advice to have scouts or units with the scout promotion with you. Otherwise the next ambush may be near.
The inventions of the spyglass and the radar will improve your vision range. Those inventions are especially useful for your navy. But even spyglass and radar will never make scouts useless.

Furthermore the new two vision improvements can help you to control your terrain – the sonar buoyer and radar tower.
The sonar buoyer has a good chance to detect all kinds of ships and submarines. Of course the sonar buoyer just can control water areas. Please even think about the blocking effect of land masses when you place your bouyers!
The radar tower increases the view over land and sea. The radar tower helps you to detect land units and ships. But trees, mountains and peaks can also block the view of the radar. So it’s a good advice to place them at the coast or on mountains.

· Advanced Interception System (by Thomas SG) done

The Advanced Interception System was made to design a better air combat.

The new system is still based on the both well known interception concepts – interception by unit and interception by SDI. Aircrafts can be intercepted by units while rockets can be intercepted by SDI. But missiles can now be intercepted by both.
The Advanced Interception System assigns to aircrafts now an air level and to all interceptors an
interception level. Defenders can intercept units up to the next higher level. The interception probability
is related to the level. The probability will change by factor 2 per deviate level.

CCV uses this system to grade the air interception technology. It allows for example to make a machine gun or a flak a useful weapon against airships but useless against modern jet fighters. It also allows hunting flying bombs with fighters and gives your jet fighters, mobile SAMs and missile cruisers a chance to intercept guided missiles.

· New Cargo Concept (by Thomas SG) almost done – AI okay, texts seem okay, but load routine must be reworked

The new cargo concept allows to reserve parts of the cargo space for special cargos.

CCV uses this concept to give units the capability to cargo different special cargo types. For example it is now possible to give submarines the capability to cargo missiles and persons.

· Capitulation and Desertation (by Thomas SG) nothing done

Whenever units haven’t got the chance to withdraw from a lost combat they will capitulate in 50% of cases. And 10% of the capitulating units will even show allegiance to the winner.
If a unit capitulates the winner will conquer the equipment and set up a unit of the same unit type with a damage of 60%. But the unit will have no experience, promotions and even no special unit promotions (like discipline, amphibious or blitz). Only if the beaten unit showed allegiance to the winner the unit will keep all this things. Conquered units won’t heal if the winner hasn’t got the needed technologies. But even if the winner has got the needed technologies mechanized units will only heal with half speed because of the different foreign technology.

But your army won’t only suffer from desertation after lost combats. In war times desertation can hurt all your non mechanized troops. The desertation quota can be up to 10% of the current troop strength. The desertation quota depends on different factors. The desertation quota will be the smaller the more your people dislike the enemy nation. So keep an eye onto the nation relation ship. But also the relative military power of your own and the enemy army will influence the quota. If your troops are hopelessly inferior to the enemy the desertation will increase. Also the general war weariness can support the desertation.

· Terrain Tactics (by Thomas SG) done

The Terrain Tactics were designed to specialize units with reference to their origin and combat experience.

All Terrain Tactics are high effective promotions. For the first level of those promotions units must be made up of people who grow up in the terrain or had a successful fight in the terrain. For the second and third level a successful fight is absolutly necessary. A unit is made up of people with terrain experience if a fitting terrain can be found in the owned city radius of the creating city.

There are seven Terrain Tactics in CCV:
City Attack – City Defense – Forest Combat – Jungle Combat – Hill Combat – Desert Combat – Snow Combat


· Mechanic, Medic and Red Cross (by Thomas SG) done

The units are now divided in non mechanized and mechanized units. While mechanized units can heal faster with a mechanic, non mechanized units can heal faster with a medic or with the Red Cross. The Red Cross is now a Team Project that gives the first medic promotion for free to all units if they can acquire this promotion.

Units can also be hybrid. Those units can theoretical heal extreme fast because they can get the mechanic and medic promotion. The only example for a hybrid unit in CCV is the Mechanized Infantry.


· Equal Promotions and Smart Unit Upgrade (by Thomas SG) done

The Smart Unit Upgrade reduces all classes of promotions by one level except the leader promotions. This procedure makes allowances for the fact that even veterans aren’t in relation as good with the new weapons and tactics as with their old. Because of the equal promotion costs of 8 XP per promotion the reached XP won’t be reduced anymore. The XP from buildings and Great Generals are suitable to the new system.

· War Games (by The Lopez, Dale and Thomas SG) some preparations

Not finally planed – but it will use a MAD Nukes Rework, Nuke Bombers, the Nuclear Weapon Team Project and perhaps a Missile Silo Concept and Mobile Missile Carriers.

· Unit Pack (by Thomas SG) some preparations

· Formation and Scale (by Thomas SG) graphical only - some preparations

· Cultural Units (by Artists) graphical only - future plan

Thomas SG
Dec 20, 2008, 10:00 AM
The New Cargo Concept is now done and works perfect.:banana: Damn hard job...
Bombard Missions now in progress

Change: now their will be a new standard bombard mission for all ranged units (range 0.1 or higher) that attacks units or defensive buildings (high priority targets) This is a former part of military target bombardment. All real ranged units (range 1 or higher) will get the new 6 bombard missions + the standard mission. So now the Military Taget Bombardment knows no more high priority targets. If you want to attack them just choose the standard mission.

Shsei
Feb 12, 2009, 01:29 PM
Hi Thomas, it's been a long time ago since i heard something about your project. Can you give me/us a status quo of your mod ? I'm still waiting for the next extension of your mod. Please give us a sign :-)))

Thomas SG
Mar 06, 2009, 04:23 PM
The next version is coming soon.

I expect the test in 3-4 weeks. What about my test team? How would like to test?

The first test (in 1-2 weeks) is the general vista test. I think Cybah will do it for me.

If successful we will do a stability, bug and balance test with two teams. A team for German and a team for English. Both with 5 members. I want:

2 modders per team (as they can help me to find bugs and there origin)
2 advanced players (can win king or higher, has no big trouble with prince)
1 free (but please no civ newbee)

Test team members and Keldath are set if they want to test.

Official details about the new version after the Vista test. Inofficial details by informers and double agents... :cool:

Cybah
Mar 06, 2009, 04:43 PM
The first test (in 1-2 weeks) is the general vista test. I think Cybah will do it for me.

I would... if I had Vista. :p Too bad my own mod does not seem stable on Vista and I can not test it myself.

rene87
Mar 07, 2009, 03:58 AM
for the Vista test ma by i can Help, i us Vista and Windows 7 both 64 bis systems.
when it is possible i would be part of the German test team

Thomas SG
Mar 11, 2009, 10:56 AM
Okay. But in that case I suggest an earlier test. You'll get soon a version without the last combat stuff merged in and without some other small features that are still in development (for example New Global Winter or Advanced Dynamic Naming).

To do please: Make a AI AutoPlay stability test by running several games with different settings. Don't care about the unit balance and texts in this early version. And pray that it won't crash... :please:

After that you can help me to find a bug if you want and have the time. To do so enable one or both helicopters in the version I will give you. Set the max player instances of early_gunship and gunship from 0 to -1 in the UnitClassInfo.

The problem is a kind of move or attack of a helicopter I didn't thought about when I designed the Hybrid Helicopter code. I saw that several times in the past. Maybe the new code causes a problem when you want to do a possible jump with full movement points that is impossible at the moment. I don't know...

Or maybe the zickzack code fails when planning a path around an enemy. I don't know. That's the test. And if you see nonsence in the capabilities of the heli please report too. For example the heli could fly in an earlier version with a perfect path in zickzack path over a whole dark map to a target. He jumped over dark water areas to land that was never seen before. That is nonsence. Keep an eye on it.

Thanks.

@ Cybah:
Sorry and thanks. :rolleyes: And I got a question. Are you interested in a DCN Hotfix German-English? I think you can soon have mine for your personal use and your mod. The Advanced Dynamic Names should replace it in time in CCV. And so it's free...

And another request. When I could proof that ADN is able to work (and I'm very sure that it will) and trijamedes01 has finished his work I need a new part mod. :D And that could be a job for you.

I need a part mod called "Second UU" or if you want/like/can even "Three UUs". :D
If you want the job I need for all current civs in game (except Holy Roman (out of game) and Germany (uses the Landsknecht)) a set of UUs with an idea of it special abilities, a good name and a good graphic. The graphic is very important.
First and second UU should not be in the same era, the third if coming, not in the same domain if it is in the same era as one of the others.

A hard job I fear. But I'll make the job a bit easier. ADN will not just make the nation title dynamic it should also make the nations dynamic. So the Germans will be the Germanics in ancient times and the Romans will be Italian in modern times. And so we may see soon under the right conditions the Holy Italian Empire of Germanic Nation... :lol: Yes that's true - that is ADN!

But trijamedes01 is still working on the dynamic development. And when ADN can be done I'll need some fitting flags. :mischief: Hallo KingKong... Thomas is calling you!

Elandir
Mar 12, 2009, 09:35 AM
hi Thomas,
in the last days i started playing civ with your mod again :thumbsup:
now i have some suggestions for you (in german, i am sry ;):
- Wie wäre es mit zusätzlichen Religionen?, ich dachte mir dass man ja vll einfach noch eine paar neue einbauen könnte die dann aber nur bei freie Reliwahl verfügbar sind, so dass trotzdem nie mehr als 7 Relis im Spiel sind??
Und dann könnte man ja noch (wenn machbar) die KI ein bischen bischen aufpolieren, sodass die Leader dann bei freier Reliwahl ihren favourite Religion wählen, und nicht mehr zufällig entscheiden (beispiel: saladin entscheidet sich für Islam)
Du könntest die neuen Relis ja von diesem Mod -> http://forums.civfanatics.com/downloads.php?do=file&id=11451 übernehmen, dort ist das schon so ähnlich eingebaut,
Wie wäre es mit einer neuen Einheit, Rammbock?
Verfügbar ab Bronzebearbeitung so als FrühzeitKatapult (kann Stadtverteidigungen bombadieren)
was meinst du??

Thomas SG
Mar 13, 2009, 02:08 PM
hi Thomas,
in the last days i started playing civ with your mod again :thumbsup:
now i have some suggestions for you (in german, i am sry ;):
- Wie wäre es mit zusätzlichen Religionen?, ich dachte mir dass man ja vll einfach noch eine paar neue einbauen könnte die dann aber nur bei freie Reliwahl verfügbar sind, so dass trotzdem nie mehr als 7 Relis im Spiel sind??
Und dann könnte man ja noch (wenn machbar) die KI ein bischen bischen aufpolieren, sodass die Leader dann bei freier Reliwahl ihren favourite Religion wählen, und nicht mehr zufällig entscheiden (beispiel: saladin entscheidet sich für Islam)
Du könntest die neuen Relis ja von diesem Mod -> http://forums.civfanatics.com/downloads.php?do=file&id=11451 übernehmen, dort ist das schon so ähnlich eingebaut,
Wie wäre es mit einer neuen Einheit, Rammbock?
Verfügbar ab Bronzebearbeitung so als FrühzeitKatapult (kann Stadtverteidigungen bombadieren)
was meinst du??

Mit den Religionen hab ich einiges ausprobiert. Hat viel Zeit gekostet. Sie kleinste Lösung war am Ende die beste. Ich hab nur mit Polytheismus ein neues Gebäude "Andachtsstätte" eingefügt, dass wie ein Tempel wirkt. Darüberhinaus nehmen Siedler nun ihre Reli mit. Heißt dann Settler Religion und ist dem Original recht ähnlich. Die einzigen Ändernungen waren, dass der Siedler alle Relis bei mir mitnehmen wird (außer bei Theo) und das man auch in der Unit Help die Relis sehen kann.

Der Rammbock ließe sich nach dem Merge des ganzen verblieben Combat Zeugs einbauen. Finde ihn aber eher überflüssig. Da er in seinen Eigenschaften der Blide (Trebuchet) sehr nahe käme (nur gegen Verteidigungsanlagen zu gebrauchen) ist er eventuell eher störend. Mal sehen. An solchen Kleinigkeiten hänge ich mich schon lange nicht mehr auf. :D

Thomas SG
Mar 14, 2009, 12:38 PM
Okay. It's time to tell you some details. You will see that not all components are finished but most stuff is ready to use. And some stuff is also planed but not in list.

Here is my personal change log of the new version called CCV 3.17.01:

Community Civ V – Version 3.17.01
Design and development by Thomas SG

The Vision Project

1. CCV Theme (by Firaxis and Thomas SG)

2. BUG Mod (by BUG Team) incl. Improved Sevopedia (by Cybah and Thomas SG)

3. Blue Marbel Terrain

4. Ethnic Citystyles (by Geomodder)
This mod is made to make the civilizations more culturally diverse with the available art made by freelance modders and unused art by Firaxis.
Basically, citysets of the different artstyle groups have been changed/altered until the Modern Era, where ever art was available for it. The future era has been made common for all artstyles. In some cases you'll still see the normal ingame cityset buildings, which means I haven't found art for those spots or I intended it to remain there. Also, for some units and buildings new .dds files are included which I felt made them look better without altering the basic model of it.
Besides citystyles, new facility art has been included for the different artstyles. This part is not finished yet since there's no art available for some artstyles/era's. Included are Sepamu92's fishingboat modcomponent and art has been replaced for some improvements too.

5. Unit Era Art (by Thomas SG)
Units can have now individual art styles for all eras. The new system replaces the old system of early, middle and late art define tag. The new art define tags are called ancient, classical, medieval, renaissance, industrial, modern and future art define tag. Required is for all units is the ancient art define tag. Please give to all units an ancient art define tag even if the unit will just appear later in game. The ancient tag is like the early tag the default tag.

6. Formation and Scale (by Thomas SG)
This scales the units and gives especially to infantry and naval units nice formations.


The Game Project

1. AI Auto Play (by jdog5000 and Jeckel)

2. Culturally Linked Starts (by Jean Elcard)

3. More Players
The DLL allows 100 players.

4. Bigger Maps
There are now three new bigger map types. The sizes are called now XXS to XXXXL. But note that not all map scripts support more than 18 players!

5. Slower Gamespeed (by Thomas SG and Taurec)
There are now six game speeds in CCV. Very slow game speeds have been added. Those are available in Custom Game.

6. Higher AI Level
CCV has got new names for the difficulty levels. They are called recruit, soldier, sergeant, lieutenant, captain, major, colonel, general and field marshal. Furthermore the standard AI level is now major (= monarch ; instead of noble). The barbarian AI level is now captain ( = prince; instead of chieftain).

7. CivMail (by Teg_Navanis)
This mod adds a simple Pop3 and SMTP Client to Civ4.
For configuration instructions, open civMail.py and check the comments at the beginning of the file.

8. Better BTS AI and Unofficial Patch (by Solver and Dresden)


9. Extended Random Events (by Headlock)
This is a modcomp providing a expanded set of extra events.

10. German Community Translation
For better translated texts and less mistakes CCV uses the Community Translation. But there are also lots of CCV changes. Especially CCV uses an own name system for the units. Furthermore CCV includes more text and message improvements.

Note:
I know that lots of pedia and strategy texts are missing or are wrong. I also know that there may be difficulties caused by Revolution Mod Pack especially DCN or ADN (what ever will be released). I’ll try to solve those problems later. Game play, balance, new features and other stuff are more important at the moment…

Thomas SG
Mar 14, 2009, 12:41 PM
The Settlement and Transport Project

11. Revolution Mod Pack (by jdog5000 & Dom Pedro II)
The goal of this modpack is to make Civ4 more dynamic. New empires will rise in the middle of the game, over-extended empires may crumble, or colonies break away from oppressive rulers.

Revolution:
This component allows sections of disgruntled empires to rise up together and demand changes or attempt to break away from the motherland. No matter what the source of the complaint, you will be given an option to either ignore the complaint or accept the cities demands. If their demands go unmet and situations deteriorate, the cities may give you an ultimatum and take up arms if you do not comply!

Dynamic CivNames Or Advanced Dynamic Names (by Thomas SG):
This component replaces the original DCN (with German language hotfix) if finished in time.

The Advanced Dynamic Names will make the CivName dynamic similar to DCN. There may be more names and they may vary and the conditions of naming will be different but at the end it's more or less the same. Note that even if just DCN will be released it will now also work in German.

But ADN should be more. ADN should make also the nation dynamic. It should make the Romans called Italian in time and make the German start as Germanics. Furthermore it's planed to use also fitting flags. So ADN should be also an optical improvement. But it is still in development and it is not proofed that it will work. But I'm of good hope.

BarbarianCiv:
In this mod, barbarian cities, if left to their own devices, will eventually "settle down" into full blown civs!
Barb cities will settle down probabilisticly, with several factor determining the odds. Barb cities first become single city minor civs. These city states can't conduct diplomacy, so they're at war with everyone. When the new civ accomplishes something notable, a leader emerges and the civ settles down into a full civ. These accomplishments can include conquest, reaching a high population, reaching a high level of culture, building wonders, etc.

TechDiffusion:
With this component, civs who fall behind in tech but have lots of friends will receive some free research.
When a civ falls behind by several techs, they qualify for tech "welfare." Each turn that they are significantly behind, they will receive some free beakers towards techs they can research. The amount of free beakers depends on how many civs they know who already have the tech and what there relationships are, although the rate for powerful military techs is lowered since civs try harder to keep them secret. If a civ is behind by a handful of techs, they will get fractions of a percent of the research per turn. If they are behind by a dozen or more, the rate increases.
The diffusion of tech is capped so that civs don't receive techs for free but have to do the final research push themselves. The cap is low in the early eras, and moves up as the eras go on. If a civ is very far behind, the cap is ignored to try and keep them somewhat in the game.

Start as Minor Civ:
All players start as a minor civ. Those civs can't conduct diplomacy, so they're at war with everyone. After the discover of writing they develop to full civs and can have diplomatic relations.


12. Automobiles (by Thomas SG)
There is a new technology called Automobiles. It will allow your people a higher mobility and so an increased city radius of 3. Automobiles will make your people happier but also more sick. Public transport systems can help you to decrease the sickness. But automobiles are also the end of horse power and make the stable obsolete. As an important advantage of automobiles your land units get an increased movement rate of 2.

13. Devotions Place (by Thomas SG)
The new building devotions place comes with polytheism and priesthood. It has the benefits of a temple and can help you to calm down your population. The devotions place is the solution for early religions.

14. Settler Religion (by Bhruic and Thomas SG)
SettlerReligion causes all settlers created to have religion based on the religions present in
their creating city. The settler carries all religions that are present in the creating city. Just in the case that there is a state religion and the empire is operating under the Theocracy Civic, the settler will only have the state religion. If the city does not have the state religion (even if it has other religions), the settler will have no religion.

Once the settler forms a city, that city will automatically get the religion(s) of the settler.

Settlers gained from goody huts or created in cities with no religions will not have religions,
and neither will the cities they create. You can see the religion(s) of a settler in the unit help.

15. Orion's Inquisition Mod (by bmarnz and OrionVeteran)
A new unit called the Inquisitor is introduced. While the missionary seeks to spread the state religion, the Inquisitor is used to remove all non-state religions from a city. Like the Missionary, the inquisitor is limited to a maximum of only 3 units a player can have at any one time. As the defender of the official state religious faith, the inquisitor is a very powerful unit. If an inquisition is successful, all non-state religions and their associated non-state religious buildings will be removed from the city. Whether the inquisition is successful or not, the unit is consumed after executing an inquisition. Thus, the production of many inquisitors may be necessary to finally achieve religious unity.
The mod has also a new victory condition for the game called the "Religion" victory. Like other victory conditions, the "Religion" victory can be enabled or disabled by a check box at the start of the game. To win with a religious victory, a player must achieve total religious unity and influence through 6 prerequisites.

Prerequisites for a religious victory:

1. A player must have an official State Religion
2. A player must have the Holy City for the official State Religion
3. All of a player's cities must have the official state religion established.
4. All of a player's cities must not have any non-state religions established. (One exception Holy Cities)
5. Religious influence must be at least 80%
6. A player must have built the official State Religion Shrine.

Prerequisites for conducting an inquisition:

1. To build an inquisitor: You must have researched Theology, have a state religion and have produced a “Holy Office” building in at least one city.

2. To use an inquisitor in a city: You must have your state religion previously established in a city and there must be at least one non-state religion established in the same city.

3. To use an inquisitor in a foreign city: The foreign civilization must have the same state religion as you, the foreign civilization must have an open borders agreement with you and the foreign city must also meet the requirements of prerequisite 2 above.

Note: If you control a Holy City you can’t found another new religion! Thus, you may found a Holy City on a religious tech that has previously been discovered.

16. City Radius by Technology (by Thomas SG)
The city radius depends now on the mobility of your people and so it depends on your technology. Without wheel and husbandry your people and daily products are not very mobile and so the cities start with a radius of 1 (9 plots). After the discover of both technologies your people can work plots in radius 2 (21 plots) to support life in your cites. That’s the limit for a long time. Just after the discover of automobiles the radius will increase to radius 3 (37 plots).

17. Village Protection (by Thomas SG)
It’s no more possible to remove settlements as you like. Just cottages and hamlets are still so unimportant that you can remove them as you like. But already villages are so important that you can remove them only if you got a very good reason. And the only very good reason is the exploit of resources. Towns are now unremoveable but those will work more like real cities. They give you the boni for combat purposes, work as canals and exploit resources for you too.

18. Three Roads (by Thomas SG)
There are now three road types – unsurfaced road (wheel), surfaced road (engineering) and asphalt roads (automobiles). Those roads allow your units different ranges. Unsurfaced roads use ½ point, surfaced roads use a 1/3 point while asphalt roads allow a fix distance of 10 plots. Railroads allow now 15 plots.

Roads in your cities and through your terrain within your borders will be upgraded suddenly by your population . Just roads outside your borders won’t upgrade automatically. You must send workers to do so.

Please note that the yields of some improvements depend on the different road types!

19. Assimilation (by Kael)
With this option selected captured cities retain their original build abilities. So you can build in captured cities the UU and UB of the city founder, but not your own!

Thomas SG
Mar 14, 2009, 12:42 PM
The Production Project

Resources and Bonuses
There are many changes on the effects of resources and bonuses. Some will also be visible and become obsolete under new conditions. Please have a close look into the pedia .

Initial Yields
Cities start now with an initial production of 2 food, 1 hammer and 2 gold.

Natural and Artificial Irrigation (by Thomas SG)
Farms require irrigation because without enough water cultivation plants won’t grow to feed your nation. In moderate climate you won’t have to do anything for the irrigation because there is enough rain. So grassland is now natural irrigated. But if you want to do intensive farming in the plains you need fresh water from rivers, lakes or ground water. For the artificial irrigation by near rivers and lakes you need no special technology. But ground water will first be available with steam power!

Health and Sickness from Improvements (by Thomas SG)
Improvements will now influence the health of nearby cities. Especially dirty improvements like workshop, mine and all kinds of settlements will influence the pollution in the whole area.

But improvements doesn’t only pollute the environment – some make the people working there sick. Especially the hard work in workshops, mines and in the quarry will make your people sick. So serve your people with balanced food, fresh water and medical health care if they are working hard. And in industrial times give your people more free time and a green place to relax (= working forest prereserve) and reduce your pollution by using green energy (= working solarpower and windpark).

Axe and Fire (by Thomas SG)
There are now two ways to remove forest and jungle. You can burn or chop them down. Both methodes will require the same time but if you chop them down you will get a production bonus from the cut trees. There is now a bonus of 30 yields for both feature types.
To burn down you need to know agriculture. For chop down you need metal casting (forest) or replaceable parts (jungle). From the moment you can chop down your workers will do so when they build an improvement.

Multiple and Obsolete Buildings (by Elgor and Thomas SG)
It’s now possible to have more than one building of the same building class type in a city. Furthermore buildings can now become obsolete. In CCV every city can have two hospitals, two drydocks, two airports and up to three production buildings of a kind. But with the build of a more modern type the old types will become obsolete and disappear!

Note: The Industrial Trait gives you now also a 50% bonus for factory.

Multi-Building Unit Requirement (by TheLopez)
This adds the ability to specify multiple required and optional buildings
needed to building units. In CCV more advanced units need now also more advanced buildings.



The Experience and Combat Project

Unit Pack (by Thomas SG and many artists – Thank you very much for the great stuff!!!)

There are now 150 units in CCV. There are lots of changes that touch old units and there are also lots of new units in game. For all details please have a close look into the pedia.

Here is a list of the new units:

Melee/Gun Powder:
- Longswordsman
- Commando Infantryman

Mounted:
- Horseman

Siege/Armor:
- Culverin
- Flak
- Missile Artillery
- Tank (the old is now the Armor)

Air:
- Jump Jet
- Gunship (the old is now the AT-Gunship)
- Jet Fighter (the old is now the Supersonic Fighter)
- Modern Supersonic Fighter
- Strategic Bomber
- Longrange Bomber + Strategic Longrange Bomber
- Supersonic Bomber + Strategic Supersonic Bomber
- Strategic Stealth Bomber
- Flying Bomb
- Conventional Ballistic Missile

Sea :
- Steamer
- Stealth Transport (not in game because graphic is corrupt => ask The_Coyote)
- Carrier (the old is now the Super Carrier)

- Ironclad (the old is now the Gunboat)
- Dreadnought

- Missile Submarine
- Stealth Submarine

Other:
- Inquisitor
- Great Doctor
- Medic

Turbine (by Thomas SG)
There is a new technology called Turbine that fills the gap between Flight and Advanced Flight. And it is also required for rocketry. This technology brings lots of new units into the game. There is a new early jet fighter, a new bomber type, the first helicopter type and a flying bomb. And after the discover of more powerful engines there is now also a jump jet (=> Jump Jets).

Cargo Damage (by Thomas SG)
The damage of a cargo unit will now damage the cargo unit itself and it will also do a random damage to load units (max. damage = damage change of the cargo unit ).

Unit Building Requirement
Except the early units in game more or less all units require now buildings to build them. It starts with a swordsman that can’t be build without a forge and ends with the stealth bomber that requires an airport and an industrial park.

Great Generals From Barbarian Combat (by TheLopez)
Allows barbarians to have great generals and it allows non-barbarian players to generate great generals through combat against barbarians.

Great Doctor (by tsentom1) – texte nicht erweitert und übersetzt
This mod brings a new unit, a new great person, two new specialists and a new wonder into game.

Great Doctor:
- Spread Plague (AI-Funktion ist unklar,geht auf beliebige Entfernung, wird derzeit in der Stadt nur als “Malus” angezeigt!!!)
- Attach itself to a city
- Discover a Growth Related Technology
- Start a Golden Age

Specialists:
Doctor: +2 Food, +2 Research , +1 Production, +3 GP Doctor Points,
Great Doctor: +2 Food, +7 Research, +4 Production, +2 Culture
(don’t forget to create real heal points for them and replace the food bonus 1:1 …)

New Unit:
Medic - 2 Movement
100 Hammers, available with Medicine, requires Hospital
National Unit (3 Allowed)
Can be Captured
Starts with Medic I, Medic II

New Wonder:
Asklepieion of Kos +4 Culture, +2 GP Doctor Points
250 Hammers, available at Polytheism and Pottery
No Unhealthiness from Buildings (An early game recycling center)
Can add 1 Doctor Specialist

Others:
Hanging Gardens: Doctor points instead of Engineer
National Park: Doctor points instead of Scientist
Aqueduct: Allows 1 Doctor Specialist
Hospital: Allows 2 Doctor Specialists
Medicine: First to research receives a free Great Doctor


Capture Persons (by Thomas SG)
It’s now possible to capture persons and make them work for you. You can capture and turn round missionaries, inquisitors, executives, medics, great artists, great engineers, great merchants, great prophets, great scientists and great doctors. Just spies, great spies and great generals can’t be captured and turned round (except perhaps by events).
If there is a limit for the captured unit type it doesn’t matter. It may just stop the training of a new unit of this type. And if the unit got a special name it will keep it.


Cold War (by The Lopez, Dale and Thomas SG)
The Nuclear Threat has got a new quality in CCV. To be able to build nuclear weapons all teams need now an own Nuclear Weapon Project. After that they can threaten the world with different kind of nuclear armed (single-use) bombers and missles.
But the costs of the project have increased dramatically. While it required 1500 yields in the past it requires now 4500 yields. But the production bonus of uranium also increased from 100% to 500%. So it is now more difficult to finish a nuclear weapon project if you got no source of uranium.
CCV knows four different bomber types and (at the moment) two missile types. While bombers need a landbase and have an increased but of course limited range the missiles can be used against nearly every target. This is possible because of the sea missile carrier units. You can carry nuclear missiles with missile cruisers and with the new missile submarine. The great advantage of the missile submarine is the fact that it is very difficult to detect as a Silent Submarine (=> Advanced Invisibility System). And this ability makes it a perfect second strike unit.
Further more if you use the option Cold War you can now pretarget your nuclear armed missiles and bombers. This requires the new building Strategic Air Command. It gives you the possibility of coordinated nuclear strikes and counter strikes.

Advanced Invisibility System (by Thomas SG)
The new system allows units to see as many invisible classes as you like. Furthermore you can define an independed invisibility probability with an accuracy of 1% for all invisible classes that the unit can see. Moving respectively patroling around in a small area will increase the chance to see an invisible unit but it also increases the chance to betray your position if you are invisible yourself. But in some cases moving may also cause a loss of contact to an already detected unit! Furthermore ships and submarines are now always visible if they are in a port.

There are now three naval invisibility classes in CCV:
- Conventional Submarine => Submarine and Attack Submarine
- Silent Submarine => Missile Submarine and Stealth Submarine
- Stealth Ship => Stealth Destroyer (and Stealth Transport)


Advanced Interception System (by Thomas SG)
The new system is still based on the both well known interception concepts – interception by unit and interception by SDI. Aircrafts, flying bombs and guided missiles can be intercepted by units while ballistic missiles are intercepted by SDI.

The Advanced Interception System assigns to aircrafts and non-ballistic missiles now an air level and to all interceptors an air interception level. Defenders can intercept units up to the next higher level. The interception probability is related to the level. The probability will change by factor 2 per deviate level.

Example:
A fighter with a 100% chance to intercept other fighters has now an effective chance of 50% to intercept jet fighters and is unable to intercept supersonic fighter. On the other side a damaged supersonic fighter with just a 25% chance to intercept other supersonic fighters has still got a 100% chance to intercept enemy fighters.

This system allows also lots of new funny things. For example it makes flak useless against modern jets and bombers or it allows to hunt more or less effective flying bombs with jet fighters as well as hunting guided missiles with supersonic fighters.

Furthermore recon missions are now intercepted too. But the damage is typically much smaller because there are just two air battle round. So typically the unit could be damaged but not destroyed. And of course there are no XP from (intercepted) recon missions.

New Cargo Concept (by Thomas SG)
The new cargo concept allows to reserve parts of the cargo space for special cargos (of disjuct classes). Furthermore a unit can be part of several special unit classes. So units can carry individual spaces of different types.

CCV uses this system to make all ships and subs carry persons, to upgrade older ships like battleship or destroyer with guided missiles and to make a difference between small guided missiles and big ballistic missiles.

Examples:
The Guided Missile has got now two special unit types – SPECIALUNIT_MISSILE and SPECIALUNIT_MISSILE_AND_ROCKET
The Strategic Missile has got now two special unit types – SPECIALUNIT_ROCKET and SPECIALUNIT_MISSILE_AND_ROCKET

The Super Carrier can carry now: 2x SPECIALUNIT_PERSON + 2x SPECIALUNIT_MISSILE + 5x SPECIALUNIT_MEDIUM_AIR
The Missile Submarine can carry now: 2x SPECIALUNIT_PERSON + 4x SPECIALUNIT_MISSILE_AND_ROCKET
The Transport can carry now: 2x SPECIALUNIT_PERSON + 4x DOMAIN_LAND

Mechanic, Medic and Red Cross (by Thomas SG)
There is now a differnce between non mechanized and mechanized units. While mechanized units can heal faster with a mechanic, non mechanized units can heal faster with a medic, the medic promotions or with the free medic promotion from Red Cross.

The Red Cross is now a Team Project that gives the first medic promotion for free to all units if they can acquire this promotion.

Units can also be hybrid. Those units can theoretical heal extreme fast because they can get the mechanic and medic promotion. Examples for hybrid units in CCV are the Mechanized Infantry and the Machine Gunner.

Note: Units in/under Ice won’t heal.

Terrain Tactics (by Thomas SG)
The Terrain Tactics were designed to specialize units with reference to their origin and combat experience.

All Terrain Tactics are high effective promotions. For those promotions units must be made up of people who grow up in the terrain or had a successful fight in the terrain. A unit is made up of people with terrain experience if a fitting terrain can be found in the owned city radius of the creating city.

Especially the first promotion is very interesting because it gives the unit a protection against the new feature or terrain damage (=> Feature and Terrain Damage).

There are seven Terrain Tactics in CCV:
City Attack (City Raider) – City Defense (City Garrison) – Forest Combat (Woodsman) – Jungle Combat (Tarzan) – Hill Combat (Guerilla) – Desert Combat (Bedouin) – Snow Combat (Eskimo)

New Promotion System (by Thomas SG)
Once again there is a new promotion system in CCV. And it is very different from all earlier systems. It is different in it’s promotions (e.g. =>Terrain Tactics, =>Mechanic, Medic and Red Cross) and in it’s mechanics. And there is no more a general limit of promotions as in earlier versions of CCV.

Especially there are now two promotion lines called combat and drill as before but closer linked to the unit class. The combat line is for close combat while the drill line is for distant and firearm combat. As a result of this close combat units will loose the most of their promotions when upgraded to gun powder units. Archer units won’t suffer so much from upgrade.

Promotion Costs and Promotion Heal:
The costs of promotions are now equal. All promotions require now 5XP (Charismatic –20%; 4XP). But units won’t heal anymore when promoting.

Aquire Promotions:
Units have now a CombatClass and a SubCombatClass. So for example a horse archer is a mounted unit as well as an archer unit. So he can get the promotions of the mounted class and the archer class.

Leader and Leader Promotions:
A unit can get now the leader promotion without a Great General. It is available after combat 3 or drill 3 promotion. And as usually this is the key to the high effective leader promotions. The new leader promotions are March (Heal while moving), Motivation (+25% Combat), Tactics (+30% Withdrawal), Mobility (+1 Move) and Leadership (+100% XP). But there is still the limit of two leader promotions per unit in CCV.

Unit Upgrade:
The unit upgrade won’t limit or reduce the XP as before. It removes the highest drill and combat promotion of the unit. All other promotions will be transferred if they are available for the new unit type. If not available the unit gets instead 3XP. If the unit has the leader promotion the upgrade is cheaper (-25%) but no more free.

New XP for Warlord and buildings:
Warlord => 12 XP
Barracks => 6 XP
Ikhanda => 6 XP
Harbor => 6 XP
Airport => 6 XP
Drydock => 0 XP
Citadel => 4 XP
Stable => 2 XP
Ger => 4 XP
Totem => 3 XP
Drillinstructor => 2 XP
Pentagon => 2 XP
Academy => 2 XP

Note: The Aggressive Trait gives you now the Combat1 promotion for melee units and Drill1 for firearm units. And it gives you a bonus for harbor instead of drydock. The Charismatic trait reduces the XP cost now by 20% instead of 25%.

New Vision Concept (by prime0ver and Thomas SG)
There are two new vision improvements - the buoy and the radar tower. Both improve your sight and will improve your chances in war.
The buoy searches for all ships and submarines with a quite high chance to detect them. So it is a good addition to submarines and destroyers especially in defense against missile submarines. And if you got a good air force it will give you a much better chance to defend your country against a sea invasion even without the navy.
The radar tower searches for land units and normal ships. Furthermore it increases the interception probability of your fighters if a plot in the vision range of the radar tower is attacked. Radar towers are the key to a good air defense because fighters have now a base interception probability of 50% instead of 100%. So if your enemy has the same technology level or your fighters are already damaged you got bad cards without a good air recon. Of course also the towers of your team mates will work for you!
Please notice that objects like mountains will block the sight so that you cannot see land units and ships although they are in vision range. But those objects won’t block the air recon effect!

Some modern ship types have the air recon function too and give you a bonus. And of course the bonus may also come from team mate ships. But please notice that the bonuses doesn’t accumulate. It always counts the highest available bonus.

Your settlements will give you now information about the landscape around them too. Please have a look at the pedia for more details.

Airport and Military Base (by Thomas SG)
Aircrafts require a place to land. While fighters can land on (super) carriers all other units need a land base. In CCV just cities and military bases will allow your aircrafts to land. Forts will no more work as air bases (except for => Jump Jets). The new military bases have the benefits of radar towers (=> New Vision Concept) and are a good substitutes or upgrades for them. But military bases haven’t got the benefits of cities like forts. So your units won’t use their city bonuses and military bases won’t exploit resources for you!
Airports give you now +3 space for aircrafts instead of +4. But notice that you can now build two of them in a city (=> Multiple and Obsolete Buildings). So the maximum space of a city is now 10 squadrons!

Jump Jets (by Thomas SG)
There is now really a jump jet in CCV! It is a bit later available than the first jet fighter because it requires a more powerful engine for liftoff than the early jet fighters had. So it comes with rocketry.
The jump jet can use carriers and forts to land while jet fighters and more modern jets require a super carrier or an airbase. So your early smaller carriers can stay in use with helicopters and jump jets.
Furthermore the jump jet doesn’t count to the air capaticity limit. Although the limit is increased to a maximum of ten (city with two airports => Multiple and Obsolete Production Buildings) this may be an advantage too. But of course the jump jet is not so powerful as the normal fighters. Especially with supersonic fighters it can’t really compete.

Hybrid Helicopters (by Thomas SG)
The helicopter movement is improved dramatically. Helicopters can now fly over water plots if the target plot is a land plot and the current range is large enough. The target plot must be revealed or at least an adjacent plot (you can see for example the coast line). Although the game always draws the direct path (I don’t know how to change this) helicopters may also use zickzack paths.
So helicopters are now island jumpers and of course it works for humans and the AI.

But helicopters are no suicide units! They won’t attack over water if they are on a “move mission”. The pilots must return to secure land if they see that the revealed target plot is defended by an enemy. So a single axeman can stop even ten helicopters! If you want to attack use a fitting air mission. But of course the operation range is smaller and is maybe too small…

And that is the next point. Helicopters can do now air missions. Like all air units they return to the start plot after the mission. And that’s the reason why helicopters can only do air missions in the range of their half movement points left. Helicopters can recon and do all air missions (=> Air Missions).

And this makes helicopters very flexible and very powerful. They can use all carriers, can attack from them or defend them in range 2 or go on land and do what ever they have done in the past when they came with a transport…

City Defense (by Thomas SG)
Cities have a defense bonus as in the past. But it is now different in its organisation. Cities get a bonus from wall and castle against all non gunpowder units. Of course this bonus can be reduced by bombardment to 0%. But cities get also a bonus from culture. This bonus has got now two parts. One half of the culture bonus is more like the bonus from wall and castle a technical bonus and can be reduced to 0%. But the other half is a motivation bonus. And of course this part can’t be reduced. People are fighting harder for important cities even if lots of buildings are destroyed. And so of course the motivation bonus will work additional to wall and castle! Furthermore there are now two motivation bonuses for being capital and being a holy city.

New Ranged Bombard Concept (by Thomas SG and Dale)
The new bombard concept knows two types of bombardment. There is an archer bombardment and a siege bombardment. Advanced artillery and missile armed units can even do a real ranged bombardment.
The capability of the archer bombardment is to fire a volley when it comes to a direct conflict. So archers in the stack can support fighting (melee) units in battle (=>Combined Combat).
The siege bombardment will do the same but before the archers because of the higher range. Furthermore siege weapons allow to do bombard missions (=> Bombard Missons). And so you can select between ten different targets.

Notice that all units have two bombard power values. The first value tells you the strength against units. The second value tells you the strength against improvements, fortifications, buildings and city defenses. Furthermore units have an accuracy and an accuracy divergence. It tells you the quote of how many projectiles really hit the target and so about the expected damage and collateral damage. Of course the number of hits will vary because of luck, weather conditions and so on. That’s the effect of the divergence.

Combined Combat (by Dale and Thomas SG)
In CCV you should move and fight in stacks. The one on one combat is replaced by a stack combat. That means that air units in stacks will fly strikes against the enemy, after that heavy artillery and missiles will hit the battle ground. Later artillery of short distance and at last archers will fire volleys. So it’s a good advice to support your melee and gunpowder units with ranged units. Single attacking and also moving units can be easy targets. If you do so the => Active Defense and => Opportunity Fire may kill even overwhelming numbers of units. Don’t slaughter your soldiers…!


The Blue Planet Project

20. Environmentalism (by Thomas SG)
There is a new technology called Environmentalism. It requires Medicine and Industrialism or Fission. It obsoletes now whales and ivory. Furthermore it allows the civic environmentalism, the national park and forest prereserves. Environmentalism is also now your way to ecology.

21. Wind Turbine and Solar Power
The wind turbine can be used in every climate exept desert and tundra (former snow) and of course also on the coast. The solar plant can just be build in the desert. Both power plants aren’t able to serve your cities alone with energy but they can decrease the sickness in nearby cities, increase the happiness and give you a little money.

22. Dynamic Polarcaps (by Thomas SG)
The ice near the pols is no more static. The profile will change from turn to turn. But that may cause trouble for your ships in that region. Except advanced submarines all naval units will sink if they get in contact with the ice. That may be especially a problem for early explorers on their journey around the globe.

23. Forest Protection (by Thomas SG)
Lots of improvements destroyed forest and jungle in the past. That has changed. Just the area intensive improvements city, town, farm, plantation, pasture, winery and well will remove them now. All other improvements can coexist with the features.
Of course you can remove the forest or jungle to get a production bonus. And it’s now also possible to replant forests without destruction of coexistant improvements.

24. Feature and Terrain Damage (by Thomas SG)
Outside of cities Ice, Jungle, Desert and Tundra (former Snow) will do now massive damage to your units if they stay in that terrain (-10% and Ice –100%). Animals, barbarians and units with a damage protection promotion won’t suffer from that damage. Submarines that can move through unpassable terrain won’t get damage from ice.

25. Replant Forests (by Thomas SG)
Workers can now replant forests after the invention of paper. Forests can be replant on grassland, plains and taiga (former tundra) if there is no (young) forest or jungle. After the replantation there will be for twenty turns a young forest that will give you less benefits. After that it will be a normal forest that you can chop down again, use for better defense, production, health and happiness.
If you can replant a forest on an improvement that would normally remove forest (farm, plantation, well,…) the new forest will destroy that improvement. If it doesn’t the improvement will stay as it is.

26. Forest and Jungle Growth (by Thomas SG)
If forest or jungle spread it won’t appear as a full grown feature anymore. Just like replanted forests it will appear as a young feature and will turn into the full feature after 20 turns.

27. Advanced Global Warming (by Thomas SG)
The Advanced Global Warming is now a very complex thing. The new system includes lots of factors. The new system considers the terrain of the planet, it considers if the ice on peaks is melting, if the sea gets warmer and isn’t able to store greenhouse gas as good as in the past. It depends on the value of trees and ice, it depends on bright and dark areas.
And of course it depends on the pollution. It depends on the bad health of all cities, their pollution from buildings, bonuses and power plants. And also the pollution from improvements counts.

And so the risk of global warming is low before steam power and industrialism. But after that it may increase dramatically. To fight against global warming use clean energy, build recycling centers and support public transport systems. Also more modern production buildings can help. The pollution from an industrial park is not so bad as from factories with the same production! So replace your dirty factories in time. Have a look for the tree value, don’t chop too much without to replant. Use the environmentalism civic. And don’t be afraid of the AI. The AI won’t usually chop all the trees and force a global warming effect. Typically the civ world of CCV stays green.
And perhaps don’t deal too much with dirty technology. The less players are at the same time in the dirty industrial era the less the risk of global warming. But that’s just a thought…


But if it really happens that the environment is polluted too heavy the global warming will hit the planet. But with a delay! And that’s the reason why even a well balanced industry won’t stop the global warming effect suddenly. But I give you a good advice – act as fast as you can. Because the effect of the same pollution before the beginning of the global warming is worser than after the beginning of global warming. The global warming effect may speed up itself!
And so it’s a good idea to avoid wars. It gives you and the other nations the chance to speed up the research and use green technology. And perhaps even spend green technology. But that’s just a thought too…

The effect of global warming has changed too. Typically global warming is a bad thing but there may be exceptions. Especially if your living in a desert zone you may be lucky. Sometimes the desert may turn into plains or even grassland. But maybe not for ever. Also players in regions near the pols may be lucky when tundra turns into taiga or taiga into plains. That is the good side of global warming.
But the bad side of global warming is seen more often and it can be really bad. Global warming melts ice and leads to desertifications. Good grassland will turn into plains and plains into desert. In some cases you might even loose plots at the coast to the sea. The global warming may cause fish, whales and other sea resources to move (out of your range) or to disappear. Also on land food resources may disappear.

// future plan (if somebody tells me how to do it… I don’t know how to call a disaster (or event in general) from SDK.)
And global warming will also increase the number of natural disasters (->events<-) like tornados, floods, forest fires and freak waves.


Found Bugs:

- AI Auto Play will create for the human player cities even if he plays a One City Challenge
- Ships can blockade water terrain of the other side of a land bridge although they could never go there. It even happens if the port is on the other side of the land bridge. (Example: Block trade between Amerika and Europe from Pacific)
- FreeBuildings from wonders are created even if this building is already in the city and could normally be build no more.


To merge from non-final versions (perhaps make it fit to the new stuff):
Opportunity Fire
Active Defense
Air/Bombard Missions

To finish development:
Advanced Global Warming
Nuclear Winter
Advanced Dynamic Civ Names
Combined Combat


and at last find the bug of the save problem

Elandir
Mar 16, 2009, 08:43 AM
hi Thomas
sounds good :eek:
but would it be much work just to ad some religions, without new technologies, which you only choose if you play with the choose religion - option?
It would bring much more variation to the game.
And my experience is that it is in the very early game specially with the speed marathon - or this new even more slow speed - very difficult to capture cities because of the city defense. A battering ram would bring more fun and would give the opportunity to fight very very early against other nation with much better results. :spear:
greetings

Elandir
Mar 16, 2009, 09:04 AM
and then i found some old buggs for you - but maybe you have already fixed them
(in German now, i am sry)
Die Ki hat nun die Angewohnheit zum Teil riesige Arrmeen in schadenbringende Geländerfelder wie zum Beispiel Dschungel oder Wüste heilen zu wollen, was dannn dazu führt dass die Ki die Einheiten manchmal gar nicht mehr benutzt - das kommt eig ziemlich oft vor.
Wenn man die Spionage als Option deaktiviert hat kann man dennoch die beiden Spionage Gebäude (Geheimdienst und Sicherheitscenter glaub ich) bauen und erhält einen großen Agent wenn man als ERster Utopie erforscht hat.
- Auch wenn man die die nuklearer Gegenschlag - option deaktiviert hat kann man dennoch eine strategische Kommandozentrale bauen

Und dann hab ich noch eine Frage ob man die extrem nervige Ki - Anfragen wie völlig unnsige Resourcen Täusche etwas entschlacken (am besten ganz) abstellen könnte.
Es nervt einfach nur extrem wenn man 10 Vasallen hat und dann von 5 jede Runde mit irgendeinem Scheiß pennetriet wird.
Meiner Meinung nach wäre es am besten wenn man die Ki Anfragen - offene Grenzen,
- weltkarte gegen weltkarte, und eben die ressourcentäsuche ganz abstellen würde.
Achja und dann hat die Ki ja auch noch riesigen Spass daran Krieg gegen Civs auf der anderen Seite der Welt zu führen, und einen dann mit Anfragen zu penetrieren ob man ihnen im Kampf beisteht, völlig unabhängig davon ob man sich vll schon in einem wirklichen Krieg befindet in welchen es im Mom richtig zur Sache geht.
Da könnte man auch mal was tun :p

Und dann hab da noch die Frage ob man vll. wie Civ 3 eine OPtion einbauen könnte die der KI das Wunderbauen verbietet??
Würde weitaus weniger Frust und um viel mehr Fun bringen :goodjob:
Das hab ich mal versucht über die Leader einzustellen (leaderheadinfos.xml)
aber der dort stehende Wert hat meiner Erfahrung nach nix damit zu tun ob die Ki jetzt Wunder baut oder nicht (da hat Firaxis Games einfach versagt).

so das wärs eig :crazyeye:
lg

Cybah
Mar 16, 2009, 10:13 AM
Wenn man die Spionage als Option deaktiviert hat kann man dennoch die beiden Spionage Gebäude (Geheimdienst und Sicherheitscenter glaub ich) bauen und erhält einen großen Agent wenn man als ERster Utopie erforscht hat.
- Auch wenn man die die nuklearer Gegenschlag - option deaktiviert hat kann man dennoch eine strategische Kommandozentrale bauen

Und dann hab ich noch eine Frage ob man die extrem nervige Ki - Anfragen wie völlig unnsige Resourcen Täusche etwas entschlacken (am besten ganz) abstellen könnte.
Es nervt einfach nur extrem wenn man 10 Vasallen hat und dann von 5 jede Runde mit irgendeinem Scheiß pennetriet wird.
Meiner Meinung nach wäre es am besten wenn man die Ki Anfragen - offene Grenzen,
- weltkarte gegen weltkarte, und eben die ressourcentäsuche ganz abstellen würde.
Achja und dann hat die Ki ja auch noch riesigen Spass daran Krieg gegen Civs auf der anderen Seite der Welt zu führen, und einen dann mit Anfragen zu penetrieren ob man ihnen im Kampf beisteht, völlig unabhängig davon ob man sich vll schon in einem wirklichen Krieg befindet in welchen es im Mom richtig zur Sache geht.
Da könnte man auch mal was tun

Und dann hab da noch die Frage ob man vll. wie Civ 3 eine OPtion einbauen könnte die der KI das Wunderbauen verbietet??
Würde weitaus weniger Frust und um viel mehr Fun bringen
Das hab ich mal versucht über die Leader einzustellen (leaderheadinfos.xml)
aber der dort stehende Wert hat meiner Erfahrung nach nix damit zu tun ob die Ki jetzt Wunder baut oder nicht (da hat Firaxis Games einfach versagt).

das alles hat irgendwie ziemlich wenig mit seiner mod zu tun.

Cybah
Mar 16, 2009, 10:19 AM
The Aggressive Trait gives you now the Combat1 promotion for melee units and Drill1 for firearm units

wie hast du das hinbekommen? SDK? das ist etwas, das ich schon ewig haben wollte. mich nervt, dass die traits sämtliche beförderungen an sämtliche eingestellten combat types vergeben, auch wenn in den promotions festgelegt ist, dass nur bestimmte einheiten die beförderung bekommen dürfen.

Cybah
Mar 16, 2009, 10:29 AM
sorry 4 spam. :D was ist am stealth transport kaputt?

Elandir
Mar 16, 2009, 10:34 AM
Ich wollte hier eig nur Vorschläge machen was man noch machen könnte.
Eine Mod ist ja eine Veränderrung des Hauptspiels wenn ich mich nicht irre ?!
Alles kann, nichts muss.

Cybah
Mar 16, 2009, 10:50 AM
Da das allgemeine Probleme sind, gehört das eher

hier: http://forums.civfanatics.com/forumdisplay.php?f=245

hin.

Und dann hab da noch die Frage ob man vll. wie Civ 3 eine OPtion einbauen könnte die der KI das Wunderbauen verbietet??

Aber was bezweckst du damit? Entweder Schwierigkeit runter schrauben oder mit industriellem Leader spielen...

Thomas SG
Mar 16, 2009, 03:06 PM
sorry 4 spam. :D was ist am stealth transport kaputt?

Das Mistteil ist genial, ich hatte es gar noch etwas aufgemotzt, aber es hat leider auch irgendwo einen Schaden und kann den Mod schrotten. Muß mal testen ob ich das eventuell selber war. :rolleyes: Und ich sehe die Einheit nimmer unten links in der Info. Das kann ich aber auch bei justieren der Grundfarbegewesen sein.

wie hast du das hinbekommen? SDK? das ist etwas, das ich schon ewig haben wollte. mich nervt, dass die traits sämtliche beförderungen an sämtliche eingestellten combat types vergeben, auch wenn in den promotions festgelegt ist, dass nur bestimmte einheiten die beförderung bekommen dürfen.

Jo.

@Elandir

Also die ganzen KI-Wünsche rund um Vasallen sehe ich zwar wie du, bin aber echt machtlos. Die KI skripten ist für mich noch Neuland. Mache gerade meine ersten Schritte.
Den schlimmen Schaden bezüglich des Geländeschadens hab ich aber bekämpft. Die KI plant nun ihre Routen in gewissen Maßen unter Rücksicht auf den Schaden, heilt nur dort wo es Sinn machen kann und sie zieht sich auch sinnvoll die Feature/TerrainDamageProtection-Promotions.

Mit der strategischen Kommandozentrale muß ich mal schauen. Da brauchen wir einen kleinen Hack. Das ist machbar.

Bei den Relis wird das nix. Die Schmalspurlösung spielt sich gut. Alles andere fand ich nicht so gut. Das einzige was noch kommt bzw. da oben noch nicht steht ist ein Satz von Civics. Was war das gleich noch?

Absolutismus, Gewaltenteilung, Klassensystem, Soziale Marktwirtschaft und Heidnische Religion.

Ansonsten sorgen SettlerReligion und alles um die Inquisition für mehr Vergnügen. Die AI beherrscht übrigens den Relisieg.

Thomas SG
Mar 16, 2009, 03:17 PM
And my experience is that it is in the very early game specially with the speed marathon - or this new even more slow speed - very difficult to capture cities because of the city defense. A battering ram would bring more fun and would give the opportunity to fight very very early against other nation with much better results. :spear:
greetings

The combat stuff will help you. But the ram is a bit tricky. The ram would require new code stuff because siege weapons are no more real direct attack units. They are their just to bombard and support in combined combat. And the ram would have to give you a bonus in a stack in city combat if their is a fortification. :crazyeye:

How to teach the player? And how to teach the AI? Thought about it but there is no easy way. And yes you are right. Good defended cities maybe protected by terrain and walls are not or hard to conquere. But that's life. I read and saw a lot about ancient battles in the past and that's history...:p

Cybah
Mar 16, 2009, 06:15 PM
Könntest du mir den SDK Code für die geteilten Promos in den Traitinfos geben? Wär echt super. :)

Und ich sehe die Einheit nimmer unten links in der Info.

was für ne info unten links? du meinst, wenn du mit der maus auf die einheit zeigst?

Elandir
Mar 17, 2009, 07:53 AM
hmhm ... na gut hört sich trotzdem alles sehr vielversprechend an :crazyeye:
freu mich auf die neue version

The_Coyote
Mar 17, 2009, 06:34 PM
can you upload the 'damage ship' here so that i can have a look? which animation must shall be used?

[works the unit pedia? if not it could be a missing reference file in the kfm of the animation (was the only reason so far i had this problem, but this would also have as result a lot of python errors ...)]

Cybah
Mar 18, 2009, 07:30 AM
Everything seems fine for me ("old" version of the stealth transport):

http://forums.civfanatics.com/attachment.php?attachmentid=207412&stc=1&d=1237383000

zulu9812
Mar 18, 2009, 08:49 PM
It doesn't looks as though the souce code has been distributed with 3.00 alpha 5, or am I missing something?

Thomas SG
Mar 19, 2009, 09:58 AM
Könntest du mir den SDK Code für die geteilten Promos in den Traitinfos geben? Wär echt super. :)


was für ne info unten links? du meinst, wenn du mit der maus auf die einheit zeigst?

Na klar, wenn wir es finden. :mischief: Kriegen wir schon hin. Ist doch kein Thema.

Na, unten links ist doch immer ein Abbild der Einheit samt Eigenschaften wie Stärke, EP, Level, etc. im Bild. Und da war mein Transporter schlicht verschwunden. Das kann beim Justieren der Grundfarbe passieren. Kann also auch ganz klar mein Fehler sein. :p

Thomas SG
Mar 19, 2009, 10:31 AM
It doesn't looks as though the souce code has been distributed with 3.00 alpha 5, or am I missing something?

The CCV code is no more public. If you want to know something or desire something just ask me. And the 3.00 code is also obsolete. I've improved almost all features. But there is no final code at the moment. The new CCV is at the moment done in four single part mods. I'm merging my own code at the moment. Sounds silly but it was very useful in my fight against crashs. And the main code has at the moment some new problems from BUG 3.6 and I've got also a bit trouble from ADN. The game starts the nations with the right era name but it doesn't develop at the moment. And I don't see why. :mad:

The communication between Python and SDK is a bit tricky if you have to handle ä,ö,ü and ß. That seems to be the problem at the moment. I'll try to solve it tonight...

Thomas SG
Mar 19, 2009, 11:04 AM
@ Cybah

Zieh dir mal den XML checker hier im Forum. Du hast so etwa 25 Fehler in deiner Mod laut dem Ding (Patch 1). Ich hatte nur die 3 aus BTS und einen weiteren. :D

Das Ding ist super praktisch.

Cybah
Mar 19, 2009, 02:05 PM
interessant. werd den checker mal suchen.

zum transporter: http://forums.civfanatics.com/showpost.php?p=7883867&postcount=80 da geht er bei mir. liegt wohl an deiner änderung am model.

zu den traits: ähm. ironie? :D

Cybah
Mar 19, 2009, 02:15 PM
UndefinedSymbol kann man ignorieren oder? oder wie müsste man das fixen?

edit: hab irgendwie nur MissingArt und UndefinedSymbol Fehler (in meiner jetzigen alpha version). wohl beides nicht problematisch oder? im spiel fehlen ja keine grafiken ?!?

edit2: glaub er peilt das module-system nicht. schätze ohne module dürften die fehler verschwinden.

Thomas SG
Mar 19, 2009, 02:47 PM
Hm, ja Module scheint er nicht zu kennen. Meine Formationen bemängelt er auch. Und nicht vorhandene Buttons bzw. Pfade die ins Nirgendwo führen haben eine ganz einfache Konsequenz - CRASH. :lol:

Einfach mal kurz drüber sehen. Im Detail hatte ich natürlich nicht nachgesehen. Und was meinst du mit Ironie? Wegen der Civics? Die hab ich schon etwas länger verbaut, selbst ADN nutzt sie schon als Erbschaft aus dem Vorgänger NDCN. Allerdings hab ich an den Boni aller Civics mächtig geschraubt. Ob gut oder schlecht zeigt sich dann später. Geklaut ist nur der Button der Sozialen Marktwitschaft. :rolleyes: Da nutze ich die Brücke.
Die Heidnische Religion hatte ich übrigens anders getauft - Spirituelle Tradition.

€: Ganz dreist klauen werde ich aber deine Traits. Da kann ich nix besser machen...:goodjob:

Cybah
Mar 19, 2009, 04:29 PM
So siehts aus. Die Buttons sind nämlich genau dort vorhanden wo sie sein sollten. Einzig allein ein Wunderfilm hat gefehlt. Aber ich hatte eh keine Abstürze, die hatten nur Vista User. :D

Die Ironie? bezog sich auf das Finden deiner Trait-Promotionkonzeption (verschiedene Promos für verschiedene Combat Types in einem einzigen Trait möglich) Würd ich natürlich wirklich gerne haben.

Zu den Traits: Welche meinst du? Die geplanten für BASE 1.0 oder die derzeitigen in RE 0.9? ;) Versuche die mit jeder Version ausgeglichener und interessanter zu machen.

Wenn ich deine Mod später geil finde, können wir auch komplett fusionieren. Zwei Leute die für eine Mod arbeiten ist vermutlich besser als zwei nebenherlaufende Mods. ;)

Thomas SG
Mar 20, 2009, 01:04 PM
Ich nehme die Traits, die du irgendwo in einer Diskussion gepostet hast. Ich will kein "Seefahrend". Also wohl die neuen...

News of the day:

ADN is possible! I've been able to make the civ name dynamic. Flags are untouched. So no comment to them.

@rene
First version for stability test. Have a look at your PM.

Elandir
Mar 21, 2009, 10:03 AM
jo leutz fusioniert doch
das fänd ich echt megageil (und da bin ich bestimmt nicht der einzige :D

Thomas SG
Mar 21, 2009, 10:34 AM
News of the day:

Today I got some pictures for you from Leonardos Workshop - sorry, Thomas Workshop! :lol: It's not all done and there are still some minor problems with the flags but have a look...

Does anybody know why the game shows sometimes other flags if the unit is in a city? If you move the unit out the city the correct flag is shown. :crazyeye:

Thomas SG
Mar 21, 2009, 10:35 AM
And so the story ends... at the moment. The modern names and the flag is still missing.

Cybah
Mar 21, 2009, 10:41 AM
Just the area intensive improvements city, town, farm, plantation, pasture, winery and well will remove them now. All other improvements can coexist with the features.

versteh ich nicht so ganz. man kann also ne hütte in ein waldgebiet bauen? dann wirds nen weiler. ohne probleme. und dann? wie wird ein weiler im wald zum dorf? muss dann erst nen bautrupp kommen und choppen? machen die das automatisch? oder anders?

SaiH
Mar 21, 2009, 12:08 PM
Also ich wollte nur zu den verwendeten Flaggen anmerken, dass es sich in der Civ-Darstellung von der Aufhängung her um Banner handelt und nicht um Hissflaggen. Insofern sollte bei den Flaggen schon darauf geachtet werden, also sollten die in der Hissflagge horizontalen Streifen im Banner vertikal sein. Kleinigkeit, aber mir tuts sonst jedesmal im Auge weh. (Betrifft auch andere Flaggen-Mods) :)

Thomas SG
Mar 21, 2009, 12:14 PM
versteh ich nicht so ganz. man kann also ne hütte in ein waldgebiet bauen? dann wirds nen weiler. ohne probleme. und dann? wie wird ein weiler im wald zum dorf? muss dann erst nen bautrupp kommen und choppen? machen die das automatisch? oder anders?

Es ist alles wie gewohnt. Die entwickeln sich automatisch weiter. Nur beim Sprung Dorf -> Kleinstadt wird halt der Wald vernichtet. Und ferner kannst du nun auch da wo eine Hütte, ein Weiler oder ein Dorf ist, einen Wald anpflanzen ohne selbiges zu zerstören.

Hütten, Werkstätten, Mühlen etc. plaziert man also günstiger Weise da wo Wald ist, bzw. nimmt Aufforstungsmaßnahmen genau dort vor. Die AI macht das übrigens auch...

Thomas SG
Mar 21, 2009, 12:24 PM
Also ich wollte nur zu den verwendeten Flaggen anmerken, dass es sich in der Civ-Darstellung von der Aufhängung her um Banner handelt und nicht um Hissflaggen. Insofern sollte bei den Flaggen schon darauf geachtet werden, also sollten die in der Hissflagge horizontalen Streifen im Banner vertikal sein. Kleinigkeit, aber mir tuts sonst jedesmal im Auge weh. (Betrifft auch andere Flaggen-Mods) :)

Ich bin gerade etwas verwirrt. Wie hättest Du es gerne? Also es gibt zwei Dinge - den Button und das was man auf der Fahne sieht. Wenn also im Button die Streifen horizontal sind, möchtest du die Fahne vertikal. Richtig? Das wäre aber wenn da Objekte drauf sind, wie Adler und Co., ziemlich unansehnlich. Ich möchte gerne, dass Button und Fahne die gleiche Ausrichtung erhalten. Selbst wenn das nicht ganz korrekt sein sollte.

Leider hab ich von der Erstellung von Fahnen noch keinen Plan. Ich hatte versucht die moderne Deutsche zu drehen und prompt war das Ding nur noch schwarz. Das gleiche passierte mir auch mit den anderen als ich sie etwas aufpolieren wollte. Insofern kann ich da gerade noch gar keine Wünsche erfüllen. :sad:

rene87
Mar 21, 2009, 01:24 PM
Thomas wo ist eigentlich die Einheitenstatistik hin, die in der alten Version noch mit drin war.

SaiH
Mar 21, 2009, 01:30 PM
Ich bin gerade etwas verwirrt. Wie hättest Du es gerne? Also es gibt zwei Dinge - den Button und das was man auf der Fahne sieht. Wenn also im Button die Streifen horizontal sind, möchtest du die Fahne vertikal. Richtig? Das wäre aber wenn da Objekte drauf sind, wie Adler und Co., ziemlich unansehnlich. Ich möchte gerne, dass Button und Fahne die gleiche Ausrichtung erhalten. Selbst wenn das nicht ganz korrekt sein sollte.
Also ich meinte Folgendes: Im Civ sind die Flaggen immer vertikal aufgehängt, also hängen am oberen Rand an einer horizontalen Stange. Bei dieser Aufhängung ist die Flagge natürlich gedreht und wenn zB ein Wappen drauf ist, gibt es eine spezielle Bannerflagge, damit das nicht verdreht ist. Schau zB auf Wiki (http://de.wikipedia.org/wiki/Flagge_Deutschlands#Flaggen_des_Bundes), dann verstehst du, was ich meine. Bei den diversen Phantasiebannern im Civ ist es ja grundsätzlich nicht so schlimm, aber wenn man echte einfügt, sollten die schon richtig herum hängen und dann muss man gegebenenfalls die Grafik vielleicht etwas anpassen.

Also es gibt zwei Dinge - den Button und das was man auf der Fahne sieht. Da weiß ich nicht, was du meinst.

Thomas SG
Mar 21, 2009, 05:11 PM
Also, mein Fazit.

Ich muß folglich die Reichsflagge, welche wir in den Screens sehen, um 90° nach links drehen, während Ornamente gescheit ausgerichtet bleiben. Folglich ist

schwarz, weiß, rot bzw. schwarz, rot, gold richtig

und

schwarz
weiß
rot

bzw.

schwarz
rot
gold

falsch.

So richtig?

Thomas SG
Mar 21, 2009, 05:13 PM
Thomas wo ist eigentlich die Einheitenstatistik hin, die in der alten Version noch mit drin war.

Wegen Bugs und schweren Komplikationen mit dem noch nicht eingebarchtem Combat-Zeug (wieder) entfernt. Damit die wieder nutzbar wird, müßte ich sie komplett neue aufbereiten. Da fehlt mir leider die Zeit für.

SaiH
Mar 22, 2009, 05:43 AM
So richtig?
Ja, so hab ich das gemeint.

Thomas SG
Mar 22, 2009, 10:34 AM
Allerdings scheint das letztlich ziemlich beliebig zu sein. Bin eben an der Grundschul bei mir vor der Tür vorbei und die hatten heute geflaggt. Es war definitiv eine Bannerflagge mit Adler, aber bei dieser Flagge waren die Streifen dennoch horizontal und nicht so wie man es in der Wiki sieht vertikal.

Aber mal eine Frage am Rande. Was mache ich denn bei Union Jack und Co? Drehe ich die auch?

SaiH
Mar 22, 2009, 02:00 PM
Allerdings scheint das letztlich ziemlich beliebig zu sein. Bin eben an der Grundschul bei mir vor der Tür vorbei und die hatten heute geflaggt. Es war definitiv eine Bannerflagge mit Adler, aber bei dieser Flagge waren die Streifen dennoch horizontal und nicht so wie man es in der Wiki sieht vertikal.

Aber mal eine Frage am Rande. Was mache ich denn bei Union Jack und Co? Drehe ich die auch?

Naja, dass oft falsch beflaggt wird, heißt nicht, dass es beliebig ist ;) Aber vielleicht war das an der Grundschule ja auch eine Ausleger- oder Knatterflagge...
Hier (http://flaggenkunde.de/deutscheflaggen/d-typ.htm) hab ich noch eine bessere Erläuterung gefunden.

Zum Union Jack als Banner: Hier (http://www.deltaflags.co.uk/tinymce/images/tablebanner_unionjack.jpg)

Thomas SG
Mar 22, 2009, 03:27 PM
Okay, du bist da scheinbar ein wahrer Spezialist. Dann würde ich sagen, dass du mir einfach wieder, wenn du etwas falsches siehst, Bescheid sagst. :goodjob: So war das mit CCV ja auch schließlich ursprünglich gedacht....

Ich hab nämlich noch nicht denn absoluten Durchblick. :blush:

dexy
May 05, 2009, 04:36 AM
I got one mini mod that I can offer for you to incorporate in yours, if you're interested.

It's based on the discussion in the thread http://forums.civfanatics.com/showthread.php?t=306028.

I made it a few months ago, but I never released it, because I couldn't make the AI to use all of its powers.

The mod includes the change that surrounding units add bonus strength to the attacker (as suggested by aokces, idea from Pirates).

As for the AI, it uses the new combat values to determine the attacking odds, but in no way can I make it smart enough to position its defenses tactically in order to trap the enemy. This can be viewed as one of the many flaws the AI has anyway, so if you think it gives you too much power - just play the next difficulty level and you'll be OK :D.

Arakhor
Jun 10, 2009, 05:22 PM
Random question based on the German in your screenshots - Konigreich (with the umlaut) is Kingdom, Reich is Empire and Freistaat is Republic? What are Kaiserreich and Flüchtlinge and what does Vereinigte mean?

magic66
Jun 11, 2009, 06:25 AM
Random question based on the German in your screenshots - Konigreich (with the umlaut) is Kingdom, Reich is Empire and Freistaat is Republic? What are Kaiserreich and Flüchtlinge and what does Vereinigte mean?

Yes, "Freistaat" is republic. But it's a special form of a republic.
In Germany you call Bavaria and Saxony a "Freistaat".
Kaiserreich is an empire with an emperor as leader.
United means "vereinigt". For example United States/Kingdom is "Vereinigte Staaten/Königreich".

The_J
Jun 11, 2009, 03:28 PM
And "Flüchtlinge" = refugees.

Arakhor
Jun 11, 2009, 07:28 PM
Cool. I know that the gaming scene is big in Germany. Thanks!

Thomas SG
Apr 26, 2010, 09:28 AM
No comments to the new version? :confused:

Thomas SG
Apr 27, 2010, 03:50 AM
Well, a new version is released. It's 4.07.

The next version may need some time because I promised to support DiplomacyII. That may take some time.

Plans for the future:

- new Civics and Effects (Civic Promotions, Immigration, Food Trade,...)
- new Traits and Leaderheads
- some new wonders
- Next War (optional)
- new unit art

Psycadelic_Magi
Apr 28, 2010, 09:35 AM
Any plans to include a mod like veritas delectat? (sp?) your mod seems excellent at the moment, but that's one thing I feel is missing...

Thomas SG
Apr 28, 2010, 11:58 PM
Any plans to include a mod like veritas delectat? (sp?) your mod seems excellent at the moment, but that's one thing I feel is missing...

Yes, that's true. I really would like to add it but because of the changed ArtTags it is lots of work. And most of the time I find something "more important" to do.

But I will do it. Promise. And now that there is a request I will do it faster. Promise, too. :D

But the next release will solve the pedia bug and come along with changes in the modern and future era. I've added the new project - Mission to Mars. It requires the - Mission to Moon. Both missions together enable the capability to build all SS parts. Furthermore there are a few new techs at the end of the game. While Hydroponics and Astrogation belong to the "normal" game others like Shielding and Cold Fusion are part of the new optional (Gameoption) futuristic era.

Here a screen from the current development.

http://forums.civfanatics.com/attachment.php?attachmentid=251027&stc=1&d=1272559888

Thomas SG
Apr 29, 2010, 01:22 AM
By the way... I've developed the gameoption for the new futuristic era to a full era stopper. So you can enable/disable the techs of eras you don't want to play by gameoption. :)

Thomas SG
May 11, 2010, 06:49 PM
New features for next version:

- Art from Varietas Delectas
- Save Nuclear Power with Fusion

SIMPA
May 28, 2010, 01:59 PM
Wow :eek: This is unbelievable super good..
I can not believe that I did not see this before...
Anyway I downloaded and play for a bit and this is something that I always want in my mod...so it comes the unpleasantly question for you and your team..Please can I use this for base for my mod??
There is some things that I would like to add and some things that I dont like,but I think that this is a superb project...
I am really sorry but I didnt read all the post but when you and your team are planing to release next version(so maybe you can take a look at events like storms,earthquake,tsunami with animations and maybe that merge with this couse I now that people often ask for that in other mods)..
Great job guys...
Pozdrav!!

Thomas SG
May 28, 2010, 05:56 PM
Wow :eek: This is unbelievable super good..
I can not believe that I did not see this before...
Anyway I downloaded and play for a bit and this is something that I always want in my mod...so it comes the unpleasantly question for you and your team..Please can I use this for base for my mod??
There is some things that I would like to add and some things that I dont like,but I think that this is a superb project...
I am really sorry but I didnt read all the post but when you and your team are planing to release next version(so maybe you can take a look at events like storms,earthquake,tsunami with animations and maybe that merge with this couse I now that people often ask for that in other mods)..
Great job guys...
Pozdrav!!

:) Thanks for your comment. It's always good to hear that somebody likes what I'm doing. :)

But may I ask you what you don't like? Many features of CCV are optional and can be disabled very easy. And what are you missing? Storms, earthquake, tsumnami...? No problem if there is an existing code and good animations. If you have a link for me I'll have a look at it and add it (if it is well done) to CCV as soon as possible.
The next version or a patch will be released very soon! 4.09 is very buggy as it seems. But I have fixed most of the problems. So a new release is urgent needed and near.

About your mod. Yes, you may use CCV for it. I already support other mods but as it seems nearly nobody knows. :rolleyes: There are still so many guys out there that have never noticed CCV also I have placed a lot of advertising in the forum. :cowboy:
But I don't like my code to be public. But that doesn't mean that I won't share. I just want to know who uses my code and for what. And of course you shouldn't make your code public if you are using mine. :mischief:

And if you got an idea or have noticed a bug just tell me. ;) Post here or at one of the bug threads. Posts are always welcome. And the name of the project was no random choice although CCV is still most of the time a one man show.

€: If you like this project may I ask you for some stars on the thread rating? That would be fantastic. :thumbsup:

SIMPA
May 29, 2010, 07:42 AM
Hej,pozdrav!!
I completely understand that you dont want that your code become so much public but you and your team did a superb job so you will have this requests more every day...:)
I didnt know about this mod I saw it in your signature at some thread and take a look and been suprise how god job you did...maybe if you put your mod at mods section more people will see it but that means that your code will become more "public"...
I notice that when you go with scout or warrior to goodyhunt there is no pop up what they give to you..there is no free tech(at least I didnt get any),free promotions are given to scout and you can upgrade him but there is no text in pop up...I dont know about gold given is that work..
Those events with animations will be cool,you have them in Thomas war mod..Itry to merge them with my mod but didnt managed..
The only think that I "dont like" is to much nukes type I dont think that they are necessary..in my mod I have nukes that destroy the hole city and I think that this is enough but this is your project...:p
What would be the greatest thing to merge is terrorist and coalitions from mod called
http://forums.civfanatics.com/showthread.php?t=336721
Iknow for sure that people at forum are crazy about this code and author of a mod isolate the code from mod it is sdk changes and most people like me dont know how to work with sdk so if you manage to do this and if you like it with your project that would look great and people will download it like crazy(Iknow that this code is requested in all mods at forum and for now none put this code in their mods..I dont know if is it hard to merge or mod authors just dont like this,but please check it out )..
I just love Firststrike Attack,Cold war,Assimilation as modcomponets...This hole project is great..
Can wait to see what will next version have..this is so great..:)
What is really important your project is simple to handle it,if you want to remove or add some things,so please try to keep it that way for us non moders..:)
Pozdrav!!

Thomas SG
May 29, 2010, 09:28 AM
What is really important your project is simple to handle it,if you want to remove or add some things,so please try to keep it that way for us non moders..:)
Pozdrav!!

I know. So push Strg + Alt + O for the (BUG-) Options. Goto the card "Optional". There you can enable/disable most of the CCV features that you don't have to choose as a game option at startup.

CellKu
May 29, 2010, 12:48 PM
Thomas SG, great mod! How unfortunate I have seen it only now. You have implemented quite a number of fantastic concepts. :goodjob:

Two questions and a suggestion:

1.) Would it be possible to (re-)introduce the BUG-button (or another button that opens the BUG options menu)? That would be helpful for those who don't know about "Strg-Alt-O". :)

2.) I have already started two games with Germany and was always placed in the middle of a jungle. Is that intentional?


I am not sure whether you are looking for more concepts, but since I like your mod a lot, may I suggest a few more concepts that I really like and think that they would make a great addition to your mod (and haven't seen in your list):

- Capture slaves (different to your capture persons mod): http://forums.civfanatics.com/showthread.php?t=336469 (and WoC-version: http://forums.civfanatics.com/showpost.php?p=9204556&postcount=147)
- Immigration: http://forums.civfanatics.com/showthread.php?t=365768
- Mine Warfare: http://forums.civfanatics.com/downloads.php?do=file&id=14620 (seems still a bit bugged though)
- Spysat and Thor: http://forums.civfanatics.com/showthread.php?t=359224

These are just suggestions, so ignore them if you don't like them.

CellKu

Thomas SG
May 29, 2010, 05:33 PM
I notice that when you go with scout or warrior to goodyhunt there is no pop up what they give to you..there is no free tech(at least I didnt get any),free promotions are given to scout and you can upgrade him but there is no text in pop up...I dont know about gold given is that work..

The popup was disabled by RevDCM. It seemed to cause trouble in MP. But if it really caused a crash I could fix it. So the popup is already reenabled in 4.10. About the techs. I haven't done anything but I must confess that I also didn't get one. I'll check it.


Those events with animations will be cool,you have them in Thomas war mod..Itry to merge them with my mod but didnt managed..

I'll have a look at Thomas war mod. ;)


The only think that I "dont like" is to much nukes type I dont think that they are necessary..in my mod I have nukes that destroy the hole city and I think that this is enough but this is your project...:p

Until version 3.x there were really different types of nukes. There were tactical nukes that hit only the target plot and strategic nukes that had effect to 9 plots. But in 4.x they are all the same. Same on effect!
But I wanted nukes earlier in game without rocketry. The only nukes that were used in war came with bombers not with rockets. The rest are updates of the bomber that follow the normal bomber development. And because of the different and advanced interception concepts they are needed! And the two types of missiles are from BTS and make sence. Especially with the missile sub.


What would be the greatest thing to merge is terrorist and coalitions from mod called
http://forums.civfanatics.com/showthread.php?t=336721
Iknow for sure that people at forum are crazy about this code and author of a mod isolate the code from mod it is sdk changes and most people like me dont know how to work with sdk so if you manage to do this and if you like it with your project that would look great and people will download it like crazy(Iknow that this code is requested in all mods at forum and for now none put this code in their mods..I dont know if is it hard to merge or mod authors just dont like this,but please check it out )..

I never saw this mod before. Even never heard of it. But it is interesting. Perhaps in version 5. ;)


__________________________________________________

Thomas SG, great mod! How unfortunate I have seen it only now. You have implemented quite a number of fantastic concepts. :goodjob:

Thank you! :)



1.) Would it be possible to (re-)introduce the BUG-button (or another button that opens the BUG options menu)? That would be helpful for those who don't know about "Strg-Alt-O". :)

Of course. But it needs an update. It's not well done.


2.) I have already started two games with Germany and was always placed in the middle of a jungle. Is that intentional?

No. There is no special reason why it happens. Germany is not linked to jungle areas. Are you playing with Culturally Linked Starts? And a map type that always generates jungle in the same map area? That may be a reason.



I am not sure whether you are looking for more concepts, but since I like your mod a lot, may I suggest a few more concepts that I really like and think that they would make a great addition to your mod (and haven't seen in your list):

There are lots of concepts I want to add. But many need to be reworked. That takes time. But I'm already planing a version 5 with lots of new stuff. ;)


- Capture slaves (different to your capture persons mod): http://forums.civfanatics.com/showthread.php?t=336469 (and WoC-version: http://forums.civfanatics.com/showpost.php?p=9204556&postcount=147)
- Immigration: http://forums.civfanatics.com/showthread.php?t=365768


Already on my perhaps list for version 5.


- Mine Warfare: http://forums.civfanatics.com/downloads.php?do=file&id=14620 (seems still a bit bugged though)


Sorry, but no.


- Spysat and Thor: http://forums.civfanatics.com/showthread.php?t=359224


:D A new project type for CCV is already in development for version 5. I wanted to call it "Satellites Network" or something similar. :D It should give you advantages like you can expect them from spysats and GPS. :D

CellKu
Jun 04, 2010, 10:13 AM
Thomas SG, that sounds awesome! :) Version 5 seems to become another milestone then...
I hope you are able to introduce the WLOB mod that SIMPA suggested into your project. I had a look at it and that mod is really fantastic and would be a superb addition. It offers so much additional depth. :goodjob:
Btw, is there any potential target date for version 5... (no pressure intended ;) )

Thomas SG
Jun 10, 2010, 03:46 AM
Thomas SG, that sounds awesome! :) Version 5 seems to become another milestone then...
I hope you are able to introduce the WLOB mod that SIMPA suggested into your project. I had a look at it and that mod is really fantastic and would be a superb addition. It offers so much additional depth. :goodjob:
Btw, is there any potential target date for version 5... (no pressure intended ;) )

There is no potential target date for version 5. But development never stops. :mischief:

And words from distant lands spread that it could be that I'll give a new version 4.12 to my test team today. There are rumours that say that this version has got some new stuff. :mischief:

They say that the firststrike attack will become available for siege units in the field against other units. They say that the collateral combat is coming back and that units that you, your vassals or master can't train will heal only with half speed if there is no friendly or neutral player that you can get spare parts from. They say that there is an option button.
And they say that the multiple dervative civs mod is now a part. They say there are new (well done) battle effects, new air bombard missions (about 10) with a new much smarter AI and benefits from smart bombs, Civic Promotions, the Mastery Victory, a tree nursery with perfect AI support. And they say that terraforming is in development right now. And they say that a new mod called "lost battle" is in progress but couldn't be finished for 4.12. And those words say that defender withdrawls were seen. Some units even seemed to desert. While others became captured workers. And they saw units running around with captured foreign weapons after battle. They saw lost own ships sailing around under enemy flag. How could they get them... ? I think something is going on... :mischief:

SIMPA
Jun 10, 2010, 05:17 AM
There is no potential target date for version 5. But development never stops. :mischief:

And words from distant lands spread that it could be that I'll give a new version 4.12 to my test team today. There are rumours that say that this version has got some new stuff. :mischief:

They say that the firststrike attack will become available for siege units in the field against other units. They say that the collateral combat is coming back and that units that you, your vassals or master can't train will heal only with half speed if there is no friendly or neutral player that you can get spare parts from. They say that there is an option button.
And they say that the multiple dervative civs mod is now a part. They say there are new (well done) battle effects, new air bombard missions (about 10) with a new much smarter AI and benefits from smart bombs, Civic Promotions, the Mastery Victory, a tree nursery with perfect AI support. And they say that terraforming is in development right now. And they say that a new mod called "lost battle" is in progress but couldn't be finished for 4.12. But those words they that defender withdrawls were seen. Some units even seemed to desert. While others became captured workers. And they saw units running around with captured foreign weapons after battle. They saw lost own ships sailing around under enemy flag. How could they get them... ? I think something is going on... :mischief:

If this what you saying is true I will become your biggest fan EVER :bowdown:
This just sounds to good to be true :drool:
Pozdrav!!

CellKu
Jun 10, 2010, 06:21 AM
They say that the firststrike attack will become available for siege units in the field against other units. They say that the collateral combat is coming back and that units that you, your vassals or master can't train will heal only with half speed if there is no friendly or neutral player that you can get spare parts from. They say that there is an option button.
And they say that the multiple dervative civs mod is now a part. They say there are new (well done) battle effects, new air bombard missions (about 10) with a new much smarter AI and benefits from smart bombs, Civic Promotions, the Mastery Victory, a tree nursery with perfect AI support. And they say that terraforming is in development right now. And they say that a new mod called "lost battle" is in progress but couldn't be finished for 4.12. But those words they that defender withdrawls were seen. Some units even seemed to desert. While others became captured workers. And they saw units running around with captured foreign weapons after battle. They saw lost own ships sailing around under enemy flag. How could they get them... ? I think something is going on... :mischief:
That sounds awesome! :goodjob: So, we are trying (but probably failing) to wait patiently for the new version. ;) Will check again later whether 4.12 is up. With all the other ideas you mentioned here and there, ... :yumyum:

SIMPA
Jun 11, 2010, 04:33 AM
Pozdrav Thomas!!
Please just one question..did you include Mechaerik War Prizes and Unit Allegiance mod in 4.12?
My game is going slow couse I love to play with minor civ on...:rolleyes:
Is there somewhere txt with new components that has been include in 4.12?
For now everything is going without any bugs..and I play with every options on...:)....just fantastic...:bowdown:

Thomas SG
Jun 11, 2010, 03:42 PM
Pozdrav Thomas!!
Please just one question..did you include Mechaerik War Prizes and Unit Allegiance mod in 4.12?

No. But I think I saw those mods once in the past. Lost Battle is a combination of Defender Withdrawl, components from my Experience and Combat Project from CCV version 3 and absolutly new stuff.
But I must confess that I had no motivation to work on that feature. I have done other things today. ;) I saw some nice leaderheads, great persons and 2nd UUs. :D But as always those mods also include bugs and lost of confusing stuff. It will take several hours to make them "good mods" and to include them into CCV. Some leaderheads are even finished...

CellKu
Jun 12, 2010, 05:48 AM
Sorry, this was probably the wrong thread. So I moved my post to your bug-thread. (Even though I haven't noticed (m)any bugs.)

Thomas SG
Jun 17, 2010, 11:16 AM
Just a screen today. ;)

http://forums.civfanatics.com/attachment.php?attachmentid=255658&stc=1&d=1276796178

CellKu
Jun 18, 2010, 12:12 PM
Great! :goodjob: Nice idea to present a teaser! (Do you have more? ;) )

Thomas SG
Jun 18, 2010, 12:31 PM
:D You want more? Okay. Just one more screen... :D

http://forums.civfanatics.com/attachment.php?attachmentid=255748&stc=1&d=1276885836

CellKu
Jun 20, 2010, 12:04 PM
Wow! :goodjob: (should I now say "just...one...more..." ;) ?)

Thomas SG
Jun 20, 2010, 01:34 PM
Why not? :D And of course with full AI support!

http://forums.civfanatics.com/attachment.php?attachmentid=255927&stc=1&d=1277062438

civ editor11
Jun 23, 2010, 07:37 AM
This looks amazing This should hold me until CiV comes

Thomas SG
Jun 24, 2010, 03:47 AM
Version 4.14 released.

civ editor11
Jun 24, 2010, 08:11 AM
Thanks Thomas SG

civ editor11
Jun 24, 2010, 08:58 AM
Do you have the MineWarfare mod in this?

Thomas SG
Jun 24, 2010, 10:55 AM
Sorry, but no. And I see no way for this mod to become part of CCV. And definitly not in the near future. There are lots of other projects in progress and on the list.

civ editor11
Jun 24, 2010, 12:50 PM
Would there be a problem in me merging it in?

Thomas SG
Jun 24, 2010, 03:00 PM
Yes and No. :mischief:

For me it would be quite easy. For you I expect some trouble with the CCV invisible stuff (this is a bit tricky) and perhaps with the MainInterface. The rest is no problem. But you must use the standard version. WoC won't work!!!

€: And the used PythonCallbacks will slow down CCV!!!

civ editor11
Jun 24, 2010, 06:09 PM
Could I have some source code for this so I can merge it with some other things both mine and others. Thanks for anything you can give.

os79
Jun 26, 2010, 06:27 AM
On topic in right forum/thread :).

Can you add in Advanced Unit Automations by Afforess to your next version? Then I will definitely play this mod along with other quality mods.

I agree that python callbacks slow down the game. That is why among other reasons I really love A New Dawn. Because Afforess made brilliant strides toward reducing slowdowns :). But I can play with other mods sometimes :).

CellKu
Jun 29, 2010, 12:11 PM
Thomas SG, I just read your post that you have to stop working on CCV. How unfortunate! :(
CCV is a wonderful mod and it would be very sad if you had to cease working on it. Being an optimist, I will continue posting comments hoping that whatever bad has happened to you will not last long. I wish you all the best and hope you will be back soon.

SIMPA
Jun 30, 2010, 02:31 AM
Thomas SG, I just read your post that you have to stop working on CCV. How unfortunate! :(
CCV is a wonderful mod and it would be very sad if you had to cease working on it. Being an optimist, I will continue posting comments hoping that whatever bad has happened to you will not last long. I wish you all the best and hope you will be back soon.

What??? Is this true???:eek:
This is a very sad news for civ...but I hope that the reason is that Firaxis finally merge you to their team...
It is wery sad that we will never see that great new stuff you merge :assimilate:
Wish you all the best Thomas....:bowdown:
Pozdrav!!!

Thomas SG
Jun 30, 2010, 03:28 AM
Keep cool. I'm not dead. I'll come back asap. I think I must. :D

Even had yesterday some minutes to work on a patch. The heal bug is a massive one. That must be solved! I can't go away with such a bug left. ;) Report all bugs you see. I will solve them if I can but it may take more time.

The code is rewritten; the AI problem should be solved; the performance could be improved too.
Also added some other stuff and improvements in the past.

So expect a patch B soon but not much new stuff in the near future.

__________________________________________________ ________
This is a very sad news for civ...but I hope that the reason is that Firaxis finally merge you to their team...


Not Firaxis. :)

CellKu
Jun 30, 2010, 11:32 AM
Thomas SG, I am relieved that you are still around! :) I thought that an exodus of good modders had started and one mod after the other was going to be dropped by its creator.
I am still sad though that we won't be able to play any of these nice concepts that you have hinted to for the next versions - at least for a long time... :(
But perhaps you will find a few minutes here and there to continue your outstanding work... Would be great. :)

Thomas SG
Jul 03, 2010, 01:41 PM
Thomas SG, I am relieved that you are still around! :) I thought that an exodus of good modders had started and one mod after the other was going to be dropped by its creator.
I am still sad though that we won't be able to play any of these nice concepts that you have hinted to for the next versions - at least for a long time... :(
But perhaps you will find a few minutes here and there to continue your outstanding work... Would be great. :)

I said "nothing new" but I didn't said anything about existing stuff. And there is still some "new stuff" on my HDD. ;)

Patch B is uploading at the moment. And there is "new stuff" included. 4.14 comes with:

- improved AI
- 4 new ressis (tea, coffee, tobacco, potatoes)
- softfood corp.
- migration system (part1)
- dynamic difficulty level option
- new automations (with fixed bug in original code from Afforess!)
- bugfixes (especially solved CTD bug from Barbarian Civ!)
- The Great Commandment Part2 (also known as The Experienced Commandment)

os79
Jul 03, 2010, 02:07 PM
I said "nothing new" but I didn't said anything about existing stuff. And there is still some "new stuff" on my HDD. ;)

Patch B is uploading at the moment. And there is "new stuff" included. 4.14 comes with:

- improved AI
- 4 new ressis (tea, coffee, tobacco, potatoes)
- softfood corp.
- migration system (part1)
- dynamic difficulty level option
- new automations (with fixed bug in original code from Afforess!)
- bugfixes (especially solved CTD bug from Barbarian Civ!)
- The Great Commandment Part2 (also known as The Experienced Commandment)

Great job! Since this is my first time here, here is a question. I download a main (now 4.14, right?) then Patch A then B or just B (because A is inside B)?

FOODy
Jul 03, 2010, 03:34 PM
Thanks for the patch, Thomas SG! :D
There's but one problem. I get a lot of xml errors for elements like iTGAIndex in CIV4ReligionInfo.xml, iHealth in CIV4SpecialstInfos.xml or iRevIdxLocal in CIV4TraitInfos.xml. Is it possible that some changed xml-files are missing in the patch?

BTW: I love playing your mod. Good job! :goodjob:

Thomas SG
Jul 04, 2010, 02:05 AM
Thank you. :)

And the download of Patch B is definitely broken. Sorry. I've got no idea what happend. Tested it and got a file back with 250KB from RapidShare. :lol: The Patch has got about 119MB. I'll reopload the file.

FOODy
Jul 04, 2010, 09:12 AM
Wow, that was fast!
It works for me now. Thank you! :)

CellKu
Jul 04, 2010, 12:30 PM
I said "nothing new" but I didn't said anything about existing stuff. And there is still some "new stuff" on my HDD. ;)

Patch B is uploading at the moment. And there is "new stuff" included. 4.14 comes with:

- improved AI
- 4 new ressis (tea, coffee, tobacco, potatoes)
- softfood corp.
- migration system (part1)
- dynamic difficulty level option
- new automations (with fixed bug in original code from Afforess!)
- bugfixes (especially solved CTD bug from Barbarian Civ!)
- The Great Commandment Part2 (also known as The Experienced Commandment)
Thomas SG, wow! Thanks! :goodjob: That is a great encouragement to continue testing. ;) The more I play your mod the more I like it! I do hope that there is still (a lot) more on your HDD... ;)

Thomas SG
Jul 04, 2010, 01:54 PM
Thomas SG, wow! Thanks! :goodjob: That is a great encouragement to continue testing. ;) The more I play your mod the more I like it! I do hope that there is still (a lot) more on your HDD... ;)

I promise nothing but patch C should come (soon) with the redone fighter engagement, BBAI update and Lost Battles. And yes, there are still some other things left. :yup:

€: Please tell me about your experience with the dynamic difficulty level. Is it well triggered?

ChrisAdams3997
Jul 05, 2010, 06:30 PM
Hey, want to start out by saying I really like the direction you've gone with you're mod and have enjoyed playing around with it. That said, I think the migration system needs a good bit of work from my early experience with it. I was playing along as China in the ancient era, had a nice small empire going with 4 cities. With 'start as minor civs', I was of course at war with everyone, but in particular I had a stack of about 7-8 units in mongolian territory for quite a while, pillaging, looting, burning cities, and generally doing quite well.

After a while I started seeing the messages saying 'people in city x are thinking of leaving due to the war' (I've paraphrased, it was similar to that) for basically all of my cities. Of course, I can't exactly end the war, and I was doing quite well, not losing any units, so I kept the invasion going. I got the messages several times over many turns, until finally it started saying that 'city x has lost population', etc., etc. The three cities that were not my capital all had 3-4 population prior to the first exodus, and within 5-10 turns were all down to 1 or 2, with all of them going to my capital which jumped up to 10 population(of which I could only keep 5 happy, not so good).

Obviously this immediately tanked my economy, and thus was a bit of a game breaker for me, especially since I was not being invaded, or losing a war, nor did any of those cities have any reason to fear for their lives, and I couldn't end the war(s) if I wanted to. Now, I don't know if this exodus was linked to the inherent state of warfare with my neighbors, or more directly my long-term campaign in enemy territory, but I can't see how either would cause(from a historical and sociological perspective) such an exodus. Should they have been fleeing to foreign cities, but it was too early as there were no open borders agreements possible yet?

Anyway, it seems like a system that could be interesting, but it probably needs quite a bit more tweaking. Perhaps until it's more complete, you could include it in the options to be turned off (I'd like to play around with the other changes). Also, more info somewhere on what kinds of things trigger it and affect the target of the immigration (obviously, Beijing was not looking like a better place to live than the outlying cities that were feeding it, what with rampant unhappiness and unhealthiness) would certainly be useful.

CellKu
Jul 06, 2010, 01:40 AM
A brief question: Are the immigration mechanics similar to lemmy101's (http://forums.civfanatics.com/showthread.php?t=359227)? I think I read there recently about similar problems as ChrisAdams3997 reported.
Btw, did you include new civics for the immigration system as well (like lemmy101 did)? That seemed to be a fine idea.

Oh, and if we talk about immigration mods: What do you think of OrionVeteran's immigration mod (http://forums.civfanatics.com/showthread.php?t=365768)? I am not sure though that both mods can work together, but I think OrionVeteran said something about the AI actually being able to use immigrants in his mod.

Thomas SG
Jul 06, 2010, 02:10 AM
The structure of the migration system comes from Lemmy. Sorry, there is no description with credit, yet. But in detail it is very, very different from his work. The reasons why and when they are leaving and where they are going is very different. I solved lots of problems in Lemmy's code. But not all as it seems. I'm already working on a bugfix patch C. The other stuff must wait until D as it seems.

You are right, the migration system must be triggered again. Sorry, it's new. In the AI autogames I've done everything seemed fine. And yes, there are also Lemmy's options to control migration but they won't get in use soon. They will come with the new civic system. ;) But I will not make it an option. I'll trigger it a better way asap. So please report your problems.

We have:

- no creation of too big cities
- need reduced migration from war when a minor civ
- no migration to unknown cities/territory
- no internal migration from war or better migration from threatend cities to more save cities
- set surplus happiness and healthy in relation to absolut city size


And yes, I have seen OrionVeteran's immigration mod but that's not the way migration should work in CCV. But as I said this is just part 1 of the migration system.

ChrisAdams3997
Jul 06, 2010, 05:58 AM
Cool, I'll look forward to it:goodjob:

CellKu
Jul 06, 2010, 07:01 AM
Thomas SG, you mentioned a new civic system. Is that something for the near future (meaning it is already "on you HDD")? ;)

With regard to the civic screen I would like to ask two things:

1.) Would it be possible to make the different look of the civic screen optional? So that players could revert back to the original civic screen if they would like to? IMHO, the orginal BTS civic screen is a bit easier to play with since everything can be seen at once without having to scroll down. (In one of the other mods - either Quot Capita or an old version of LoR, I am not sure - I saw that this was possible and the additional texts due to the RevDCM stability feature did not necessitate a scrollable screen).

2.) If you rework the civic system, do you think it would be possible to add something like the empire stability civics that Rhye implemented in his official mod "Rhye's and Fall of Civ"? Or something similar that accounts for the revolution feature a bit more than the current civic system does? I always thought that RevDCM wasn't completely finalised with its only very subtle changes of some civics.
But perhaps Rhye's system is not the optimal solution for CCV and you think about something a bit more sophisticated (reg. advantages and disadvantags of the individual civics) to make selecting civics an even more difficult choice... ;)

CellKu
Jul 06, 2010, 07:16 AM
The structure of the migration system comes from Lemmy. Sorry, there is no description with credit, yet. But in detail it is very, very different from his work. The reasons why and when they are leaving and where they are going is very different. I solved lots of problems in Lemmy's code. But not all as it seems. I'm already working on a bugfix patch C.

That is good to hear. I think the reasons why the population left and how let to quite some problems with lemmy101's mod.


We have:

- no creation of too big cities
- need reduced migration from war when a minor civ
- no migration to unknown cities/territory
- no internal migration from war or better migration from threatend cities to more save cities
- set surplus happiness and healthy in relation to absolut city size

Some thoughts on that:
I think it would also be nice if migration during a war was affected by the success of the respective civ. So, if you storm over a civ and are able to loot quite a bit, people might be more willing to stay (or even happy to join your empire). On a second thought, however, I am not so sure if this idea is good in terms of playability. It might be better to abstain from aligning success in war and migration. War Weariness is meant to be a counterbalance for successful wars and it might break the game if migration would offset that counterbalance. I am not sure what would be better and think that it still needs some thought.


And yes, I have seen OrionVeteran's immigration mod but that's not the way migration should work in CCV. But as I said this is just part 1 of the migration system.
Fair enough. :)

CellKu
Jul 06, 2010, 07:42 AM
One more thing - well, I know you said you don't have time, but I couldn't resist directing your attention to it ;) -, what do you think of avain's hunting mechanics in his Quot Capita mod? It gives some flavor to the stone age and might not be so difficult to add ("if an animal is killed, a few pieces of bread (or whatever that is) will be added to the nearest city" + an according message).
(In that case you could perhaps slightly increase the no. of animals walking around and the time span for that.)

avain
Jul 07, 2010, 06:30 AM
Thomas SG, congratulations (again) for this excellent mod!
I myself didn't have enough time to check this mod but even from the description this is a major and great modpack and certainly should receive more praise than it is getting!
Just checked all the mods/changes you did and I have to say BRILLIANT! ( Although I not necessarily agree with all the changes you made, but I like them over 90% which is an amazing feat for a mod not made by me;) )
And that you made changes to the AI to use all the shiny new features! Just the testing of all of this must have been a HUGE work.

But enough of the (well deserved praise), onto business;)
- Terraforming - I absolutely like the changes you made, but I have a question: how do you see the gameplay balance with Forest Planting and Terraforming, not requiring the city to work on it? Would this not leave a door open for exploit, i.e.: plant a lot a forests at once, then leave those and then chop for a massive production boost?

Thomas SG
Jul 07, 2010, 11:16 AM
Some thoughts on that:
I think it would also be nice if migration during a war was affected by the success of the respective civ. So, if you storm over a civ and are able to loot quite a bit, people might be more willing to stay (or even happy to join your empire).

:) That's already happening. But as it seems the balance between this effect an others is not good at the moment.

Thomas SG
Jul 07, 2010, 11:27 AM
One more thing - well, I know you said you don't have time, but I couldn't resist directing your attention to it ;) -, what do you think of avain's hunting mechanics in his Quot Capita mod? It gives some flavor to the stone age and might not be so difficult to add ("if an animal is killed, a few pieces of bread (or whatever that is) will be added to the nearest city" + an according message).
(In that case you could perhaps slightly increase the no. of animals walking around and the time span for that.)

The game doesn't start in the stone age. :mischief: And the only animal I could imagine at the moment to produce food are mammoths. If you like it - why not. But what about the regions where no mammoths will be seen? Are perhaps gnus and buffaloes available? I'll check Quot Capita. I don't know that mod.

Thomas SG
Jul 07, 2010, 11:38 AM
Thomas SG, you mentioned a new civic system. Is that something for the near future (meaning it is already "on you HDD")? ;)

The concept is finished and should stay as it is. But as it seems at the moment the details of the civics will become part of a big deal. :espionage:

With regard to the civic screen I would like to ask two things:

1.) Would it be possible to make the different look of the civic screen optional? So that players could revert back to the original civic screen if they would like to? IMHO, the orginal BTS civic screen is a bit easier to play with since everything can be seen at once without having to scroll down. (In one of the other mods - either Quot Capita or an old version of LoR, I am not sure - I saw that this was possible and the additional texts due to the RevDCM stability feature did not necessitate a scrollable screen).

I think so. But as I said I don't know what will exactly happen with the civics. If the new screen is not neccessary I'll try to do it.

2.) If you rework the civic system, do you think it would be possible to add something like the empire stability civics that Rhye implemented in his official mod "Rhye's and Fall of Civ"? Or something similar that accounts for the revolution feature a bit more than the current civic system does? I always thought that RevDCM wasn't completely finalised with its only very subtle changes of some civics.
But perhaps Rhye's system is not the optimal solution for CCV and you think about something a bit more sophisticated (reg. advantages and disadvantags of the individual civics) to make selecting civics an even more difficult choice... ;)

All I can and want to tell you is what categories I desire for the future:

government, ideology, society, market, army and religion

CellKu
Jul 07, 2010, 01:22 PM
The game doesn't start in the stone age. :mischief: And the only animal I could imagine at the moment to produce food are mammoths. If you like it - why not. But what about the regions where no mammoths will be seen? Are perhaps gnus and buffaloes available? I'll check Quot Capita. I don't know that mod.
Well, you are right, it's not the stone age... ;) I just wanted to make sure you know what I am talking about. :) Regarding animals, Quot Capita has quite a nice selection of animals, IIRC. And btw, what about some bear meat? ;)
In any case, it should only be for a little flavor and definitely not be too overpowered.

Just in case that you think that concept is interesting, animals should be around a bit longer than they are now.

P.S.: If you check Quot Capita you might want to also take a look at one or two of the other flavor concepts there (e.g. special Great Person and Event messages).

CellKu
Jul 07, 2010, 01:34 PM
The concept is finished and should stay as it is. But as it seems at the moment the details of the civics will become part of a big deal. :espionage:

That is good to hear. I am lookig forward to it.

I think so. But as I said I don't know what will exactly happen with the civics. If the new screen is not neccessary I'll try to do it.

Thanks, I would appreciate that.

All I can and want to tell you is what categories I desire for the future:
government, ideology, society, market, army and religion
Very nice. You will really overhaul the whole game. :) Btw, may I add my two sense here?
- I think "economy" would be better than "market". "Market" is a more limited concept, not all countries have markets, but all have some kind of economy (even if it is a centrally planned economy).
- IMO "military" would be a better term than "army" as it is broader. "Army" is also used for land forces, in contrast to navy and air force.

Thomas SG
Jul 08, 2010, 01:29 AM
Thomas SG, congratulations (again) for this excellent mod!
I myself didn't have enough time to check this mod but even from the description this is a major and great modpack and certainly should receive more praise than it is getting!

Thank you very, very much.

Just checked all the mods/changes you did and I have to say BRILLIANT! ( Although I not necessarily agree with all the changes you made, but I like them over 90% which is an amazing feat for a mod not made by me;) )

What changes don't you like?

And that you made changes to the AI to use all the shiny new features! Just the testing of all of this must have been a HUGE work.

Yes and no. There are not so many changes needed as you may expect. For example the AI for terraforming comes with BBAI. You just need to know how to use it. Or the AI for terrain and feature damage came with BTS. It just needed some modification.


- Terraforming - I absolutely like the changes you made, but I have a question: how do you see the gameplay balance with Forest Planting and Terraforming, not requiring the city to work on it? Would this not leave a door open for exploit, i.e.: plant a lot a forests at once, then leave those and then chop for a massive production boost?

You can exploit it. But it is not so IMBA as it seems at the first moment. The terraforming of desert and hills is a one way ticket. Here is no exploit possible. And the AI only produces so much flatland as it needs to get the calculated food target. The only chance for an exploit is the replanting forest thing. Some thoughts on it.

Under normal gamespeed the production of a new forest needs 20 turns. And you need min. one turn to build and min. one turn to chop. So you can produce 30:hammers: in 22 turns. A lumbermill or a workshop can produce min. 2:hammers: + 1:gold: per turn. So they produce min. 44:hammers: and in most cases much more! So the cycle replant->chop->replant->... is no effecient way to produce :hammers: if you can work the plot. The problem are small cities that can't work all their plots. Here you can produce additional :hammers:. But the AI also knows that the production of a tree nursery is better than doing nothing. Even on unworkedplots! The BBAI also looks for unworked plots and calculates needed workers. So the AI also produces additional nurseries to chop later but for sure not so straight as a human may do.

I think and hope it's okay. :)

avain
Jul 08, 2010, 03:54 AM
What changes don't you like?

Oh, you asked! ;) A word of caution before reading my comments: they are of course subjective and (shame on me:blush:) I did not really play with the mod, so it's based on your description. If you are still interested, please read on:


Forest Protection - in my opinion this is not needed, especially since you have the forest replanting mechanic. The world would remain greener, but I actually like the fact that you have to battle the effect of deforestation, like in the real world. Not to mention you have a great global warming mod included, so it's not that bad any more.

Natural and Artificial Irrigation - sounds ok, but I'd need to see it in action. Also what I personally would like is a combination of the vanilla Civ and your system...

The Great Commandment - again, excellent changes, nice ideas, just one small gripe: this actually increases the benefits of a huge stack, which is sthg I'd really like to minimize in effect.

Terraforming - see below

City Radius by Technology - I'm still debating about this one with myself, whether I like it or not;) Generally I think I prefer the 2 tile limit...

Feature and Terrain Damage - Nice, nice, but somehow I feel this one is not really needed - but I might change my opinion later;) (does the route calculation take into account feature damage?)

Village Protection - how does this one affect gameplay? Realistic somewhat, but fear that gameplay might be harmed by it.

Assimilation - question: Is it like Kael describes it, so an Egyptian city will always be Egyptian? Or it switches to the highest culture?

Hybrid Helicopters - I still prefer the old way for Helis (with ability to venture to coastal sea plots).

Cold War - is it graphically enhanced? Meaning, it was a total lackluster to see all those nukes deploy without any real explosions, etc. This is exactly what prevented me from using the MAD mod.

Great Generals From Barbarian Combat - I also use this one with the limitation that only the first GG can be acquired like this. I think it's better balanced that way.

Motivated Defenders - is it always active for holy cities or just in cases when it's a significant religion for your civ? (i.e.you just take over a holy city without much of that religion in your territory, and the next turn you get a defence boost against the enemy religious zaelots trying to retake it?)

Force Production Infrastructure - how does this affect the AI? In my previous experience AI tends to do poorly with these kinds of (multiple) requirements.

Next War - it's a small Next War;)


The list above might be long, but I really like what you are doing! :goodjob:

You can exploit it. But it is not so IMBA as it seems at the first moment. The terraforming of desert and hills is a one way ticket. Here is no exploit possible. And the AI only produces so much flatland as it needs to get the calculated food target. The only chance for an exploit is the replanting forest thing. Some thoughts on it.

Under normal gamespeed the production of a new forest needs 20 turns. And you need min. one turn to build and min. one turn to chop. So you can produce 30:hammers: in 22 turns. A lumbermill or a workshop can produce min. 2:hammers: + 1:gold: per turn. So they produce min. 44:hammers: and in most cases much more! So the cycle replant->chop->replant->... is no effecient way to produce :hammers: if you can work the plot. The problem are small cities that can't work all their plots. Here you can produce additional :hammers:. But the AI also knows that the production of a tree nursery is better than doing nothing. Even on unworkedplots! The BBAI also looks for unworked plots and calculates needed workers. So the AI also produces additional nurseries to chop later but for sure not so straight as a human may do.

I think and hope it's okay. :)

I understand. But there is also the fact that you can replant forests even outside the fat cross (even if you have bigger cities) -> no production lost in the city, just a big boost after 20 turns. I'd bet the AI won't do this mass scale, but the player can.

CellKu
Jul 08, 2010, 06:37 AM
My two cents to avain's post (btw, great to see more people getting interested in this mod): :)

1.) First of all, most of these features are optional. So if the player doesn't like them he can switch them off. I think this is one of the great advantages of CCV.

2.) The replanting of forests is, IMO, not such a game breaker as you think. First, you would need much more forests than just one for a gamebreaking effect. Second, for a player to achieve that, he would need quite a huge number workers (as replantation needs quite some time) and he must be able to spare all these workers for replanting forests (so there has to be nothing else important to improve). Until he can do that it would be quite far into the game. And since building all these workers will stall city growth, replanting IMO will be even less "game breaking" than using the whip for rushing. But maybe I am wrong here.

3.) With regard to the natural/artificial irrigation: I am still thinking about this and testing it in my games. So far, however, I haven't built that many more farms than usual - so for me the effect is not that big yet. I admit, though, that I like the concept. So, I might be a bit biased.

4.) I am not sure if the Next War should be extended. If so, I would be glad if the "Extended Next War" would also be an option - so we would have the possibility of a "small" (=Firaxis) Next War and a "big" one.

Thomas SG
Jul 08, 2010, 02:53 PM
Oh, you asked! ;) [...] If you are still interested, please read on:

Of course I want to know what you are thinking. And I will read on! :) Maybe I can't or won't answer all questions but I will try it.


Forest Protection - in my opinion this is not needed, especially since you have the forest replanting mechanic. The world would remain greener, but I actually like the fact that you have to battle the effect of deforestation, like in the real world. Not to mention you have a great global warming mod included, so it's not that bad any more.

You must still battle the effect of deforestation. And it seems more realistic to me. Why are we chopping trees? For farmland, urbanisation and profit. And you will suffer exactly from this problems. But not from a few huts.
And the great global warming mod is on the list for improvement. My last CCV 3 version had a better system. :mischief:



Natural and Artificial Irrigation - sounds ok, but I'd need to see it in action. Also what I personally would like is a combination of the vanilla Civ and your system...

Vanilla? I can't remember Vanilla. :lol: Details please.



The Great Commandment - again, excellent changes, nice ideas, just one small gripe: this actually increases the benefits of a huge stack, which is sthg I'd really like to minimize in effect.

Your right. And I'm already thinking and working on a solution to reduce the stack sizes. But nothing I tried in the past had the effect I desired. A task for the future...



City Radius by Technology - I'm still debating about this one with myself, whether I like it or not;) Generally I think I prefer the 2 tile limit...

The radius 3 comes very late with Automobiles. "Nearby" effects are still limited to radius 2 and most of the time there is no effect of radius 3 because the cities are too near. But many people like it. It's optional.


Feature and Terrain Damage - Nice, nice, but somehow I feel this one is not really needed - but I might change my opinion later;) (does the route calculation take into account feature damage?)

Have you ever started a game in a massive jungle? You will be happy that the invaders suffer from that damage and (if playing with Terrain Tactics) and you won't. And yes, the route calculation should take account. But in the past the AI suffered from mistakes in the healturn calculation. The AI is better than it seemed in the past. Sorry, my mistake. Should be better with patch C if I don't create new mistakes with the new reference to the current strength. This change destroyes every known calculation and AI behaviour. But the major part is done and looks fine. :)



Village Protection - how does this one affect gameplay? Realistic somewhat, but fear that gameplay might be harmed by it.

Older AI versions had a very stupid behaviour. The AI created settlements and destroyed them for unnecessary farms some turns later. And just to replace those farms some turns later again by (smaller) settlements. So I invented this little mod to improve the AI behaviour. It's optional, too.


Assimilation - question: Is it like Kael describes it, so an Egyptian city will always be Egyptian? Or it switches to the highest culture?

It's Assimilation from Kael (with a little bugfix and some modifications for Dynamic Civ Nation). An Egyptian city will stay an Egyptian city.



Hybrid Helicopters - I still prefer the old way for Helis (with ability to venture to coastal sea plots).

You like triremes attacking helicopters? Helis staying on a water plot? And no chance to attack an ocean plot although the target could be in range? Okay. :crazyeye: ;)



Cold War - is it graphically enhanced? Meaning, it was a total lackluster to see all those nukes deploy without any real explosions, etc. This is exactly what prevented me from using the MAD mod.

I've tried it. I also don't like it. But it seemed impossible. It never worked.
I got a new idea how to do it but I don't really think that I will be successful. But optional, too. And there are some differences from the old known MAD Nukes. ;)


Great Generals From Barbarian Combat - I also use this one with the limitation that only the first GG can be acquired like this. I think it's better balanced that way.

Okay. But I dislike limits very, very much! Limits are sometimes good for gameplay but unrealistic. I removed limits where ever possible.



Motivated Defenders - is it always active for holy cities or just in cases when it's a significant religion for your civ? (i.e.you just take over a holy city without much of that religion in your territory, and the next turn you get a defence boost against the enemy religious zaelots trying to retake it?)

I don't remember. :sad: But good thoughts. :goodjob: I should check it for a new better version. But optional feature, too. :D



Force Production Infrastructure - how does this affect the AI? In my previous experience AI tends to do poorly with these kinds of (multiple) requirements.


There is AI code! But I haven't written it. And I don't play. So I have no real experince with it. But in AI autogames it seemed to work very well. But maybe that's not true. I don't know. But if the AI is okay it gives a so much more realistic feeling. And in combination with the Bombing Missions it's fantastic.
Building super carriers and supersonic fighters with the infrastructure from stone age? No more!!!!!!!! WW3 will be fought with arrows. :nuke:



I understand. But there is also the fact that you can replant forests even outside the fat cross (even if you have bigger cities) -> no production lost in the city, just a big boost after 20 turns. I'd bet the AI won't do this mass scale, but the player can.

The solution seems simple. No :hammers: from chop if the plot is out of range of a city. It's more realistic too. And quite easy to change the AI (if neccessary).

ChrisAdams3997
Jul 08, 2010, 03:24 PM
Well, while we're at it, some of my thoughts on some of the features mentioned.

Forest Protection - This still plays a big role when it comes to things like mines, windmills, etc., that don't destroy the forest, as with dirty improvements, you can offset part of the negatives by leaving the forest. It also means the woodsman promotions can actually stay partially relevant past the ancient era:rolleyes:. And, as Thomas pointed out, it's not very realistic to cut down a whole forest just because you put a mine into a hill.


Feature and Terrain Damage - This is one of my favorite things in this mod, though a few changes could make it better in my opinion(I'll get to that). I always though it odd that a large army could march into a desert with no repercussions, or that the troubles that plagued the French and the Germans invading Russia weren't represented in game. Now it's much more difficult for those who are unprepared to enter such hostile environments to launch an invasion, creating the kind of natural geographic boundaries we actually see in real life.


Assimilation - my main question here is if the 'bug' described by some where for instance a viking city is captured with a 'lighthouse' (meaning the trading post was reverted to a light house upon capture) then the conquerers can also build a trading post, resulting in +2 food on all water tiles. Obviously this could happen with any UB, so a check needs to occur for this, automatically replacing the generic with the UB, if it's not already done.

On that note, for gameplay purposes, I just assume it either stay 'assimilated' forever(as I think it currently is), or at least for a very long time before losing it's cultural identity, despite the cultural makeup. Especially since conquered civ's lose all their culture:rolleyes: (another thing that might be due for a change... .. . ;))


Now, getting back to terrain and feature damage. There are a few things about this that might be improved. The biggest concern I have is when I see a civ that is on mostly desert(tundra, jungle, etc.), yet almost none of their units have desert promotions. So their units are wandering around their territory, taking damage, and yet the people live pretty much exclusively in the desert. This would be like the bedouin tribes never figuring it was important to figure out how to live in the desert.

The problem comes up I think because you have to make the choice between desert promo, or that extra combat or drill or what-have-you, which makes it a kinda big price to pay for civs in such circumstances, especially when most new units can only count on one or two promos initially. Heck, I wouldn't want to waste my promotions either. Nor does it make sense to.

A potential solution is that under the right circumstances (city is almost all desert), the first promo would be given to units produced there, basically representing that you are recruiting from a populace that knows, is adapted to, and is provisioned/equipped for that terrain. This could work on some threshold of tiles (e.i. 75% desert), or based on percentage of tiles to give a probability (e.i. the city has 33% desert tiles, new units have a 33% chance of receiving the promo), a combo of the two, or some more complex model even.

Personally, I'd think (initially without any testing) that a percentage based approach that scales up to 100% chance @ 75% of tiles (e.i. (% of tiles) * 1.33333 = % chance) would work well. This prevents the necessity of hard cutoff lines(I don't like thresholds:devil:) without needing the city to be in 100% desert to guarantee the promo(that would be rather difficult, harsh, and most importantly, unrealistic I think).

Obviously, units that don't automatically get the promo are still eligible to get it the traditional way, and invaders hoping to go after desert dwellers (or jungle, etc.) will still have to earn it the hard way.

In addition(this part's more iffy and certainly would be a lot more involved), maybe at some point in the industrial or modern era, it becomes possible to 'train' units, for a price, to have a weaker (let's say 50% or 75% reduction in damage at least) promo. This would be something like Americans training and equipping otherwise fresh troops to fight in the jungles of Vietnam. The AI would have to know however that if they have war plans against an enemy occupying largely inhospitable terrain, it might be a good idea to give such training and ignore it otherwise. Just spitting out ideas :).

I also like the idea put forward recently that damage be based on remaining hit points rather than total, though units very low on strength in inhospitable terrain should have a chance of dying(without this, units would never die on their own, even if they would be more vulnerable to animals/barbarians/enemies), so crossing the terrain is not guaranteed. I personally very much appreciate systems that aren't 100% predicable, and at present you know that if I spend 7 turns in inhospitable terrain, I die.

CellKu
Jul 14, 2010, 09:06 AM
Just to post a few more observations:

1.) I encountered some very nice AI thinking during my last round. Zara (friendly) was pursuing physics and I jumped in as well to snatch the free scientist.
1-2 turns into that "race" I saw Zara increasing his research (reducing the no. of turns for his research), thereby taking the lead again.
So I pulled whatever I could to overtake him again. I think we were both at our research limit at that time. And when it was clear I would win (4 turns to go), he DoWed.
Even though, he was friendly. I was a bit astonished, but attributed that fact to myself having a vassal (even though I had made sure that Zara was at least pleased
towards him when I capitulated him and I was still able to trade with Zara due to his being friendly (others already told me wfyabta).
However, even though I was a bit surprised, I actually liked this DoW - strategy-wise. What I liked less was that all he sent to attack me was one lone culverin,
nothing else... He was probably too tied up in a war with the Mongols. But then why didn't he stop that war first? Or refrained from opening another front with me.
Taking on more than one war on purpose? That felt a bit strange. (Boudica had no problem with starting several wars simultaneously either, but well,
she is a bit more aggressive anyway - so that was okay, I thought).

2.) Why does a shipyard give culture?
Actually, I really like the feature that you have to build shipyards before you can build bigger ships.

Hope you are well, Thomas SG, and your next patch is coming along nicely. :)

CellKu
Jul 15, 2010, 10:18 AM
Thomas SG, the new patch is great news! So, now I really get in trouble with my still ongoing game... ;) Sorry, unfortunately right now I can only dedicate about an hour or even less per day to playing.
Btw, the AI makes some really nice decisions right now. The turn after I (and Zara) had researched Physics he was willig to make peace. So it seems he just wanted to divert my attention (well maybe it was just conincidental, but who knows...) ;)

Actually, what version of BetterAI is included in the last patch? Did you update it to the current BetterAI? Or did you already do that for one the last patches?

Regarding your question about second UUs (btw, I am looking forward to that one, too :goodjob: ): Do you mean because of the musketeer you don't want another gunpowder unit for France?
In that case, what do you think of the "compagnie d'ordonnance" (would make a unique "diverse" unit)? See http://en.wikipedia.org/wiki/Compagnies_d%27ordonnance for more information.
Well, but maybe it is better if we browse the units forums and look what is available there.

Thomas SG
Jul 15, 2010, 12:15 PM
Thomas SG, the new patch is great news! So, now I really get in trouble with my still ongoing game... ;) Sorry, unfortunately right now I can only dedicate about an hour or even less per day to playing.
Btw, the AI makes some really nice decisions right now. The turn after I (and Zara) had researched Physics he was willig to make peace. So it seems he just wanted to divert my attention (well maybe it was just conincidental, but who knows...) ;)

Actually, what version of BetterAI is included in the last patch? Did you update it to the current BetterAI? Or did you already do that for one the last patches?

Regarding your question about second UUs (btw, I am looking forward to that one, too :goodjob: ): Do you mean because of the musketeer you don't want another gunpowder unit for France?
In that case, what do you think of the "compagnie d'ordonnance" (would make a unique "diverse" unit)? See http://en.wikipedia.org/wiki/Compagnies_d%27ordonnance for more information.
Well, but maybe it is better if we browse the units forums and look what is available there.

Patch B included BBAI 1.00e. Patch C includes 1.01f.

And the second UUs should be "near" the first UU. I don't want to replace the first UU.

CellKu
Jul 15, 2010, 01:11 PM
Sorry, I misunderstood you then. I didn't understand what you meant with "near". Do you mean that "time-wise" (=getting it with the same or a tech close to the first)?
Would a French Cuirassier be an option? See http://forums.civfanatics.com/showthread.php?t=243668

Well, I will continue looking. Perhaps I find something else.

And thanks for the info about BetterAI.

CellKu
Jul 15, 2010, 03:22 PM
Sorry, I discovered that the link I posted might be a dead end. This should be better (bernie packed the unit together with others and posted them again):
http://forums.civfanatics.com/downloads.php?do=file&id=7154

Btw, I don't know the poly count of this unit. It seems quite high. As I don't have a high end machine, my pc will probably not be able to cope with a lot of high poly units. Would it be possible to look for units that have a similar poly count as the original Firaxis ones? I think Phungus420 used only such units in his LoR mod. Perhaps you find suitable units there and take them. You might also talk to avain as I think he mentioned something about reducing the poly count of the units he uses in his Quot Capita mod (and maybe also his Varietas Delectat mod).

Btw, I play with low resolution and encountered a weird thing: While in the city screen the buttons for buildings are all very sharp and clear, however the unit buttons are somehow blurred. Do you know why there is a difference? (I don't know whether that difference also exists if you play with a higher resolution.)

CellKu
Jul 19, 2010, 01:48 PM
Thomas SG, while looking a bit around in the units forum I found another French unit (thread says Napoleonic era). Maybe that is better suited for your next project.
The thread: http://forums.civfanatics.com/showthread.php?t=205743

And in addition to the previous (mounted) unit, some possible brief background information: http://www.napoleonguide.com/cavalry_france.htm

Thomas SG
Jul 20, 2010, 10:52 AM
Okay, a French Dragoon is fine. :goodjob:

And I got good news. I solved the bugs you reported. Ready for a patch D. Just the culturbomb isn't solved if still existing. Have never seen something like that with patch C. All tests were okay. So I will soon upload patch D for you. :cool:

CellKu
Jul 20, 2010, 12:09 PM
Great news! :goodjob: You are fast!
Will patch D only contain bugfixes or also new features (e.g. the new UUs)?

Btw., so far I have not seen the culturebomb in any of the games I started.

Thomas SG
Jul 20, 2010, 12:19 PM
Great news! :goodjob: You are fast!
Will patch D only contain bugfixes or also new features (e.g. the new UUs)?

Btw., so far I have not seen the culturebomb in any of the games I started.

It's a debug patch but one or two new UUs are included. I was short on time and the weaking up unit was a much bigger bug then it seemed. :mischief:

The patch is uploading at the moment... After dinner I'll do a last test run and after that you can run a new game.

€: AUA is updated to 1.33 and was improved by me. And I saw some bugs you didn't notice in 4.14C. ;)

Ewigan
Jul 21, 2010, 05:58 AM
hey thomas,

will the new patch also increase the stability of the mod?

Thomas SG
Jul 21, 2010, 06:16 AM
hey thomas,

will the new patch also increase the stability of the mod?

Do you have problems? Any CTDs?

Ewigan
Jul 21, 2010, 07:15 AM
well, i encounter random crashes with the mod.

you play the game, crash.

you load it, same situation, nothing happens.
it occasionally starts to crash repeatedely, but on different situations of the game.

my "normal" BTS runs great though, never crashes, etc. but it is kinda boring ;)

if that happens again under 4.14D, what i am waiting for right now ;), i will try to send you a save.

btw: i always play hotseat, 2 human playable, 3-5 KI's and "barbaric Civ's" so i end up with like 10-12 KI's. Mostly L-size maps.

edit: CTD ignoriere ich nun mal... ka was das heisst ;)

Thomas SG
Jul 21, 2010, 07:36 AM
CTD = Crash to Desktop

Patch D ist übrigens schon verfügbar!!! Und schön zu hören, dass du den noch nicht hast. :whew: Und je nachdem, welche Version du hattest, hast du mit BarbCiv und L-Map gerade die optimale Killerkombi aufgetan. BarbCiv erzeugte bisweilen Einheiten auf Null-Plots, also quasi außerhalb der Karte. Das führte zu Abstürzen. Das trat aber durch die Kartengröße bedingt scheinbar erst ab Größe L auf. Auf kleineren Karten erfolgt die Erzeugung nie so nah am Rand der Karte und ist somit unkritisch. Da ich zumeist aber nur bis M teste, hatte ich das nicht selbst bemerkt. Das Problem sollte aber eigentlich inzwischen beseitigt sein. Habe da ein paar neue Schicherheitsmechanismen eingebaut. Insofern ja, stabiler. Und ich habe mehrfach mit Größe L getestet. Während es zuvor letztlich nur eine Frage der Zeit bis zum CTD war, konnte ich mit der neuen Modifikation keine mehr beobachten. :)

Das Problem, welches dein Spiel zu Absturz brachte, hat aber somit jeder Mod mit BarbCiv (außer nun CCV; hoffe ich). Die anderen wissen es nur nicht... :cooool:

€: Hab deinen Post gerade nochmals gelesen. Äh, du hast den D-Patch schon. Richtig? Und du wartest gerade gezielt auf einen Crash? Richtig? Du Biest. :lol::lol::lol: Hoffentlich kannst du warten bis du schwarz wirst... :p

Ewigan
Jul 21, 2010, 07:59 AM
Gerade installiert, getestet wird gleich ;)

GoodGame
Jul 22, 2010, 10:24 AM
This looks like an interesting mod that I'll be checking out.

Is there an actual design document though? Like where is the mod heading exactly?

My only comment is that I greatly enjoyed Phungus's LoR mod especially the Legendary units so perhaps you could include that has an option? In general, buildable unique units would be appealing to me in the categories of: generals, military units, recon, etc..

Thomas SG
Jul 22, 2010, 03:06 PM
Okay, I must confess that I got a problem with my language capabilites now. I fear I don't get the sence of what you are telling me. Sorry. I'm a native German and my English is not the best.

Is there an actual design document though? Like where is the mod heading exactly?

If I get it right you are looking for a document where I explain what's the target of the mod. Where I explain my future targets and so on. Right?

In that case - sorry, but no. There are just a few words in the download section. My personal device could be: That's unrealistic. I'll try to change it.

This is the concept of CCV. Maybe that gives you an idea of my intention and the mods heading.


My only comment is that I greatly enjoyed Phungus's LoR mod especially the Legendary units so perhaps you could include that has an option? In general, buildable unique units would be appealing to me in the categories of: generals, military units, recon, etc..

There will be no heros in CCV. But maybe in a far future a third UU. The gameoption for it is already included and a list of real unique units is already in development. But I got only about eight third UUs at the moment. I'm even still looking for some 2nd UUs.


-> need ideas for Japan. Not Ninja and not Zero! And near Samurai or two others that are close together in the techtree!

But I will have a look at LoR. Maybe I will find something interessting. Don't know this mod too.

What can you expect in the near future? There will be a set of 2nd UUs soon. The fighter engagement will be replaced, so that carriers will defend themselves with fighters that are on the intercept mission. I've started the development of archaeology. But that will take some time. A new project that gives benefits from satellites will come. And of course the "Lost Battles" that allow desertation, conquering equipment,... And the new civic system. And I also had a closer look at the requested WLOB mod. ;)

But remember I'm short on time at the moment. The only thing I can really do at the moment is debugging.

And that leads me to the last point. I found a heavy bug in Advanced Cargo!!! So you will get a savegame compatible patch E for 4.14D! Details in my next post.

GoodGame
Jul 23, 2010, 10:20 AM
LoR is quite interesting. It has single wonder-type units in that they are unique to each game, and can only be built once. E.g. there is a 300 Spartans unit. In terms of "hero-ness" they are very heroic but cost much to build, plus you can lose the race to build one. But they could easily be toned down to be less super-heroic, but simply given a free promotion or something.

For Japan, LoR only had the zero and the "ronin". I think there is a lack of good ideas for Japanese units, though perhaps mounted samurai? Reading medieval Japanese battle summaries, I have trouble pointing to one unit type as 'elite'. It seems samurai were more elevated because of Hideyoshi's decree that only they could carry weapons after the warring states period was ended by consolidation.

Side request: One thing I'd like is an explorer unit that can use Influence-driven war to make claims on unclaimed tiles or challenge Barbarian cultural claims without having to damage tile improvements to do so. Basically a Pizarro-type explorer.

CellKu
Jul 23, 2010, 12:08 PM
A similar unit to Pizarro-type explorer that GoodGame would like to see would be the diplomat unit from the WLOB mod. That unit can make claims on already claimed tiles without going to war. I am not sure whether it has the ability to make claims on unclaimed tiles, though.

Regarding the LoR heros: While I liked them when playing LoR I am not sure whether such super-heros fit the concept of CCV. But anyhow that is up to Thomas SG.

Btw, Thomas, the mod ideas you mentioned in your previous posts sound really great: Archaeology, Lost Battles, WLOB, Satellites! I hope that you will add them soon or as soon as you can. (I know you are busy, just take my comment as encouragement! :) ) If you don't make it until CivV comes out, I do hope that you will finish your awesome work anyhow! I - at least - will not switch to CivV soon. :)

Thomas SG
Jul 23, 2010, 12:21 PM
I do hope that you will finish your awesome work anyhow! I - at least - will not switch to CivV soon. :)

I will stay at Civ IV. I even won't buy CiV! CCVs aim is to be more realistic. And this is for sure not the target of CiV.

I was so happy when I heared that CiV should come out. But I hate what I see. This is not what I expected. CiV has not the spirit and intention from all earlier versions. I'm a Civ I veteran. I like the hexfields but thats it. And modding CiV to a similar version of CCV is absolutly impossible. Just think about the AI. The concept of CiV is very different. For me too different. And the news about the different versions, steam and DLC make me feel [pissed]. No CiV for me. My two cents about CiV.

Thomas SG
Jul 26, 2010, 04:31 AM
4.15 will come with a delay because Cybah found a CTD caused by MAD (Cold War). We are working on a solution. :nuke: Start as minors is fixed.

Thomas SG
Jul 26, 2010, 12:36 PM
We finally have solved all CTDs caused by MAD Nukes (Cold War). :woohoo:

CCV 4.15 is uploading now... :coffee:

Thomas SG
Jul 26, 2010, 01:34 PM
Ready for download -> CCV 4.15 (http://rapidshare.com/files/409232684/Community_Civ_V_v4.15_Setup.exe.html)

Ewigan
Jul 27, 2010, 02:02 AM
DL'ing, then testing ;)

Ulysses
Jul 28, 2010, 04:40 PM
...bs...

Thomas SG
Jul 29, 2010, 09:37 AM
Okay. As it seems 4.15 is quite fine. :) But Cybah and me noticed some minor problems. And so I'm already working on a patch.

What we have got at the moment for the patch:

- BBAI update to 1.02a+
- AUA update to 1.35+
- solved python error in MAD screen
- fixed bombardable motivated defenders bonus
- solved problem in Dynamic Difficulty Level (several changes in one turn)
- new nuke damage calculation (almost done)
- new team project: satellite network (gives you some spy satellites)
- new unit from satellite network: spy satellite

http://forums.civfanatics.com/attachment.php?attachmentid=259341&stc=1&d=1280417663

Ulysses
Jul 29, 2010, 10:43 AM
...bs...

CellKu
Jul 29, 2010, 10:56 AM
Is there a way to shut automatic turn processing down? Doesn't fit my playstyle...
Do you mean you want to hit "enter" before the AI turn starts? In that case you would have to look under "Main Menu" -> "Advanced" -> "Options" -> "Game" and then check "Wait at End of Turn". Hope that is what you are looking for.

CellKu
Jul 29, 2010, 11:07 AM
Okay. As it seems 4.15 is quite fine. :) But Cybah and me noticed some minor problems. And so I'm already working on a patch.

What we have got at the moment for the patch:

- BBAI update to 2.08a+
- AUA update to 1.35+
- solved python error in MAD screen
- fixed bombardable motivated defenders bonus
- solved problem in Dynamic Difficulty Level (several changes in one turn)
- new nuke damage calculation (almost done)
- new team project: satellite network (gives you some spy satellites)
- new unit from satellite network: spy satellite

Yeah, the satellite! How many tiles will we be able to see with one satellite? (I assume not all tiles.) If it moves only 1 tile per turn, it might take quite a while until the player can see the other side of the world. Is there a possibility to place satellites on different tiles (e.g. on other side of the world) right after their construction?

Will I be able to continue my current 4.15 save after installing the new patch? Or do I have to start a new game?

Btw, what do you think about posting a CCV-thread in the main mod forum? To advertise CCV a bit and get more attention for this great mod? (Afforress did this with his AND-mod and I think more people got aware of it.)

Ulysses
Jul 29, 2010, 11:10 AM
I thought I had checked all menus last night. Seems I was too tired. Man, embarrassing. Thx...:rolleyes:

Thomas SG
Jul 29, 2010, 12:39 PM
Yeah, the satellite! How many tiles will we be able to see with one satellite? (I assume not all tiles.) If it moves only 1 tile per turn, it might take quite a while until the player can see the other side of the world. Is there a possibility to place satellites on different tiles (e.g. on other side of the world) right after their construction?

Oh, I see. We need perhaps a new help text here. The satellite can go to all plots (except there is already one of your own satellites). The satellite has got like ICBMs an unlimited range. And by the way - the AI support is good, too! :)

Will I be able to continue my current 4.15 save after installing the new patch? Or do I have to start a new game?

Depends on what I'm going to do and what you ask me for. I could offer a savegame compatible patch if I remove the satellite stuff. But I hoped that this would not be required because 4.15 seems to be stable and all most bug free.

Btw, what do you think about posting a CCV-thread in the main mod forum? To advertise CCV a bit and get more attention for this great mod? (Afforress did this with his AND-mod and I think more people got aware of it.)

I had planed it with version 5. But as it seems now I won't be able to construct a new fantastic version 5 in one big step. And now that 4.15 is very stable... But I think we should really wait until I could finish the 2nd UUs and added more art stuff. That's something very many gamers are missing in CCV.

CellKu
Jul 29, 2010, 01:01 PM
Oh, I see. We need perhaps a new help text here. The satellite can go to all plots (except there is already one of your own satellites). The satellite has got like ICBMs an unlimited range. And by the way - the AI support is good, too! :)

Thanks for clarifying that. I look forward to that!

Depends on what I'm going to do and what you ask me for. I could offer a savegame compatible patch if I remove the satellite stuff. But I hoped that this would not be required because 4.15 seems to be stable and all most bug free.

Well, I would prefer to get the satellites. ;) New features always trump old saves (at least in my case). :)

I had planed it with version 5. But as it seems now I won't be able to construct a new fantastic version 5 in one big step. And now that 4.15 is very stable... But I think we should really wait until I could finish the 2nd UUs and added more art stuff. That's something very many gamers are missing in CCV.
That is true. Actually, that is why I hinted you to the events and great person images in the new thread I opened. While they don't add any new game mechanics, I had the feeling that they attracted a number of players to avain's Quot Capita mod. So, I thought they might like to see those flavor features in CCV too.
(However, if you included those pictures, it would be good to make them optional (if possible), since it is likely that not all players will feel the same about such features.)

Thomas SG
Jul 29, 2010, 03:36 PM
Yeah, the satellite! How many tiles will we be able to see with one satellite? (I assume not all tiles.) (...)

Good that you asked. I made a mistake here. Answer now: The same range as you can see from an aircraft recon mission.

CellKu
Jul 29, 2010, 08:08 PM
Good that you asked. I made a mistake here. Answer now: The same range as you can see from an aircraft recon mission.
Does that mean that we have to "base" the satellite in another (foreign) city to see its surroundings? Is that possible even if we don't have OB with that civ?

CellKu
Jul 29, 2010, 08:12 PM
Oh something else: I couldn't find the "trade on rivers"-icon under "sailing" (also not under "ship contruction" - in the tech tree) anymore. Did you get rid of trade on rivers? Or did I miss something?

Thomas SG
Jul 30, 2010, 02:11 AM
Does that mean that we have to "base" the satellite in another (foreign) city to see its surroundings? Is that possible even if we don't have OB with that civ?

Yes. You will have to send the satellite in/over the city. And yes, you can always do so. You need no OB agreement. And only you will know that you are doing so.


Oh something else: I couldn't find the "trade on rivers"-icon under "sailing" (also not under "ship contruction" - in the tech tree) anymore. Did you get rid of trade on rivers? Or did I miss something?

I think you missed it. River trade should come with sailing. And an inspection of my version says that it is so. Don't you have under sailing the trade icon to the right of the moai statues in the tech chooser?

CellKu
Jul 30, 2010, 05:11 AM
Hm, I was more careful now and saw it in the hover text. But I couldn't see the icon you mentioned - and which I was looking for. I am playing ver4.15.

http://i251.photobucket.com/albums/gg296/CellKu/Civ4ScreenShot0004.jpg

(One odd thing: I think I remember that I saw the "trade on coast"-icon under "ship construction" before I researched it, but now that is gone too :confused: ) I will start a new game and see whether I will see it there (before researching it).

Thomas SG
Jul 30, 2010, 05:25 AM
:hmm: What's going on here? You really haven't got the buttons. They should be there and they also should not disappear. I don't get it. :hmm:

€: The new nuke mechanic is done! The damage done by nukes depends now on the nuke radius and your distance to the explosion. Further more the terrain your in and between you and the explosion may reduce the nuke effect. :rotfl:

If we want to we can now really simulate tactical and fussion nukes.

CellKu
Jul 30, 2010, 11:28 AM
:hmm: What's going on here? You really haven't got the buttons. They should be there and they also should not disappear. I don't get it. :hmm:

Sorry, I don't get it either. I started a new game, checked immediately the tech tree and ... everything was okay. I saw the trade-icons. Fine. Could there be a problem due to the change from before to after the tech is researched?
Well, if nobody else reports it then it might be just me. Perhaps others who read this could check their tech tree ("sailing" and "ship construction") after they have researched the techs and report whether they have the same problem.

€: The new nuke mechanic is done! The damage done by nukes depends now on the nuke radius and your distance to the explosion. Further more the terrain your in and between you and the explosion may reduce the nuke effect. :rotfl:

If we want to we can now really simulate tactical and fussion nukes.
Great! That is great news!
When you release it could you provide some information about which terrain (the unit is in) has what effects?

Thomas SG
Jul 30, 2010, 12:43 PM
Advanced Nukes:

The base damage reduction is:

- 20% for city, forest and jungle
- 40% for hills
- 100% for peaks

But the system is very complex. Lets have a look at an example. We will nuke the plot in the middle with a H-bomb (Nuke Radius 2; not part of CCV at the moment).

http://forums.civfanatics.com/attachment.php?attachmentid=259443&stc=1&d=1280513261

And that is the result.

http://forums.civfanatics.com/attachment.php?attachmentid=259444&stc=1&d=1280513261

As you can see the nuke explosion looses power from inside to outside. The minimum damage is 10%. The intervall over the whole explosion area is 35% - 135% damage. But the terrain may reduce the semi random part of 25% - 125%.

The plot in the middle is flat land. So there is no reduction from this plot so it suffers from 10% + 25% + 2*33% + rand(0%-34%) damage.

The plot in the south has also no terrain protection because the center plot is flat land and the plot itself is flat, too. So it suffers from 10% + 25% + 1*33% + rand(0%-34%) damage.

The plot in the north of the center has a forest and so the damage is 10% + (25% + 1*33% + rand(0%-34%)) * (100 - 20) / 100

The plot in the northeast of the center has a forest and hills; so the damage is 10% + (25% + 1*33% + rand(0%-34%)) * (100 - (20 + 40)) / 100

So it should be more clear for plots near the center.

Now lets have a look at two plots in a distance of two! The plots in the west and east are easy to explain.

West:
The explosion comes to this plot over the center plot, the three peaks and the plot itself. Three reduction lines! So the first reduction comes from the center plot. But here 0%. The second reduction comes from the line of the three peaks. The reduction is (3*100%)/3 plots = 100%. So the plot behind this wall will only suffer under the base damage of 10%! It doesn't matter in this case what the terrain of the plot itself is.

East:
The explosion comes over the center plot, the three hills (one with forest) and the plot itself. So the reduction of the hills line is (60% + 40% + 40%)/3 plots = 46%. This what the explosion will loose in this line. But because the target plot itself is flat there will we no reduction of the left over explosive power. If it had been a hills plot the explosion would have lost again 40% of its current strength here.

So this system is very intuitive. And as you can see the results are fantastic. This is what you should expect. And it is even better for the AI because human sometimes attack the plot next to a city for maximum damage while the AI always attacks the city. With the effect of loosing power by distance and terrain the AI behaviour makes more sense. And it allows to simulate different kinds of nukes in a perfect way.

By the way the destructive power against buildings and improvements as well as the damage to population also depends now on the distance to the explosion!

CellKu
Jul 30, 2010, 11:08 PM
Thomas SG :goodjob: ! Will you include it in your next patch?
And how many different kind of nukes will you include in CCV? (I think you mentioned two in one of your last posts.)

Thomas SG
Jul 31, 2010, 03:27 AM
Thomas SG :goodjob: ! Will you include it in your next patch?
And how many different kind of nukes will you include in CCV? (I think you mentioned two in one of your last posts.)

Yes, the new nuke mechanic is already in the patch. And about the nuke types I'm not sure at the moment. I think I will add a tactical nuke with radius 0 and keep all strategic weapons as they are now. But the tactical nuke will be no MAD nuke and won't be able to pretarget.
About the H-bombs I need more information. If those nukes are only used as war heads of ICBMs I may think about a new ICBM type. If also aircrafts can drop H-bombs I think there will be no fussion bomb with radius 2 in CCV. That would require too much new unit types.

If you want to improve the AI behaviour handling terrain and feature damage set in the GlobalDefines PATH_DAMAGE_WEIGHT to a higher value. My code inspection says 20000 should be a good value. Optimized code and value with the patch too. :)

CellKu
Jul 31, 2010, 08:05 AM
Yes, the new nuke mechanic is already in the patch.

Great! :goodjob:

And about the nuke types I'm not sure at the moment. I think I will add a tactical nuke with radius 0 and keep all strategic weapons as they are now. But the tactical nuke will be no MAD nuke and won't be able to pretarget.
About the H-bombs I need more information. If those nukes are only used as war heads of ICBMs I may think about a new ICBM type. If also aircrafts can drop H-bombs I think there will be no fussion bomb with radius 2 in CCV. That would require too much new unit types.

Well, I do agree with you about not adding too many new units. So for the beginning I would go for the units, such as ICBMs, that are already implemented in Civ4 but with your new nuke mechanic. I would really like to see that in action... :D
Do you plan to make this new mechanic only working with H-bombs or also (potentially with minor effects) for A-bombs?

Oh and when will you add this nice Lost Battles feature of which you posted some screens a while ago? ;)

Thomas SG
Jul 31, 2010, 09:50 AM
Great! :goodjob:

Well, I do agree with you about not adding too many new units. So for the beginning I would go for the units, such as ICBMs, that are already implemented in Civ4 but with your new nuke mechanic. I would really like to see that in action... :D
Do you plan to make this new mechanic only working with H-bombs or also (potentially with minor effects) for A-bombs?

Oh and when will you add this nice Lost Battles feature of which you posted some screens a while ago? ;)

That's the good thing with the new mechanic. It works for all nuke units. It works for missiles and bombers. It works for all nuke ranges from 0 to what ever you want. But more than radius 2 makes really no sense.

And my studies of nukes came to the result that I will add two new units with the patch.

- tactical nuke missile (range 0; no MAD nuke)
- heavy strategic longrange bomber (range 2; MAD nuke)

And Lost Battles is already in the patch too. :D

CellKu
Jul 31, 2010, 10:07 AM
And my studies of nukes came to the result that I will add two new units with the patch.

- tactical nuke missile (range 0; no MAD nuke)
- heavy strategic longrange bomber (range 2; MAD nuke)

Looking forward to it! :)
And Lost Battles is already in the patch too. :D
:goodjob: :goodjob: :goodjob: I am breathlessly awaiting the new patch...

Sorry, but after reading about all these new awesome features that you will include in the next version, I can't resist to ask you: What else can we expect? (And when?) ;)

Thomas SG
Aug 02, 2010, 11:00 AM
I don't know. At the moment I'm in trouble with the new speed DLL. ;)

CellKu
Aug 03, 2010, 02:10 PM
New speed dll? Do you mean new speed dll like a faster dll or like a new game speed such as mega-epic or so?
Hope you solved your problems. :)

Thomas SG
Aug 03, 2010, 02:35 PM
New speed dll? Do you mean new speed dll like a faster dll or like a new game speed such as mega-epic or so?
Hope you solved your problems. :)

No I haven't. Had no time. And I mean shorter turn times. ;)

CellKu
Aug 04, 2010, 01:28 AM
Ah, shorter turn times would be great.
I remember that phungus tried to speed up his LoR-mod by - I think - getting rid of as many callbacks as possible. But you have probably done that already. I don't know if looking into LoR will give you some ideas in that regard (but probably not ver131, IIRC ver128 was faster.

Thomas SG
Aug 04, 2010, 04:00 AM
Any volunteers for a test of an in between version with the first speed DLL? But don't expect too much effect. This is just level 1! But this version also includes some other improvements like the advanced nukes and better AI behaviour, bugfixes for AUA and MAD and the satellite stuff.

Okay, help text is missing here. You will get between 2 and 22 satellites from the satellite network depending on the map size. And the AI is not teached to build the project with the right priority in this version. It's too low. But that's it.

Please tell me if you are using this version and if you notice an effect.

-> Download (http://rapidshare.com/files/410948984/Community_Civ_V_v4.15_SPEED_LEVEL_1_Setup.exe.html )

CellKu
Aug 04, 2010, 08:56 AM
Great! I will volunteer, even though I might get a bit into trouble - timewise - because I would like to try avain's new QC version with its new stone age feature. (Would that be something - optional! - for CCV, as well? ;) )

My slow pc will hopefully reveal your speed improvements easily. :) But first I have to continue a bit my current 4.15 game for a better comparison. Btw, is it possible to install different versions of CCV side by side on my pc? IIRC there is no possibility to choose another directory, or is there?

os79
Aug 04, 2010, 09:11 AM
Great! I will volunteer, even though I might get a bit into trouble - timewise - because I would like to try avain's new QC version with its new stone age feature. (Would that be something - optional! - for CCV, as well? ;) )

My slow pc will hopefully reveal your speed improvements easily. :) But first I have to continue a bit my current 4.15 game for a better comparison. Btw, is it possible to install different versions of CCV side by side on my pc? IIRC there is no possibility to choose another directory, or is there?

You can rename your current installed CCV. Then download and install new CCV. Then when you are ready to continue your first installation, rename the new CCV to something and rename your old CCV back to its first name and continue. Continue renaming folders back and forward until you are done with any of identical named mod folder.

CellKu
Aug 05, 2010, 01:47 PM
Thanks for your advice os79. I just thought that if I do that, uninstalling the first version might become difficult (when ver4.16 comes out ;) ) , but, well, I will just delete it then.

os79
Aug 05, 2010, 01:51 PM
Thanks for your advice os79. I just thought that if I do that, uninstalling the first version might become difficult (when ver4.16 comes out ;) ) , but, well, I will just delete it then.

No, rename it back to original name like you would do to play that certain folder, then go ahead and uninstall. Should not be impossible, I believe.

CellKu
Aug 06, 2010, 01:26 AM
No, rename it back to original name like you would do to play that certain folder, then go ahead and uninstall. Should not be impossible, I believe.
Well, I was thinking that the registry key will be overwritten once you install another version next to the old version. But, well, that might not be such a big deal. So, thanks for helping me out. :)

CellKu
Aug 06, 2010, 01:29 AM
Old post:
Thomas SG, I had a look into your Art.fpk file and saw that you included quite a number of terrain textures. The files seem to be quite big. Are these high resolution textures? If so, are they necessary to run your mod or could I remove them to see whether that helps my pc to better handle your mod?
Okay, the textures weren't the problem. I removed them, played and had the same problem (with 4.15-speed 1). For some reason CCV(or better the Bts-exe) called the Dr. Watson software (no clue why :confused: ) and then the game crashed. I saw that only by chance when a firewall message popped up. I will load the save again and see whether that will happen again and if that is responsible for the random non-reproducable crashs that I had. If so, I will report that in the bug-thread.

Zelvik
Aug 10, 2010, 05:27 AM
Hello there.

Just stumbled across your mod a few days ago, and wanted to thank you for your great work. I like the mod very much.

But I wouldnt post if I hadnt any input for you. I hope suggestions are appreciated.

Bugs
I used 4.15. I encountered a small bug with cities. Once one of the AI Civs suddenly had a city on a coast square right next to another or its cities. It seemed that the cities of said CIV were generally somewhat buggy as I captured another city because I attacked a ship off its coast with a helicopter gunship - while the city itself was still fully defended (3 riflemen). I dont know wheter that was caused by me modifying that CIV through the world editor (erased a minor civ and placed a city of the mayas in its spot to get rid of that minor roman civ which had been besieged since almost game start by that larger CIV).

Something I noticed about the AI was, that it did not use the first strike capability on my units when I besieged their cities. The AI just sat in there and let itself get pounded to bits by my longbowmen and archers (although it had about 10 archers in that city). That seems to be a problem with AI:AI sieges as well (at least in the early game. The Roman AI that was besieged by the maya AI never ever tried to break free of the city (even when it seemed to have numerical superiority and should have been capable of dislodging those troops from its teritory).

Central Bourse
Well I think the name is somewhat off - sounds rather strange and antique - though as a German speaker I have no idea wheter it ever was used in England at any time - though I doubt it. With Stockexchange beeing the English UB, maybe one could replace it by a "Central bank" and change its attributes. Maybe change it to 35 % for the city and 15 % nationwide to reflect the positive effects of modern banking and money systems for the economy.

Nukes
Another naming issue. Maybe you could rename the strategic ballistic missile to tactical ballistic missile. Strategic ballistic missiles are ICBMs which are already present.

One question on nuke usage. Is it intentional that strategic bombers vanish when they nuked a target? Is there a way to reuse them? Its a bit odd to lose a bomber after a nuclear attack (though it might be somewhat unbalancing to have a unit that can nuke repeatedly - maybe force them to wait 2-3 turns before they can be used again - to simulate the relative scarcity of nuclear weapons).

Austria
In one thread I read that there were plans to include a Austria CIV. If it ever gets done id suggest to use Pandurs and Jäger units as its UU - first instead of cuirassiers, second instead of grenadiers.

UUs
Some 2ndUU suggestions.
Germany: U-Boot (lower chance of detection)
US: Like in CIV 3 an F-15
France. Maybe scrap the first UU and add two new ones (the musketeers never were something too special on real battlefields but their successors were). 1st would be Imperial Guard Grenadiers (higher bonus against other infantry or defense bonus) 2nd would be Polish Guard lancers (instead of cuirassiers). Those were the premier units of the Napoleonic armies and in contrast to the Royal Musketeers realy were combat units of high renown.

Amphibious Landing ships
One final suggestion. As the transport ships get a bit old after a while. How about adding a late game modern era transport ship like the US Wasp Class or French Mistral class. Theyd be a bit faster than the normal transports with the same capacity plus the capability to house 2 helicopter and/or jumpjet units.

Thomas SG
Aug 17, 2010, 02:47 AM
Welcome. :)

Just some short comments because I'm in a hurry again. But thanks for your ideas and comments. :goodjob:


But I wouldnt post if I hadnt any input for you. I hope suggestions are appreciated.


Yes of course. :)


Something I noticed about the AI was, that it did not use the first strike capability on my units when I besieged their cities. The AI just sat in there and let itself get pounded to bits by my longbowmen and archers (although it had about 10 archers in that city). That seems to be a problem with AI:AI sieges as well (at least in the early game. The Roman AI that was besieged by the maya AI never ever tried to break free of the city (even when it seemed to have numerical superiority and should have been capable of dislodging those troops from its teritory).


Noticed this bug in my game on the weekend too. I'll try to teach the AI.


Central Bourse
Well I think the name is somewhat off - sounds rather strange and antique - though as a German speaker I have no idea wheter it ever was used in England at any time - though I doubt it. With Stockexchange beeing the English UB, maybe one could replace it by a "Central bank" and change its attributes. Maybe change it to 35 % for the city and 15 % nationwide to reflect the positive effects of modern banking and money systems for the economy.

I'm not happy with the name too but Central Bank can't be used because of an event using it.


Nukes
Another naming issue. Maybe you could rename the strategic ballistic missile to tactical ballistic missile. Strategic ballistic missiles are ICBMs which are already present.


Calling it tactical missile would be wrong because tactical nukes are much weaker. Name and description in BTS doesn't fit to the effect of that nukes. And strategic just tells you that the intention of this weapon is to be used against targets in the back of your enemy and not in the front line. And as MAD nukes and in combination with missile subs that's true. So no.

Especially there will be change in the future of CCV. I've modified the nuke effect for a simulation of different nuke types. And like the current names the future unit names will also tell you about the nuke power.

If called:

- tactical (< 1kT) -> 1 plot is attacked (one rocket type planed; no MAD nuke)
- strategic (~ 10kT - 25MT) -> 9 plots are attacked (one rocket type, ICBM and three bomber types; MAD nuke)
- super strategic (~ 50 - 100 MT) -> 21 plots are attacked (just one bomber type; MAD nuke)


One question on nuke usage. Is it intentional that strategic bombers vanish when they nuked a target? Is there a way to reuse them? Its a bit odd to lose a bomber after a nuclear attack (though it might be somewhat unbalancing to have a unit that can nuke repeatedly - maybe force them to wait 2-3 turns before they can be used again - to simulate the relative scarcity of nuclear weapons).


This is intentional. If the nuclear bombers could be reused without building a new nuke nuclear bombers would be IMBA. And the cost of those bombers are almost for the nuke and not for this single bomber. So building a new one is somehow the same as to reuse an old one. Nobody knows what's happening to the pilot and the bomber after dropping the bomb.


Germany: U-Boot (lower chance of detection)

Amphibious Landing ships
One final suggestion. As the transport ships get a bit old after a while. How about adding a late game modern era transport ship like the US Wasp Class or French Mistral class. Theyd be a bit faster than the normal transports with the same capacity plus the capability to house 2 helicopter and/or jumpjet units.

Not possible because some players may not run Advanced Invisibility or Advanced Cargo. UUs (even all units) must be useful in all game configurations.

Thomas SG
Aug 17, 2010, 04:05 AM
I've decided to upload the in between version I'm currently playing with. But notice that there is a late game bug. But I fear that this bug is also in 4.15. Maybe you can help me to find it. But this version is less buggy than 4.15. Several python and SDK bugs from 4.15 are solved! -> 4.20 Download link

A little game play change should be mentioned. Carriers have now benefits in combat from the carried fighters and helicopters. The base combat value of a carrier is now the maximum of its own base combat value and the maximum current combat value (modified by combat promotions) of the loaded fighters and helicopters. And of course the AI knows the higher values. No problems for combat odd calculations.

Example:

A carrier has now a base combat value of 14:strength:. And the carrier has loaded a damaged jet fighter of the current power value of 20:strength:. The fighter has the combat 1 promotion (+10%). So the carrier will have in battle a base combat value of 22:strength: instead of 14:strength:! And all promotions of the carrier will work now for this higher :strength:! So if the carrier has also combat 1 its power increases from 15.4:strength: to 24.2:strength:!!! Keep that in mind and be careful attacking carriers. ;)

CellKu
Aug 17, 2010, 04:17 AM
Hey, great! Trying to download it right now (hope my connection doesn't break down in between as it did the last time...). The version number jumped quite a bit from 4.15 to 4.20. Did you add a lot of new stuff (besides that carrier thing you mentioned in the last post)? From the post in the bug thread it seems you added some more features. But I might be mistaken.

Thomas SG
Aug 17, 2010, 04:45 AM
Hey, great! Trying to download it right now (hope my connection doesn't break down in between as it did the last time...). The version number jumped quite a bit from 4.15 to 4.20. Did you add a lot of new stuff (besides that carrier thing you mentioned in the last post)? From the post in the bug thread it seems you added some more features. But I might be mistaken.

The version number is higher because I increased it by every significant change or solved massive bug or CTD source. But the Advanced Diplomacy is really new in this version. But there is no trade of units in CCV! Don't like it as it is solved at the moment. Even added code Afforess didn't include or forgot in his standalone version (my latetest downloaded version!). So for example you got also the benefits from BUG now. @ is the symbol for the embassy icon. But I also added this information to the internal help. If you got an embassy you will see a little globe. :mischief: Also added code with reference to the mastery vicotory. And I've added some code improvements in Python. But not much. Oh, and the commander promotions now only work for the unit with the commander! That is intentional. And I repaired the acquiring of the commander promotion itself. And the update of the Great Commander Promotion is also fixed. There were lots of mistakes I saw while playing. You will soon notice the difference when playing.

Thomas SG
Aug 17, 2010, 11:13 AM
Going to the next official release!!!

CCV 4.21 is uploading now because I finally was able to kill (one of) the left late game bug(s). :) But Lost Battles is not included. Sorry. Had no time to import it into this version.

But 4.21 is a bit faster and more stable as 4.15. After killing so many bugs I think it's good for the next official release.


@CellKu:
Sorry for the fast next release. :sad: But if you started a game with 4.20 you should be able to go on under 4.21!

xarver
Aug 17, 2010, 11:57 AM
I'm waiting for 4.21. :D

CellKu
Aug 17, 2010, 12:07 PM
@CellKu:
Sorry for the fast next release. :sad: But if you started a game with 4.20 you should be able to go on under 4.21!
Hey, no problem! :) I told you that I prefer a new and more stable version over continuing a game. And when you incorporate Lost Battles don't hesitate to upload it because of such a fear - I will gladly start a new game, again... ;)

FOODy
Aug 17, 2010, 03:44 PM
Wohoo, thanks for the update, Thomas SG! :D

Thomas SG
Aug 18, 2010, 03:53 AM
Sorry. We need an urgent patch for 4.21! The official release includes a test file. Furthermore the patch 4.22 includes important changes for the Advanced Diplomacy! Here is the link (http://rapidshare.com/files/413642838/Community_Civ_V_v4.22_Patch.exe.html")

CellKu
Aug 18, 2010, 07:58 AM
Wow, that was a quick patch! :goodjob:

CellKu
Aug 31, 2010, 01:39 AM
Thomas SG, when you are back you might want to have a look into the RevDCM thread (http://forums.civfanatics.com/showthread.php?t=262937&page=149). It seems they were able to fix a few things. Maybe that way you can get rid of a few problems of CCV.

CellKu
Sep 08, 2010, 02:08 AM
Thomas SG, I read your post in the Quot Capita thread, whre you wrote that you did a major code update of CCV. Was this only with an eye to hunting and making CCV more stable or did you also add new features?

Thomas SG
Sep 08, 2010, 05:42 AM
Thomas SG, I read your post in the Quot Capita thread, whre you wrote that you did a major code update of CCV. Was this only with an eye to hunting and making CCV more stable or did you also add new features?

I'm still hunting errors and especially CTDs. That's all I can do at the moment. Found once again a CTD from Mastery Victory today. And so sorry, but no. I had no time to add new stuff. And it even makes no sense. That would make my search even more difficult. Just the changes from RevDCM like limited religions are also imported to CCV. And some minor changes are done because of my personal experience playing CCV. So the rules for the firststrike attack will be modified. Maybe I'll add Lost Battles in the next release.

CellKu
Sep 08, 2010, 08:09 AM
I fully understand! I just wanted to know what you meant with your post in the QC thread. It is definitely a good idea to make the current version of CCV as stable as possible before adding new stuff. (Btw, the RevDCM team appears to hunt bugs as well.)

Thomas SG
Sep 08, 2010, 09:16 AM
I fully understand! I just wanted to know what you meant with your post in the QC thread. It is definitely a good idea to make the current version of CCV as stable as possible before adding new stuff. (Btw, the RevDCM team appears to hunt bugs as well.)

You are absolutly right. That's the reason for the 2.8 update. And the my last found Mastery Victory bug was one I was searching for weeks. :) Lots of stored broken savegames could be repaired with the fix for that CTD. :dance:

So there are still problems but CCV 4.30 comes closer. :D

CellKu
Sep 08, 2010, 12:08 PM
Great! :goodjob: I am eagerly awaiting the new version! :) (Just to let you know - but take your time! ;) )

Thomas SG
Sep 09, 2010, 02:36 PM
Okay, I've got a new problem here. I've solved very, very many problems. Lots of random CTDs could be solved. Especially lots of or even all late game bugs are solved now. But with the code update to RevDCM 2.8 (561) came a new problem to CCV. There is a new CTD in the middle of the game. This bug is new! It seems to appear in ~10% of the games. And if it appears it often appears again after a reload but several turns later.

This bug is hard to find and reproduce. And I got no time to play manually. So please play and test version 4.28 while I go on with 4.30. Good luck and have fun although I know that 4.28 is not bug free.

Here is the download link (http://rapidshare.com/files/418130396/Community_Civ_V_v4.28_Setup.exe.html).

CellKu
Sep 10, 2010, 01:31 AM
Good job solving all these (old) bugs! :goodjob: Too bad RevDCM introduced a new one.
I am downloading 4.28 right now and am eager to try it. Though I don't have that much time this weekend. But will try to squeeze in some turns here and there. :)

Thomas SG
Sep 11, 2010, 04:38 PM
New DLL (http://forums.civfanatics.com/attachment.php?attachmentid=263579&stc=1&d=1284244574) for 4.28!!! Migration disabled for the moment (CTD); :yuck: repaired.

Thomas SG
Sep 12, 2010, 05:50 AM
I've found the random bug in the migration code. Random division by zero. So here is once again a new DLL for 4.28 with reenabled migration. Just replace the old DLL and go on as usual. There should be no problem with savegames.

CellKu
Sep 12, 2010, 12:00 PM
Thomas SG, thanks a lot for the new dll! It is great to have migration back! :)

Thomas SG
Sep 12, 2010, 01:30 PM
But the best thing seems to be the result!!! :w00t:


I've been running seven test games with the new DLL (4x single player and 3x hotseat; different settings) and all came to a good end with not a single CTD or Python error (except the double response after winning the game / BUG failure) .

[party] I think it's done. Really done. [party]

CellKu
Sep 12, 2010, 03:03 PM
Congratulations! :goodjob: That is really great news! My game with the new dll is also running smoothly (but it is only one game, so it can't compared with your many tests). :)
Btw, I assume you tested the new 4.28 dll. Or did you mean version 4.30? (Is there a great difference between the new 4.28 dll and version 4.30?)