View Full Version : Dancing Hoskuld's unoffical addons for RoM 2.6


Dancing Hoskuld
Mar 16, 2009, 04:11 PM
Since there are likely to be four I decided to make a thread to hold them all.

Missing Rom Movies for RoM 2.7 - these modular addons they do not change any existing files. Now that RoM has gone WoC these should work for future versions without me having to do anything :) Unfortunately I got something wrong in teh XML so while they work for 2.7 they don't work for 2.71, I am testing a fix now. Edit: 23/7/09 patch to fix movies in 2.71 attached below. It goes in Modules/Custom Buildings and works with generalstaff's extra wonders.

All are put in the Rise of Mankind/Assets/Modules/Custom Buildings folder

Silk Road by Arian (http://forums.civfanatics.com/downloads.php?do=file&id=12677)
Theater of Dionysus by Arian (http://forums.civfanatics.com/downloads.php?do=file&id=12678)
Pont Du Gard by Arian (http://forums.civfanatics.com/downloads.php?do=file&id=12679)
Circus Maximus by unknown (http://forums.civfanatics.com/downloads.php?do=file&id=12682)
Marco Polo by Johny Smith (http://forums.civfanatics.com/downloads.php?do=file&id=12681)
Adam Smith's Traiding Company by Johny Smith (http://forums.civfanatics.com/downloads.php?do=file&id=12683)
Newton's University by Johny Smith (http://forums.civfanatics.com/downloads.php?do=file&id=12684)

Static wonder movies by me
Einstein's Lab, Edison's Workshop, Encyclopedie and Edinburgh Castle (http://forums.civfanatics.com/downloads.php?do=file&id=12726)


Still testing the rest. It takes a long time on marathon even when I cheat to make sure I get to build them :)

Older Versions

Missing Rom Movies for RoM 2.6 - these modular addons they do not change any existing files. Edit 30th March: to replace file on FileFont with a group of files on CivForum database.

Note: These don't work with WoCed versions of RoM ie 2.63 or 2.7test2 onwards. They will show the movies but they also double the bonuses.

This is a addon to Rise of Mankind (current version 2.6) the XML changes are modular and the movies are also in the Modules\Wonder Movies\ directory.

Wonder movies done so far:-

Adam Smith's Traiding Company - Johny Smith
Circus Maximus -?
International Space Station - Arian
Marco Polo - Johny Smith
Newton's University - Johny Smith
Pont du Gard - Arian
SDI - Arian
Silk Road - Arian
Theater of Dyonysus - Arian

Static wonders :-

Apollo Space Program - a simple conversion from Civ III Rise and Rule by me (Dancing Hoskuld)
Eddison's Workshop - a simple conversion from Civ III Rise and Rule by me (Dancing Hoskuld)
Edinburgh Castle - picture pinched from web site
Einstein's Workshop - a simple conversion from Civ III Rise and Rule by me (Dancing Hoskuld)
Encyclopedie - a simple conversion from Civ III Rise and Rule by me (Dancing Hoskuld)
World Network News - a simple conversion from Civ III Rise and Rule by me (Dancing Hoskuld)

Missing that I know of:-

New Crusade wonders - Krak des Chevaliers, Montfort Castle, Al-Aqsa Mosque
Wonders and Projects - First Cloned Mammal, Global Stock Exchange, Human Genome, Sillicon Valley, Supercollider, Thermo somthing or other, Universal translator

Each is independent of the others. Due to FileFont closing I have loaded them here which means they wont all fit in one file.
Adam Smith and Pont du Gard (http://forums.civfanatics.com/downloads.php?do=file&id=12052)
Circus Maximus (http://forums.civfanatics.com/downloads.php?do=file&id=12053)
International Space Station (http://forums.civfanatics.com/downloads.php?do=file&id=12054)
Marco Polo's Embassy, Newton's College and static or place holder movies. (http://forums.civfanatics.com/downloads.php?do=file&id=12055)
SDI (http://forums.civfanatics.com/downloads.php?do=file&id=12056)
Silk Road and Theater of Dionysus (http://forums.civfanatics.com/downloads.php?do=file&id=12057)


Missionary sounds for the new missionaries - obsolete since it was included in RoM 2.62

Abandon City - Raise building mod. Now included in RoM 2.7

Munger
Mar 16, 2009, 05:47 PM
Sweet! I'm loving this new trend in mods for the RoM mod. :D

However are they compatible with each other? I must have them all! :king:

Dancing Hoskuld
Mar 16, 2009, 06:52 PM
@Munger, if the mod is modular it should be compatible with other modular mods. So my missing movie mod should be compatible with a mod that adds new modular units or buildings. However mods which change the same file such as the main python event manager or change the same bits of XML, ie for the same building even if modular, it won't be compatible.

So Civ Fuehrer's and Jooyo's mods will not be compatible with my Abandon City merge nor with my proposed Great People merge. This is because the mods all change the python code which is not modular.

Either we would need to work together to merge all the bits together or if Zappara likes some of them they may get included in the main RoM.

I know that jooyo proposed to have Abandon City and the missing movies in her/his mod. So you would not need mine as well. But we will need to wait and see what actually makes it into the mod first :)

Dancing Hoskuld
Mar 16, 2009, 07:39 PM
I have just noticed that Zappara has changed what happens when you raise a city with holy shrine(s) and other holy buildings. You get more money but anger the other players (AI?) who have that/those religions. This means I will take longer to do this than I thought. To make matters worse I can't get the game to recognise the keyboard command - Cntl-A in this case. Which is another difference with jooyo's mod which uses Cntl-X for the same thing.

zappara
Mar 17, 2009, 10:47 AM
I have just noticed that Zappara has changed what happens when you raise a city with holy shrine(s) and other holy buildings. You get more money but anger the other players (AI?) who have that/those religions. This means I will take longer to do this than I thought. To make matters worse I can't get the game to recognise the keyboard command - Cntl-A in this case. Which is another difference with jooyo's mod which uses Cntl-X for the same thing.I tried to include abandon-raze city component to RoM 2.6 but couldn't get the shortcut work. I think BUG mod's new feature StrategyOverlay is preventing it somehow. By the way that feature uses ctrl-x and alt-x shortcuts.

Dancing Hoskuld
Mar 17, 2009, 04:47 PM
MY Abandon City conversion uses Cntl-A. I have noticed that you can only Cntl-A in the city screen but the pop up appears very briefly once you exit the city screen. I assume that it is exiting itself because it is empty since you are no longer in the city screen - if that makes sence.

So I have the shortcut being recognised in the right place but the event code is activating in the wrong screen. I figured that it must be something new that was causing it.

jooyo
Mar 18, 2009, 01:55 PM
Dancing Hoskuld can I merge your Missionary sounds to my next addon? :)

Dancing Hoskuld
Mar 18, 2009, 02:55 PM
Dancing Hoskuld can I merge your Missionary sounds to my next addon? :)

Sure, thats why they are here ;)

jooyo
Mar 18, 2009, 03:21 PM
Your Missionary sounds don't work ;). You only added sounds to xml\audio but you must also change some lines in civreligioninfo.xml to add this sounds to game.

EDIT:
and in CIV4ArtDefines_Unit.xml :)

Dancing Hoskuld
Mar 18, 2009, 08:09 PM
Your Missionary sounds don't work ;). You only added sounds to xml\audio but you must also change some lines in civreligioninfo.xml to add this sounds to game.

EDIT:
and in CIV4ArtDefines_Unit.xml :)

Interesting, since it works fine for me. I tested it on a clean install, althouigh the only sounds I was interested in was when the missionary tried to spread the religion.

I can see that I should change CivReligionInfo.xml but there does not seem to be anything in CIV4ArtDefines_Unit.xml that is relevant. What is it that you think needs changing there?

jooyo
Mar 19, 2009, 12:03 AM
in CIV4ArtDefines_Unit.xml file is a tag <TrainSound>, but maybe I wrong and it no need to be change since all units having the same sound...

I have also trying merge abandon city mod with RoM2.6, and for now with no effect... Abandon City popup don't appear...

Dancing Hoskuld
Mar 19, 2009, 04:29 PM
Updated the Missionary Sounds patch to fix some events (xml) which were still using old sounds eg Zoro was still using Buddist in one place, xml\gameinfo\CivReligionInfo.xml.

zappara
Mar 20, 2009, 11:04 AM
in CIV4ArtDefines_Unit.xml file is a tag <TrainSound>, but maybe I wrong and it no need to be change since all units having the same sound...

I have also trying merge abandon city mod with RoM2.6, and for now with no effect... Abandon City popup don't appear...
Unit sounds (specific to that unit) are set in the nif files and then those audios are defined in audio define xmls (normal, 2D and possibly 3D as well).

Dancing Hoskuld
Mar 23, 2009, 03:34 PM
I now have the Abandon City Demolish Building mod working with BUG. Now I need to get it working with RoM, but being me I want it to be generic and not include the RoM code but call the onCityRazed event instead :) So I am currently chasing up how this all works together.

jooyo
Mar 23, 2009, 03:44 PM
This is great news! :D I have trying but fail with converting abandon city mod to RoM2.6. I don't know to this day why this mod didn't work correcly...

Dancing Hoskuld
Mar 24, 2009, 03:40 PM
Out now - Abandon City Demolish Building mod for RoM 2.6. See first post for download link.

The good thing I have achieved with this is that I did not have to put all that code zappara had put in onCityRazed since the mod now calls that event. Fewer places that need changing when new stuff is added.

It currently only gives one worker for each five population in the original city rathre than settlers as in my RoM 2.5 conversion. I thought I should get it working, post it to both fourms and then see what the RoM community wanted.

Dancing Hoskuld
Mar 29, 2009, 06:54 PM
Moved the movies from filefont to CivFanatics.

zappara
Apr 07, 2009, 11:47 AM
Out now - Abandon City Demolish Building mod for RoM 2.6. See first post for download link.

The good thing I have achieved with this is that I did not have to put all that code zappara had put in onCityRazed since the mod now calls that event. Fewer places that need changing when new stuff is added.

It currently only gives one worker for each five population in the original city rathre than settlers as in my RoM 2.5 conversion. I thought I should get it working, post it to both fourms and then see what the RoM community wanted.
I've included this now to v2.62 patch. Made few changes to it though: abandoning city gives also settlers (or colonist/pioneer if player has required techs) if city is large enough and demolishing buildings give 20% of building's original cost back to player as gold, this also checks game speed modifiers as those affect building costs ;)

What I still like to include to this component is that when demolishing non-state religious buildings, there should be unhappiness penalty to the city for some turns. And another thing is checking for UU workers&settlers.. the code already finds the worker / settler unit types with python so it shouldn't be too hard to add code which checks for unique units... There possibly should also be check when player tries to demolish his last city, if he does that the game is lost.

Munger
Apr 07, 2009, 01:19 PM
Zap, will you also include the missing wonder movies from this mod?

Dancing Hoskuld
Apr 07, 2009, 03:31 PM
I've included this now to v2.62 patch. Made few changes to it though: abandoning city gives also settlers (or colonist/pioneer if player has required techs) if city is large enough and demolishing buildings give 20% of building's original cost back to player as gold, this also checks game speed modifiers as those affect building costs ;)

Excellent, I had found examples of code to do this but had not got it working yet :)

What I still like to include to this component is that when demolishing non-state religious buildings, there should be unhappiness penalty to the city for some turns.

I am still amazed that discussions here and in the Inquasiosion mod suggest that it is OK to destroy a state religion building. I would have thought more people would have been upset with than for a minority religion.

And another thing is checking for UU workers&settlers.. the code already finds the worker / settler unit types with python so it shouldn't be too hard to add code which checks for unique units...

Again, I have found some code that does something like this but haven't figured out how it is done yet.

There possibly should also be check when player tries to demolish his last city, if he does that the game is lost.

I tested this and the player does loose/end the game if the city is too small. Or are you suggesting that you should not be allowed to abandon their last city.

zappara
Apr 09, 2009, 04:35 AM
Zap, will you also include the missing wonder movies from this mod?Maybe for v2.7.

I tested this and the player does loose/end the game if the city is too small. Or are you suggesting that you should not be allowed to abandon their last city.I think it should not be allowed, though in v2.62 you can demolish your last city and loose the game :lol: I tried the code where it spawns settlers when you demolish last city but the 'you have been defeated' message appears before you get settlers, actually you don't get the settlers from this component at all, I think it was revolution sdk which triggers option for you to start as new player - funny thing was that it gave me settler and a lion!. :lol:

I had to also disable the code which game colonists/pioneers just because it occurred in my mind that it could lead to infinite money situation and we don't want that kind of exploits to RoM ;)

Demolishin religious buildings, any type, should cause unhappiness. Was my mistake just to say that only non-state buildings...

Dancing Hoskuld
Apr 15, 2009, 06:07 PM
I have posted an updated version of the abandon city mod. This one calculates the selling price of buildings based on game speed. It also causes unhappiness if you sell religious buildings, duration based on game speed. You can't abandon your last city.

See first post for download.

jooyo
Apr 16, 2009, 05:09 AM
Wow :D This is great progress :) Good work! :D

JanK
Apr 16, 2009, 09:48 AM
Zappara, Dancing Hoskuld and jooyo, u guys rock!!!
Maybe if you would be working on this mod togheder, it would be even more awsome! But it looks like you already are, so keep it up and thank you guys!

Munger
Apr 16, 2009, 02:29 PM
Yep, thanks guys for your continued hard work!

Dancing Hoskuld
Apr 16, 2009, 04:02 PM
I do it as my way of saying thanks to Zappara. Also playing Rise and Rule gave me the confidence to start modding Civ 3 so it was only natural for RoM to lead me into modding Civ 4.

Dancing Hoskuld
Apr 18, 2009, 07:11 PM
Fixed the free building exploit. See first post for download.

DRJ
Apr 19, 2009, 05:39 AM
Fixed the free building exploit. See first post for download.

Great! In your face, temptation!!!:mischief: :crazyeye:

zappara
Apr 22, 2009, 08:53 AM
Fixed the free building exploit. See first post for download.
There's still some problems with your latest version. Demolishing any modular building will cause the code to abandon city - just because getNumBuildingInfos -function does not count modular buildings (at least it didn't count them on my computer). There was a small number of little bugs as well and I modified the code to check civ's unique units. I also modified the code to get the texts from xml files so that translations are possible. I was going to add it to v2.7 RoM but I could upload the code in small zip once I've checked that it works in all possible situations - so bit later this week.

Dancing Hoskuld
Apr 22, 2009, 05:37 PM
@Zappara,

Since I have released the code to the wider audience as a mod component I would appriciate any fixes you have done bugs you have found so that I can keep that one OK too. I can also learn more which is almost always good.

I was thinking of changing the whole way that the list box was populated to make it sortable. Ie reading in all the buildings into a list/array and then displaying from this list/array. This would give more flexibility.

zappara
Apr 26, 2009, 07:23 AM
Here's the new version - one thing I forgot to test again was that if the India really gets Fast Worker instead of regular worker... so that needs to be checked and probably fixed if it still isn't working.

Dancing Hoskuld
Apr 26, 2009, 04:07 PM
Here's the new version - one thing I forgot to test again was that if the India really gets Fast Worker instead of regular worker... so that needs to be checked and probably fixed if it still isn't working.

Just checking through your code, adding a few comments and making it a bit more general in some cases. I think your test for Holy Shrines may be wrong. The Kemeism shrine does not produce global commerce, it only produces culture. So the test ... and not gc.getBuildingInfo(iType).getGlobalReligionCommerc e() > 0):
would be wrong although better than what was there before :)

Edit: ignore comment on Holy Shrines - it is working fine. So is Indian fast workers.

Dancing Hoskuld
Apr 26, 2009, 05:46 PM
Latest and hopefully last version of this mod has been posted in first post of this thread. With the examine city on capture function becoming available soonish I don't expect to ever need to use this mod myself.

Dancing Hoskuld
Jun 08, 2009, 11:41 PM
Do I need to mod the wonder movies for 2.7? Some of them also appear in Jooyo's better game play mod. Do you want them separate, ie Jooyo should remove them from his to reduce download overheads, or should I just stop maintaining these?

I am currently trying to figure out how this WoC reduced XML works so that if I do keep looking after this then I should be able to make it RoM version independent from WoC merge onwards :)

My work on the Great People merge is on hold at the moment, I am missing something basic so want to leave it then look with fresh eyes later.

The work I started on bringing pirates like in Civ 3 R&R, has expanded to a general capture mod based on zEnslavement by Zebra9, although I have almost completely rewritten the code. I need to find some artwork for prize ships and learn how to add units to a mod.

Arian
Jun 11, 2009, 12:29 PM
Just for the record: I made SDI, not Ripple. I also made the Silk Road and the Theatre of Dionysus. ;)

I hope you like them.

Dancing Hoskuld
Jun 11, 2009, 07:30 PM
Thanks, when I went back to find where I got them the links were not working. You wonder movie pack links are not currently working. The individual list is working. The main problem I had was choosing from a bunch of movies for the same wonder that were available.

Dancing Hoskuld
Jun 26, 2009, 03:57 PM
I am updating the movie files now.

Dancing Hoskuld
Jun 30, 2009, 08:41 PM
I have most of the missing movies I have uploaded now but have not done a final test on some of the late game ones yet - I should be preparing to go to the northern hemisphere rather than playing RoM :)

Dancing Hoskuld
Jul 19, 2009, 05:35 PM
I did not have the XML quite in the WoC format - I am working on a patch now.

Dancing Hoskuld
Jul 22, 2009, 08:05 PM
Patch to fix movies in 2.71 is now in the first post. The file should be expanded into Modules/Custom Buildings and works with generalstaff's extra wonders. Now I can get back to testing my python mods :)