View Full Version : Am I allowed to release this when (if) I finish?


Deon
Apr 25, 2009, 05:37 PM
I am tweaking the mod to be "more fallout-ish" by my opinion, also I try to postpone guns and vehicles a bit. So it starts with spears, crossbow and dogs and only 2nd era introduces guns and cars.

I love the atmosphere of the current mod but I think that it has not enough content to become very popular (I can't find another reason why is this forum deserted, other than it's about wasteland) because the idea and realisation is already great.

I want to play with spear/axe/machete-welding barbarians for a while, with blood bowl arenas and human sacrifices, then move to post-apocalyptic punk and end in era of pseudo-futuristic utopias (mainly inspired by "Inhabited Island" novel/film by brothers Strugatsky; with mind control towers, psi tanks and supermutant soldiers).

I am currently developing the "era of survival", with starting techs and units. I can't animate yet so I will probably use reskins (as I did for "trapper" - a bit reskinned survivor + dog) but I will model buildings. I.e.: iguana bob (food market):
http://i44.tinypic.com/dmwitz.png

I post this to ask, do you allow me to publish the "butchered" modmod of yours for others if manage to finish it?

davidlallen
Apr 25, 2009, 07:59 PM
Of course you are "allowed" to make additions. That is the whole point of having a public forum. When I was able to spend full time developing the mod, there was a lot of conversation; but a lot of mods remain "single developer". So when I stopped working on it last fall, the main driver for the subforum traffic stopped. I hope people out there are still downloading it and playing it.

Please do post any finished buildings you have. Many people posted units or buildings onto the downloads page, and then put a post here to indicate the art was there. If you can, you are certainly welcome to make a "mod mod" with the changed files and XML's, and upload them here.

The_J
Apr 25, 2009, 08:44 PM
:lol: i want an iguana stick.

:goodjob:

Deon
Apr 25, 2009, 09:00 PM
Please do post any finished buildings you have
For sure I will, I just want to make sure they turned out as I want :). They will appear in the thread from my sig.

:lol: i want an iguana stick.

:goodjob:
At first Iguana Bob was a small trader, however his business became very popular and many people came to find out the taste of his famous "iguanas-on-a-stick". Soon he was able to build bistro in a few of quite big settlements and with time his work created a complex of "iguana bob" bistros which appear almost everywhere.

I returned "camp" improvement and now you can build it over "gecko" resource, however I need to find graphics for it :D.
Iguana Bob gives +10% :commerce: for every food resource and +1 :health: for "gecko" resource (which normally gives just :) because gecko hides are quite valuable but their meat has bad taste unless prepared by special "bob" technique).

Well, if someone can give me some nice ideas on techs and buildings I would be quite happy.
I want to make tech research longer and each tech to give at least a few minor buildings to favor "building" style and units from time to time to make various strategies possible.

Also I've made formations of smaller units with more units; it is less beautiful because details are smaller but should be more favoured by the lovers of "war games" with formations and by those who play without quick combat (I plan to integrate a constant "combat log" window in the interface one day, like it was in Fallout).
Here is a "Trapper" unit (reskinned survivors + dogs) and a groud of deathclaws (I removed spikes and collar from pit beast from Fall from Heaven and recolored it's skin; now it looks more like deathclaw than like a werewolf):
http://i41.tinypic.com/op23kh.png


I transformed monument into "landmark" (avaliable at scavanging); this is basically a roadsign with something painted over it which represents the influence of your group in the region so others see it's your territory, so it increases safety (a bit):
http://i40.tinypic.com/fd8uac.png

Current tech tree (almost empty; most buildings or units are not in yet; and civics not adjusted, i.e. caravan and "slaver" unit and slavery civic at caravans).
http://i43.tinypic.com/s10qx0.png
This tree will include another tier (tier 4) of techs and it will be the whole survival era, next will reintroduce weapons end vehicles. But don't be fooled by just 4 levels of tech, they will be quite costly and every one will include quite nice number of options to protect yourself/influence neighbours so different teching should give differenc choices.


I will take into account all previous suggestions about wonders.

davidlallen
Apr 26, 2009, 12:51 AM
I am not sure about the road sign, but I think your deathclaw is way better than mine! Could you put up a zip file of the deathclaw? I see where you uploaded the Iguana Bob shack, but not the deathclaw.

Deon
Apr 26, 2009, 04:34 AM
I am not sure about the road sign, but I think your deathclaw is way better than mine! Could you put up a zip file of the deathclaw? I see where you uploaded the Iguana Bob shack, but not the deathclaw.

It's devourer (http://forums.civfanatics.com/downloads.php?do=file&id=10514) by Roland,Refar; I am not sure that it's a good thing to post the same model with a bit tweaked texture and without collar, however for you here it is: (attachment)


Roadsign just solves it's purpose: people are not supposed to build "monuments" at that stage but simple markings as graffiti over existing objects should do the trick.

Deon
Apr 26, 2009, 07:45 AM
I've made a bar building:
http://forums.civfanatics.com/downloads/bar_fallout_7gS.png
I think it will take quite a lot of time but it should be worth of it :D.

davidlallen
Apr 26, 2009, 09:45 AM
Great! Have you seen the art request thread for Fury Road at this link (http://forums.civfanatics.com/showpost.php?p=6980629&postcount=2)? There are a couple of things like a garage which are needed, and they seem pretty similar to what you have already done. Keep it up!

Deon
Apr 26, 2009, 11:12 AM
OK I've made a scorpion model, it's easy to texture it but I don't know how to animate it.
Either I learn how to animate it or ask someone else in graphics requests forum.

http://i43.tinypic.com/553xhv.png

Deon
Apr 26, 2009, 12:06 PM
Even without animation they can be used as a placeholder (I've put them in the game without texture/anims to look how do they look overall and I am quite satisfied with the result):
http://i43.tinypic.com/34g3d4l.png

Jabie
Apr 26, 2009, 03:10 PM
Wow, they look great! A black wash and perhaps green venom in the stinger. I hope you get the help you need in animating them. I expect I'll see them in a lot of fantasy mods as well as Fury Road, if you do.

Deon
Apr 26, 2009, 03:24 PM
OK, here's a post-apocalyptic bath house. Go in, order a girl.

http://forums.civfanatics.com/downloads/bathhouse_pac_F56.png

It has an actual metallic bath in the backyard :D.
I think I've caught the "fallout"-feel with this one, even better than with the bar (windows and doors are quite authentic).

The_J
Apr 26, 2009, 05:04 PM
Great work, great ideas :goodjob:.


I returned "camp" improvement and now you can build it over "gecko" resource, however I need to find graphics for it :D.

You could look at the dragonia mod, it has a reptile civ in it, maybe there's a model, which could be used.

If not: I could maybe convert something reptile like from morrowind, but it seems, that these models causes crashes, so it's not the best idea.

Deon
Apr 26, 2009, 05:36 PM
Morrowind uses like xadgsdgOMGAWD poligons for a creature, civ4 is a strategy and requires much less level of detail. If anything, I can make a resource by myself :D.

davidlallen
Apr 26, 2009, 09:45 PM
OK I've made a scorpion model, it's easy to texture it but I don't know how to animate it.
Either I learn how to animate it or ask someone else in graphics requests forum.

Cool! I think animating a scorpion is probably hard. But, I have put in a PM to a couple of people who have done this sort of thing before; let's see if they are still around and interested in taking this on.

Deon
Apr 27, 2009, 01:19 PM
I plan to move various city halls and other advanced administrative/construction buildings to later eras; "administration" tech provides a "sheriff" building, a simple yet effective (with a dark dugout instead of jail and a barrel to drown suspects who don't want to cooperate):
http://forums.civfanatics.com/downloads/sheriff_4FK.png

Deon
Apr 27, 2009, 05:14 PM
I start to integrate some python here and there.

1) Marauder promotion, avaliable with City Raider I. You can find it in the hybrid components database, it takes 4% of the total gold from the opponent when you defeat his unit; however I've changed it that it works only when you kill a unit in his city (which is more logical too; so it represents that your unit while surviving the battle was able to take some goods from the defenders on his way back returning to the camp). The unit should win the battle against city defender and should obviously survive to plunder the gold.
2) Voice of the Badlands at Radio which grants free broadcast tower, however I've wanted to make this wonder more unique (and valuable) than just MOAR so I've borrowed the code from CivRev and now when you build this wonder you get diplomatical contact with every civilization (even if they are on another continent).

Now I am modelling a trading post and a wonder "tanker city" which looks like an old broken tanker ship and is avaliable only in coastal cities; it is inspired by Fallout 2 ship where people lived in San Francisco (they've borrowed this idea in Fallout 3 when they made Rivet City); however I want to come up with an unique feature for this wonder rather than just + water tiles yield. Any ideas?

Deon
Apr 28, 2009, 03:13 AM
Trading post:

http://forums.civfanatics.com/downloads/tradingpost_8uN.png

http://forums.civfanatics.com/downloads/tradingpost2_0lc.png


David, I saw you here but you didn't comment. I'd like to hear your ideas about the ship-housing.

davidlallen
Apr 28, 2009, 10:09 AM
The trading post looks cool! Any chance of a post-apocalyptic garage as suggested in the art request post I mentioned earlier?

I like the idea of a Rivet City. Several people have requested additions for at least coastal use of water units. For example, the trawlers and jetskis from Waterworld, and coastal oil platforms. I don't want to allow ocean-going vessels; in case there is ever a sequel, I need to keep all the action on one continent for a certain reason.

Adding all these things would be a nice expansion, and a Rivet City would certainly be a good start.

GeoModder
Apr 28, 2009, 11:19 AM
If you ever want to go seabased, keep in mind that city graphics won't show on waterplots. Haven't found a trick to fix this. Though city graphics will show up on adjacent landplots if the city is right next to the coast. Facilities will show up when you use the right water-based LSYSTEM code (like the lighthouse entry).

Deon
Apr 28, 2009, 11:19 AM
I am finishing the butchery and next thing I model/texture are barracks. Then I will to the garage.

If you ever want to go seabased, keep in mind that city graphics won't show on waterplots. Haven't found a trick to fix this. Though city graphics will show up on adjacent landplots if the city is right next to the coast. Facilities will show up when you use the right water-based LSYSTEM code (like the lighthouse entry).

I am using the toll house as a base for the ship housing.

Deon
Apr 28, 2009, 12:25 PM
Butchery, works as tannery too.
http://forums.civfanatics.com/downloads/butchery_HOl.png

PPQ_Purple
Apr 28, 2009, 12:30 PM
These models are so Uber!
Any chance of geting the models all uploaded as a single model pack?

Deon
Apr 28, 2009, 12:36 PM
Let me finish the "survival era", it lacks a lot of buildings (bloodbowl arena, cult hideout, trapper town, slums, sewer, boiler house - these are just a part of the whole list of buildings I will need for the 1st era of modmod, so it will take some time) and I will upload them as a pack. Also I plan to remodel existing buildings like barracks, market and palace to fit the theme.

Deon
Apr 28, 2009, 03:14 PM
A few screenshots about progress:
I've integrated new buildings in my techtree and they are now scaled properly:
http://i39.tinypic.com/263ynlu.jpg
The palace looks really out of place so I am going to turn it into Vault.

There're a few new promotions, I plan to tie them to civics and religions (when I implement them); but the only "dependant" one is "enslavement", which works only when you run "Slavery" civic and is avaliable to a special unit only:
http://i41.tinypic.com/9kb0nt.png

Deon
Apr 28, 2009, 06:24 PM
I've never tried leaderhead-editing, but why not to try?
Now I am trying to dress Amdahl into power armor.
The progress is small, but at least there's something already:
http://i40.tinypic.com/168wnt3.png

davidlallen
Apr 28, 2009, 07:01 PM
Ooh! Cool! I want to replace ironhead. His outfit looks so Greek.

There are a few people such as C.Roland who have worked on leaderheads, if you need tips on animations.

davidlallen
Apr 28, 2009, 07:03 PM
OK I've made a scorpion model, it's easy to texture it but I don't know how to animate it.
Either I learn how to animate it or ask someone else in graphics requests forum.


No promises, but can you put up the file you have so far, maybe as an attachment in the current thread? That way if somebody wants to take a crack at it, they can.

Deon
Apr 28, 2009, 07:53 PM
http://forums.civfanatics.com/showpost.php?p=8025634&postcount=620
In graphics requests.
I think once I find out how to animate leaderheads I may be able to apply spider's animation to this to at least simulate death/attack.

Deon
Apr 29, 2009, 03:45 AM
Hell yeah! Some progress:
http://i39.tinypic.com/jjwpiu.png

GeoModder
Apr 29, 2009, 08:05 AM
The palace looks really out of place so I am going to turn it into Vault.

Well, it could make sense to use a (nuclear?) shelter/bunker for the palace... after all, the survivors emerged from them after the worst of the fallout went away.

And that's an interesting survivor outfit there. ;)

Deon
Apr 29, 2009, 09:31 AM
And now it's finished. Nothing unique, just ol' good power armor:

http://forums.civfanatics.com/downloads/powerarmor_lh_FN8.png

seZereth
Apr 29, 2009, 11:17 AM
OK I've made a scorpion model, it's easy to texture it but I don't know how to animate it.
Either I learn how to animate it or ask someone else in graphics requests forum.

http://i43.tinypic.com/553xhv.png

Iīd suggest you learn to animate. It really isnīt hard. to be true, if you wont get tooo complex, it is rather easy to do. it just takes some time to actually create the animation (which becomes less work the more you animate).

I unfortunately donīt have a lot of time these days cause of rl business.
So, hopefully you can animate it soon (there are only a few animations necessary to make it look good in game).

cheers.

keep up the good work!!!

Deon
Apr 29, 2009, 12:20 PM
Thank you for your answer :). If only I saw a tutorial how to animate from scratch :). I think I'll learn it anyway.

davidlallen
Apr 29, 2009, 01:30 PM
And now it's finished. Nothing unique, just ol' good power armor:

Cool! What happens when the guy waves his arms and nods during diplomacy?

Deon
Apr 29, 2009, 07:24 PM
Everything fine except for pipes :P. I may remove them totally but it would kill the "Power Armor" feel, other clippings are fine.
If only there was a "more silent" animation for Shaka, without head bending.

Deon
Apr 30, 2009, 05:00 AM
I decided that there's no point flavour-wise to have pigs in post-apocalyptic world. We have brahmins already, and well, let the horses be, I like their "wild horse" mechanics. But pigs will become geckos:
http://i41.tinypic.com/209mstw.png

I will make their graphics later.

davidlallen
Apr 30, 2009, 03:13 PM
Everything fine except for pipes :P. I may remove them totally but it would kill the "Power Armor" feel, other clippings are fine.
If only there was a "more silent" animation for Shaka, without head bending.


There are bunch of threads and documentation about working combinations of LH graphics and animations. Refar has written quite a large guide. If you cannot get the parts of the armor to work together quite right, maybe it is easier to select a different LH base and a compatible animation for it. After all, once the armor is on, it does not matter too much who the underlying LH is since you can barely see the eyes.

Deon
May 01, 2009, 03:14 AM
I know, I just have issues with other LH than Shaka, some weird problems appear, mostly due to my lack of knowledge of bone structure editing issues. It's a matter of time.

The_Coyote
May 01, 2009, 01:23 PM
Thank you for your answer :). If only I saw a tutorial how to animate from scratch :). I think I'll learn it anyway.

http://forums.civfanatics.com/showthread.php?t=296286 [for Blender]

http://forums.civfanatics.com/showthread.php?t=184327 [MAX]

some interesting information can also be found here: http://forums.civfanatics.com/showthread.php?t=162118

and like SeZereth already said:
keep up the good work!!!

Deon
May 01, 2009, 02:31 PM
Thank you! Max tutorial is really gonna help!

P.S. Since I am going more towards Fallout and I don't really like religion-based implementation of diplomacy (I'd better use UN mechanics for it) I plan to turn religions to "supporting organizations": enclave, brotherhood of steel, master's minions etc. with appropriate "religious" (not really) unique units (organisation-based), so if you follow BoS you can train bos paladins and operative groups, and if you follow master's unification path you can get mutants in your commons.

Lib.Spi't
May 17, 2009, 10:31 AM
Hey man the stuff your thinking of looks and sounds great, I've been trying to draw it a bit more towards the Fallout style of things. check out my LS mod mod thread sometime if you want. also if you would like any help let me know I've stalled a bit on mine due to illness, struggling to get ideas flowing. but I can do Xml type stuff not got mad skills but i'm slowly picking bits up also any creative writing stuff I could help with that. Let me know if theres anything you want help with.

caesarmd
May 17, 2009, 10:00 PM
I really like the Fury Road mod and love the idea of making it more "Fallout-ish".

I loved the Fallout mod for Civ III and can't wait to try this one :lol:

Deon
May 25, 2009, 03:01 PM
Sorry guys, I was away for a while because I have a huge hell load of exams and university work. Once I become a free man again (near the mid-june or maybe earlier) I will come back with some content and alpha/beta version :).

davidlallen
May 25, 2009, 07:47 PM
Thanks for the update! (joke) Please note this mod is much more important than the Dune Wars mod. Work on this one first.

Deon
May 26, 2009, 03:43 PM
I am not going to make anything for Dune Wars yet, I've just told them that I can make something later :D.

I've got "4" for Quantum electronics today ("B" in english system) so I am pretty happy. 2 exams more and I am free.

Deon
Jun 08, 2009, 04:19 AM
While I don't have time to do modding for a week or two more, I'd like to get some suggestion on "supplies" icon (supplies will replace gold, read the thread in this forum).

For now, my ideas:
http://www.club-giraffe.com/data/Images/163_1.jpg
http://static.tetoolbox.com/images/gears2.png
http://i39.tinypic.com/2z8dimg.jpg
https://www.ontracks.co.uk/product_images/small/BAC92415.JPG
http://www.mariowiki.com/images/8/82/YoshisIslandCrate.png

Your suggestions?

The_J
Jun 08, 2009, 03:11 PM
Your suggestions?

The 4. picture looks most fitting, but the 2. would imho look better ingame.

Deon
Jun 08, 2009, 09:08 PM
David told the same, and I think that I'll finish with gears.

I've watched Terminator 4 today and while it's not the best film, another idea is drilling my head now: Skynet mod. Basically future tech brings "terminator apocalypse" on the world, all cities are nuked a few times, and then all cities except for capitals turn in barbarian high-tech strongholds, with roaming "terminators". Booom, a good end-game :). Hehe, damn it, I need to finish my modmod first.

I am currently drunk, it's 3 hours to exam and I need to copy like 2/3 of a workbook from another guy to pass it. Ah, screw it. I've got enough alcohol in me to ignore it, and I think I am prepared quite well to oppose the teacher. Where's my bozar? :D

Lib.Spi't
Aug 25, 2009, 02:52 PM
hey deon are you still working on stuff?

would be great to get pointed to your latest stuff.

Deliverator
Oct 24, 2009, 03:30 PM
I made a good discovery today. Walter Hawkwood has ported a bunch of nice looking buildings from the game Kohan 2. So I thought I'd look through that game and see if there is anything else that is portable. In the units I found a very nice scorpion model and not only that but the animations can be ported to Civ4 as well (with a bit of effort). There are still a few glitches with them that I need to fix up, but they are already looking pretty cool.

Bahmo
Nov 07, 2009, 04:42 AM
I want to play with spear/axe/machete-welding barbarians for a while, with blood bowl arenas and human sacrifices, then move to post-apocalyptic punk and end in era of pseudo-futuristic utopias (mainly inspired by "Inhabited Island" novel/film by brothers Strugatsky; with mind control towers, psi tanks and supermutant soldiers).


Perhaps, but isn't it unrealistic to assume there weren't any weapons in the shelters? Maybe give players free gunpowder units at the start but don't let them train any.

Chusquero
Jan 18, 2010, 04:39 PM
Deon you must be proud. These graphs are awesome mate!

Deon
Jun 24, 2010, 01:29 PM
Thank you :). Too bad I am finishing my study and wife really hates when I play on PC so it's impossible to mod anything right now. And it's been a year :(.

I still dream about it, so maybe in a free time I will be able to compile something.

Silverfang
Jun 25, 2010, 08:33 PM
Wow, your models are incredible! Are these already in the game? I just started playing so Fury Road again, so I can't recall. If not, I'd love to code them in. If that's alright with you of course.

Deon
Jun 26, 2010, 05:03 AM
I don't think they are in, but maybe they are :). I haven't played Fury Road for a while.

I am coding a fallout mod for some time already but it will take a lot of time because I've decided to code everything from scratch (literally).

I've managed to totally swap the tech tree and make a few factions (Vault City, New California Republic, New Reno) but it's still the very start because I've just finished my finals so I was busy before.

Right now I struggle with the tech tree. I want to make it wide and different, and have different unit types tied to branches. The best example is FFH where you can follow different routes and have different yet still powerful units and tactics.

I broke the tree in urban units/city development, recon/scavenging and wheeled branch along a trade line, mutants (animals) branch along a health/food/technology line and siege units come late with the requirement of wheeled AND technology lines (a junker car requires advanced repairs and basic sciences).

I really break my head trying to make it a widespread yet dependant, and not gimped for someone following some path deep.

Silverfang
Jun 26, 2010, 10:57 AM
Well if you don't mind me suggesting it, maybe you could add two sort of different military branches? One for mechanical things and guns and the other as sort of a "return to the old ways." Kind of like the two opposing factions in that movie "Doomsday."

Deon
Jun 26, 2010, 12:44 PM
I thought about it but my tech tree is already very broad :). It would take some creativity to expand on it without making it unbearable.

http://i.piccy.info/i5/78/85/248578/techtree.png

The "traditions" seems pretty lonely there, while traditions are pretty important. Maybe I could branch the "degradation" tech tree from that.

Anyway, urbanization yields tier2 urban unit (militia) and factories - tier 3 (machinegun).

The hunting unlocks hunters, wasteland guilds unlock bounty hunters and deep expeditions unlock stalkers.

The "mounted" tree is pretty transparent: bands unlock bikers (2 move, bonus vs. recon due to unpredictability), free craftsmen unlock free vehicle (and exploding car with basic sciences) and roadwarriors unlock a nice combat car unit, I didn't decided the name yet.

"Management" civics are:
"Camp elders" = default, probably should reduce the penalty from distance a bit but increase the penalty for the number of cities (hard to keep the control over the "camps").

Urbanization unlocks the "Capital Bureaucracy" civic which gives a big maintance from distance to palace hit (50 or 75%) but gives increased production and commerce in capital. It should be a favourite civic of Vault City faction.

Local centers unlocks the "Local Government" civic which reduces a penalty from the number of cities a bit (-15% or -20%) and almost removes the maintance cost from the distance to palace (-75%). I didn't decide which drawback should it have, probably -15% research due to local leaders controlling research through their own methods and not cooperating too well.

"Government" civics are:
"Sword law" - default

"Warring State" - -25% research, -50% war weariness, +15 free units

"Police state" - +1 :( in each city, +0.5 :) per military unit, +10 free units

"Representation" - +1 :) in each city, +50% war weariness, +25% protection (culture)

I want to ask for suggestions for a name for the car unit at "roadwarriors" (although Road Warrior could work) and suggestions for civics.

Deon
Jun 26, 2010, 03:24 PM
Eh, that's a bit outdated tree, I've found my new one, it is a bit more widespread and has more paths. Anyway, I've got most icons for the techs. And Local Centers will be Local Authorities, with Sheriff building avaliable.

Deon
Jun 27, 2010, 10:28 AM
There're no "local craftsmen", they are the same tech as "bands", because they are pretty close considering what I want to add and they branch to Mafia and Road Warriors.

- hunting gives the earliest tier 2 unit, hunter
- bands gives bikers
- urbanization gives militia
- I plan to add flamethrowers to natural sciences as a latest tier2 unit for those who go all-tech path to be able to protect themselves somehow

Oh and traditions branch off to cults and animal lore; cults will give a first simplistic religion (Ancestor worship), that's where the fun starts, with bloodbowls, berserk units and crazy prophets :P

Other early religions are the Children of the Cathedral along the top path and Habologists along the medium path.

Deon
Jun 29, 2010, 07:12 AM
Okay, I've merged some of my dll tweaks with BBAI and it works finely.
That's the result of AIAutoplay.

http://forums.civfanatics.com/attachment.php?attachmentid=256679&d=1277813275

But you see, there're mutfruits which would make Villinois grow... And workers totally ignore it for 200+ turns. Is there an easy way to make workers to beeline food resources first? With increased food consumption they are the most important in my mod.

orlanth
Jun 29, 2010, 01:56 PM
Hey Deon, I'm glad someone is still adding to this cool mod. I came by to post that I came across some really nice post-apocalyptic artwork at the following site:

http://industrialdecay.blogspot.com/

These would look awesome as a leaderhead background, or a quick popup graphic for Wonders or victory/defeat/Era/religion popups etc. :rockon:

BTW if you've got any time we could really use your help over at the Warhammer mod, its now quite close to getting finished but needs a push to not die out again before completion.

The_J
Jun 29, 2010, 02:00 PM
Do you have all the loging stuff enabled?
If yes, then you should be able to see what improvement type has been assigned by the AI for which tile by pressing one of the key kommands...ctrl+shift, or something like that, same like you get to see the AI types for the units.
This might help to get an idea what the AI is doing.

orlanth
Jun 29, 2010, 02:13 PM
To make the AI want certain Bonuses or Improvements more, you could set iAiWeight in BonusInfos.xml to a high value, also try setting <ImprovementWeightModifiers> for that Improvement for all leaders in LeaderheadInfos.xml , then try autoplay and adjust as needed. In my experience that works pretty well.

Deon
Jun 29, 2010, 09:30 PM
I forgot to post here, it was my error. I've just added the plantation improvement and forgot to add a build order to it :P.

Also I don't "add", I started from scratch and now either write all code by myself or salvage it from modcomps, thus I learn.

I will be glad to help to Warhammer mod but I am out of town for 2 weeks. When I'm back I'll report and we'll see :).

Deon
Jun 30, 2010, 07:13 AM
Okay, I don't want to clutter David's forum , so here's the thread:
http://forums.civfanatics.com/showthread.php?t=370177