View Full Version : 6 New Corporations for CIV4 BTS3.17 ROM2.63
vincentz May 24, 2009, 07:23 AM This mod adds 6 new corporations to CIV4 BTS3.17 ROM2.63
Included in this mod is build/found/corporation/CEO/HQ buttons, buildings (HQ),
units (Executives) and Gamefont icons.
Therefore it is highly unlikely it will work together with other mods for ROM.
thanks to zappara for ROM and johny smith for the assist.
Enjoy
Still need to be done list :
Play, play, play...
Make Civipedia entries
Make a special pack
Make it WoC compatible
Known problems :
none so far
http://forums.civfanatics.com/downloads.php?do=file&id=12431
The corporations are as follows :
***Emperors Clothing***
"But he has no clothes on! cried a young child.... "
(The Emperor's New Clothes by H.C.Andersen)
Replaceable parts / Artist (Empoiro Armani logo)
Cotton, Dye, Fur, Sheep, Silk
Produce : Trade (+0.5/R) Culture (+2/R)
***MoonBean Coffeeshop***
Did anyone say Amsterdam???
Mass Transit / Merchant (Starbucks logo)
Coffee, Hit Singles, Sugar, Tobacco
Produce : Hemp, Culture (+0.25/R) and Money (+0.5/R)
***Big McDowells***
If you want your population to not only expand in numbers but size as well.
Super size me!
Logistics / Merchant (McDonalds logo)
Cow, Pig, Potatoes, Wheat, salt
Produce : Food (+1/R)
***Mall Wart***
Always fresh groceries for a cheap price. The wart is free.
Civil Engineering / Engineer (Wall Mart logo)
Apple, Banana, Lemon, Olives, Potatoes
Produce : Food (+0.25/R) and Money (+0.25/R)
***Adventure Tours***
Ever dreamt of going scubadiving, elephant trekking, horseback riding,
whale watching or maybe even explore ancient temple grounds.
Now your dreams can come true!!!
Tourism / Scientist (Palmtree logo)
Ancient Temple, Ivory*, Whale*, Horse, Clam
Produce : Science (+0.5/R), Trade (+1/R) and Culture (+2/R)
* Elephants and Whales are not obsolete anymore due to high demand for
elephant riding and whale watching
***East Western Trade Company***
"One flew east, one flew west...."
Corporation / Merchant (East indies trade company logo (pirates of carribean))
Silk, Spices, Cotton, Sugar, Coffee
Produce : Trade (+1/R)
johny smith May 24, 2009, 10:43 AM Hey the download link does not work. I do not know why though. It says invalid attachment. So may be what file type is used.
vincentz May 24, 2009, 11:47 AM ups. I removed the thread from the main forum, and forgot to update the link to the download database.
Fixed in 30 seconds ;)
btw : I hope you like the East Western Trade Company. It was kinda your idea.
generalstaff May 24, 2009, 07:43 PM I like the new corporations, however, I find that for RoM, one thing is missing: Corporate buildings (Creative Contractors, Cereal Mills Factory, Civ Jewelers Shop, etc.). Adding corporate buildings will keep it in flavor with the rest of the mod.
vincentz May 25, 2009, 12:46 AM I like the new corporations, however, I find that for RoM, one thing is missing: Corporate buildings (Creative Contractors, Cereal Mills Factory, Civ Jewelers Shop, etc.). Adding corporate buildings will keep it in flavor with the rest of the mod.
First of all : Thanks for trying my mod. I'm glad you like it :)
I wanted them (the corps) to have a vanilla feel, and not be too empovering compared to the existing ones. I think that especially the first one (east western trading company) might be very powerfull since it gives trade instead of money/science, but then again the East Indies Trade Co was VERY powerfull, even having their own army. (might implement that later).
However since the mod is not yet a modules mod, but replaces the unit/building files, I was going to wait untill 2.7 to add extra stuff. The AIM Corporation project is one that I'm working on right now. (Arms Industry Manufacturers) . Adding unhealth, unhappiness, warweariness but also bonus for military production and uses produced bonuses like ammo, synth. plastic, alluminium and steel plus ofcourse uranium. AIM will have a building : Defence Contractor, that gives prototype weapons like the YF23 (Blackwidow II) that lost the competition IRL with the F117 Stealth Fighter, and the BMP3, the russian amphibious tank. (Well, not exactly a prototype). offcourse the units will come with the relevant techs and be very close to their counterparts so not to throw the game off balance.
Another thing I'll add in the 2.7 WoC version is stuff like unhealth from Big McDowells and happiness from MoonBean.
But thanks for the input. Can always use more of that :)
johny smith May 27, 2009, 11:23 AM Well looking good. Only thing I am wondering would it be a bad idea to use real corporations? I would mean replacing the default BtS ones as well.
Here is the real symbol for the Dutch East India Company if interested anyway.
Arakhor May 27, 2009, 08:10 PM I think that having the DEI Co would be great. Providing that we don't actually use any current companies, a little bit of extra historical realism is always fun.
vincentz May 28, 2009, 12:38 AM Well looking good. Only thing I am wondering would it be a bad idea to use real corporations? I would mean replacing the default BtS ones as well.
Here is the real symbol for the Dutch East India Company if interested anyway.
mmmm. there is definitely a good point about using real names since everything else is historically correct, and only the names of the corporations are fantasymade.
But.... (and theres always a but) when I created my corporations I kinda "grouped" them.
F.ex. Emperors clothing is a combination of the silktrade with the east (china, japan (emperors) and the decandence of the nobles in the late renaissance (Though I dont like the director (coppola's daughter, dont remember her name) she made a movie about marie antoinette and louis XVI that shows that overuse that imo led to the first fashion houses), and the scientific breakthrou with replaceable parts (new weaving techniques) plus the modern clothing stores/fashion houses like gap, D&C, levis, Armani etc etc. So to put a single name on it would be difficult.
other examples :
MoonBean (stop and go shops like 7 eleven, starbucks etc etc)
Mall Wart (big chain groceries like Wall Mart, Tesco etc)
Big McDowells (Fast food chains like McD, KFC, Burgerking, Pizzacompany etc)
Adventure Tours (travel agencies and flight providers like american express, singapore airlines, SAS etc)
Arms Industri Manufacturers (national and corporate defence contractors like lockheed, boing etc)
Anyway. I might do a real name version (I still have the layers of the original logos in my .psd so it shouldnt be a big time consumer) when 2.7 comes out. Maybe even before. I looked at WoC and if I understand it correct, any module that fits the WoC will fit ROM? Would be nice as ROM is a slow loader on my computer, and modding requires a LOT of restarts.
BTW thanks for the logo. Dont know why I couldnt find the real one, but since I combined the East indies trade (silk etc) with the West indies plantations (sugar, coffee etc) I thought that using the Pirates of Carribean logo would fit nicely.
Arakhor May 28, 2009, 03:54 AM I like the idea of AIM and I also think that a tea-based corporation would be a good idea. If you went for something like Luxury Fashions to account for the clothing side, you could then have The Silk Road as either a trade wonder or a mediaeval corporation.
johny smith May 29, 2009, 12:55 PM Sorry got busy on some things. Not all WoC modules will work with the new RevDCM 2.0. The WoC adds additional changes to the SDK. So as long as the stuff in RevDCM is basic civ things it should work. So some WoC stuff can work if it is just basic XML can work for RoM 2.7. So any corporation can be added anyway if there is not additional SDK changes needed for it. Which probably will not have any additional changes.
Actually if you do not mind I like that executive over the button symbol. Could you possibly post a PSD with the layer of the executive in it and maybe the symbols all in one. I would like to use it maybe in the future if I add any. Thanks ahead of time if you do.
vincentz May 29, 2009, 09:36 PM Sure. I actually used him because I didnt have the "right" executive button at the time, but when I got the real one, I kinda liked mine better, so I kept him even thou he's not true vanilla style.
Ok. so If I use WoC RevDCM core (which is what RoM uses, right?), then theres a good chance It'll work on RoM? It's primarily for the modding. The testing I do will be with RoM.
And don't worry me going into SDK. I tried to get the <ihealthpercent> from featureinfos working on my new mod (http://forums.civfanatics.com/showthread.php?t=322532) which puts a new late improvement (Industry) that upgrades like the cottage.
I wanted the <ihealthpercent> to simulate pollution on the higher levels, same way it gives bad health from features like jungle/peat plog/riverplains, but man.... thats complicated stuff. So I'll just stick with the simple XML.
johny smith May 30, 2009, 06:54 AM Thanks for PSD.
Anything in the RevDCM with WoC thread will work with RoM's next version.
This thread I mean.
http://forums.civfanatics.com/showthread.php?t=320428
I was hoping people from RoM or any mod that uses the RevDCM would submit WoC modular modules. There has not been one yet.
I could move more things over from the WoC to work with RevDCM 2.0, but I could be at it forever. No one really seemed that interested. So anyway I got tired of moving things and hearing from many of the old RevDCM modders this stupid WoC crap. They don't get the point and never will probably.
Anyway I am just going to continue building onto that dll. We are basic in the process of building a new WoC Core. When done anything from RevDCM can run as modules in it. If you want a preview of what I am trying here it is, but it is not what RoM 2.7 will use.
http://forums.civfanatics.com/downloads.php?do=file&id=12269
vincentz May 30, 2009, 08:24 AM No one really seemed that interested.
Lets take an example : 38,252 downloaded Rise of Mankind v2.62 (I didnt. I upgraded). While there might only be a couple of handfulls that post in the forums/do modding, then there is still a LOT of people who appriciate the work behind it. I mean 38,252 thats a lot of people. They will all be using WoC standards from v2.7.
I'm personally rather new in the forums, so I cannot speak for all the modders, but sometimes I think that NOT hearing from people is a good sign. Downloading, working, playing = Not going throu the forums.
The 6 New corporations I made is now being downloaded by more that 150, so almost all RoM players are using it (38252-150=38102... ok not everyone....) and I havent heard a single thing (Well exept one or two usefull critisisms)
Well, anyway, sorry if I misunderstood your point, but sometimes not having a lot of posts/replys is not a bad thing.
johny smith May 30, 2009, 09:01 AM No I don't mean about posting or not. I mean I have to singlehandly make modules for everyone it seems in that thread. I want others to make their own and share is all. I got a lot of complaints from modders who like the older better. So I really do not feel as though WoC will go any further than what you see there in that thread for RevDCM.
I was wanting for RoM 2.7 and Legends of Revolution to share some extra modules for example. Or any mod using the RevDCM 2.0. It may happen at some point, but I am not going to do for them. Too much work for me to do by myself is all. I do think people in RoM are using it good. I just don't see any effort above that for all mods is all.
vincentz May 30, 2009, 09:14 AM So no point in asking you if you could "translate" my corporations to WoC? ;)
johny smith May 30, 2009, 09:33 AM You have an example. I can help out if there is questions on what to do. I do not mind helping. I just want people to learn how it works is all. So I am not the only one that has to do it. It really is not that hard. Just time consuming to first learn it. It easier I think to add in WoC format then normal after you understand it.
vincentz May 30, 2009, 09:44 AM Well, basically all I need, as a xml modder, is the schema files, so if they were seperated in a zip/rar in- or outside the WoC core that would make it a lot easier to convert mods.
With that in mind, I have to admit that I havnt dl WoC yet. Im sitting with a nokia 30 something as a modem and waiting until I have to go visarun in Malaysia where the internet speed is ALOT faster than the 25-30 kb/s I have now.
johny smith May 30, 2009, 09:52 AM Well the fashion house example is everything you would need. Just copy it and rename the files that have Fashion to what corporations you want to add. And then change xml entries from Fashion House to what corporation you want to add. Basically that simple. Well the fonts need to be updated as well.
That example is for RevDCM 2.0 which RoM 2.7 will use. Just need a folder for each corporation running under a bigger folder for all of the corporations. The schema in the example should be the same for the next RoM.
For a later WoC Core though there would be schema changes yes and that is about all. So not hard to do. You would just replace the schema files. But a WoC Core again will be a little while.
Dancing Hoskuld May 30, 2009, 03:20 PM Thanks for PSD.
Anything in the RevDCM with WoC thread will work with RoM's next version.
This thread I mean.
http://forums.civfanatics.com/showthread.php?t=320428
I was hoping people from RoM or any mod that uses the RevDCM would submit WoC modular modules. There has not been one yet.
I could move more things over from the WoC to work with RevDCM 2.0, but I could be at it forever. No one really seemed that interested. So anyway I got tired of moving things and hearing from many of the old RevDCM modders this stupid WoC crap. They don't get the point and never will probably.
vincentz is right, you will most likely only get detractors posting because the people who like something will either be too busy using the stuff or sometime worry about bothering you. There is also the stigma of the old time "me too" posts - where threads became full of "me too" posts which took up space and made the threads unreadable. I have thought WoC was going in the right direction from the start but I did not get into mooding until RoM came along.
zappara Jun 03, 2009, 07:07 AM @vincentz
I'll add those new corporation icons to upcoming v2.7 RoM gamefonts so that there won't be any extra hassle when installing these modules. Aaranda mentioned that he got also corporation modules in the works and I'm going to add icons from those modules as well so that players can use both corporation modules at the same time.
@johny smith
I think I've grasped the WoC file format - been looking those files from time to time over the past year when thinking about converting RoM to WoC format as modules. Though just making updates to RoM has kept me busy for over 2 years now, but now that the v2.7 will have WoC lite support, I'd say there's a good chance that we'll see lot more module makers for WoC, RevDCM, RoM and any other modpack which merges WoC lite... I've also liked the WoC project from the beginning (I liked CCCP project too!). Just give it a bit of time, it only took about 1.5years before people started making modules for RoM ;)
vincentz Jun 04, 2009, 02:39 AM I appreciate that :)
But hold on 2 secs (or maybe more)
I ran in to some unexpected problems in my testing.
I wanted to see how the AI responds to my modern mods, but I played from ancient times so everything could develop normally. (1) When I got to 1750 it was time for me to lower the graphic settings and then all my icons were small size, same way some of the new leaderhead icons is small. (2) I got corporation, but I couldnt found the first one in the city I wanted because it already had 4 world wonders. Is that the same with the existing corporations? (3) While the alpha channels on the gamefontlogos are ok, they still look, mmmm, unprofessional.
Sollutions :
1) Shouldnt be a big problem as I will download an unpacker and see what they do in vanilla bts
2) I dont recall that being a problem before when I founded sids sushi/jewelry/creative in the same city.
3) I need a little time doing a nice finish on the logos, maybe giving them a black shadow instead of a white contour.
zappara Jun 05, 2009, 06:59 AM Well, I added those gamefont icons you had made - they are now in RoM v2.7test2 version so you can make the modules compatible with it. The gamefonts can be of course updated later again for the v2.7beta version (I'll have to add AAranda's corporation icons as well).
vincentz Jun 08, 2009, 04:13 AM I tried to convert one of my corporations to 2.7test2 (The AIM, as it had both extra units, extra building and already was in a modular format), but ran into some proplems, so I decided to take a look at the Fashion House corporation. Well, that one dosnt work either. Cannot build executives.
I have no idea whats wrong. It all seem to be in order, thou it doesnt "connects".
I looked at some new files in the modules directory and saw MLF_CIV4ModularLoadingControls.xml
What is the purpose of that file?
johny smith Jun 08, 2009, 12:06 PM You must add the name of your folder to the "MLF_CIV4ModularLoadingControls.xml". That controls what folders are loaded or not. So if you do not have whatever you call your folder with corporations listed there nothing will load.
Dancing Hoskuld Jun 08, 2009, 05:45 PM So if zappara made a "Custom Corporations" directory under modules, and added it to the MLF_CIV4ModularLoadingControls.xml then you could put your corporations in the "Custom Corp.." folder and we would be back to modular.
If you make the folder and add it to the XML file then it would not be modular in that it would not "play nice" with other mods. I.E. the person trying to add your modmod would need to know to change XML and not be frightened of doing so.
In fact I might suggest this to zappara - ie add two folders in modules "Custom Corporations" and "Custom Religions" it may just solve all my WoC worries :)
vincentz Jun 08, 2009, 06:25 PM @ Johny smith
Ok, I thought so. That shouldnt be a big problem. I have a couple of questions thou. First of all, the MLF seems to have 3 types (Modules_Main_1 , 2 and 3) Will it load all 3 types or is one specific type set in a globaldefines or simular.
If it loads all three types then will it load subdirectories. F.ex my AIM corporation have 1) Corporation (put in custom corp folder) 2) Exeutive (put in custom unit folder) 3) Defense Contractor building (put in custom buildings) and special units (the BMP3 and Blackwidow) (put in seperate folders in custom units folder) OR could they all be put in the same under custom corporations?
zappara Jun 09, 2009, 06:15 AM @ Johny smith
Ok, I thought so. That shouldnt be a big problem. I have a couple of questions thou. First of all, the MLF seems to have 3 types (Modules_Main_1 , 2 and 3) Will it load all 3 types or is one specific type set in a globaldefines or simular.
If it loads all three types then will it load subdirectories. F.ex my AIM corporation have 1) Corporation (put in custom corp folder) 2) Exeutive (put in custom unit folder) 3) Defense Contractor building (put in custom buildings) and special units (the BMP3 and Blackwidow) (put in seperate folders in custom units folder) OR could they all be put in the same under custom corporations?
Folder "Modules\Custom Corporations\AIM Corporation" should work, just put all the stuff you have for this corporation into subfolders inside AIM Corporation folder. The MLF enables the loading of all existing subfolders that have load defines in the MLF file. Custom Corporations folder can be used since it's already defined in MLF (even if it doesn't exist in RoM folder structure).
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