nokmirt
Jun 10, 2009, 10:56 AM
Are there any tutorials that deal with converting a civ 4 mod to civ 4 bts? What about converting a civ 4 map to civ 4 bts? Any help thanks
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View Full Version : converting CIV 4 to BTS nokmirt Jun 10, 2009, 10:56 AM Are there any tutorials that deal with converting a civ 4 mod to civ 4 bts? What about converting a civ 4 map to civ 4 bts? Any help thanks nutnut Jun 10, 2009, 02:48 PM Civ4 maps don't need to be converted from Vanilla to BTS. Simply place it in the BTS public maps folder and it will work fine. Not sure about mods though. nokmirt Jun 10, 2009, 03:55 PM Civ4 maps don't need to be converted from Vanilla to BTS. Simply place it in the BTS public maps folder and it will work fine. Not sure about mods though. No its a mod Lord Olleus Jun 10, 2009, 04:13 PM Your talking about a full restructure here, its too big to be dealt with by any tutorial, especially if it includes DLL changes. What you have to do is open every moded file and the corresponding BtS file and copy the changes over manualy. I believe that there are some programs that can compare two similar files and merge them for you, but this won't work for every file as some have been completely redone under BtS. You are talking about quite a large project, especialy if the original mod is substantial. nokmirt Jun 11, 2009, 10:24 AM Your talking about a full restructure here, its too big to be dealt with by any tutorial, especially if it includes DLL changes. What you have to do is open every moded file and the corresponding BtS file and copy the changes over manualy. I believe that there are some programs that can compare two similar files and merge them for you, but this won't work for every file as some have been completely redone under BtS. You are talking about quite a large project, especialy if the original mod is substantial. I can redo most of the mod to bts, however, the events shafer used were done with python, does the python code have to be changed or upgraded or is it the same for both civ 4 and civ 4 bts. I was thinking of writing all new events, and I have some python tutorials, but it will take some time before I learn it. Maybe I should just leave the old mod there(its WWI for CIV 4) and create a whole new mod for BTS, with the 3.19 patch. The thing is someone else is creating a WWI mod and it should be done soon...I hope. The_J Jun 11, 2009, 04:14 PM Civ4 python should work for BtS, i guess. The API for BtS is an expanded version from the normal ones, so i can't see a problem there. But the files itself have changed, there are more things in the CvEventManager.py, which have to be added. nokmirt Jun 12, 2009, 08:43 AM Civ4 python should work for BtS, i guess. The API for BtS is an expanded version from the normal ones, so i can't see a problem there. But the files itself have changed, there are more things in the CvEventManager.py, which have to be added. So it is possible, I just have to learn Python, thats a test. But I feel once I get a good grasp of it my imagination will take care of the rest. I think my first event would have to be mobilization, the day each country in world war one mobilized is when their forces will be boltstered. The other thing is that I am going to tone down the revolts a degree, from the origtinal mod. And make the U.S. and Canada playable. Canada lost 56,500 dead out of 600,000, and over 206,000 casualties. Thats alot, and Americans were hit pretty hard as well 262,000 casualties and 58,000 dead. Anyway Jon Shafer has U.S. forces come in in 1917, but there is no mention of Commonwealth forces. I found a nice huge map of Europe, I started on it yesterday. I need to study some Geography as well, we need the proper rivers, also with Python you can adjust single squares, so in front of Trieste, the Italians should have a difficult time of making progress. They never took the city, so somehow I would like to simulate this, but make it a possibility. Also with Python I should be able to simulate the Gallipoli campaign in 1915, in reality though I do not think it could have been successful, all around bad planning, and disadvantageous terrain. Just some thoughts, but this came is much more complicated to make events, they should have made it more like empire earth. In that I created an awesome simulation of Liege, but the game is so much more user friendly. I hope they make CIV 5 more user friendly when it comes to modding. Your concerns should be, lets do this, and this, and this, and you should never have to think, I cannot do this because its impossible. The_J Jun 12, 2009, 02:19 PM You're planing big, but the things could work. The random event system can be good used for it, and in the tutorials section is a tutorial for non-random events, which will be helpful. Tholish Jun 13, 2009, 03:39 PM You could have American and Commonwealth just be units that are buildable by the other civs. Commonwealth units would be lower cost units that require a harbor and a tech, available only to the British. Or maybe use a version of Mongol camp to produce them. American units could be similar, but require a building "American Entry Point" that cannot be built but is placed in cities by a World Wonder, "American Alliance," which requires a harbor. That way you could keep the map restricted to Europe. Edit: only there could be a water bonus at the edge of the map with a fort like improvement on it. "Convoy Lane." These would be off map resources that could be blockaded, and would be required to build the Commonwealth and American related stuff. The convoy lane improvements might Struct the bonus at about a 1000 chance (ten times as likely as a mine is to find a bonus, so that if you build the convoy lane it will eventually produce the bonus). They could be pillaged, but could be rebuilt by a transport ship. They might require a special Feature only available in certain areas, ie water at the edge of the map. Or maybe just in any Ocean. Of course the AI for sea workers is extremely dumb. nokmirt Jun 13, 2009, 04:14 PM You could have American and Commonwealth just be units that are buildable by the other civs. Commonwealth units would be lower cost units that require a harbor and a tech, available only to the British. Or maybe use a version of Mongol camp to produce them. American units could be similar, but require a building "American Entry Point" that cannot be built but is placed in cities by a World Wonder, "American Alliance," which requires a harbor. That way you could keep the map restricted to Europe. Edit: only there could be a water bonus at the edge of the map with a fort like improvement on it. "Convoy Lane." These would be off map resources that could be blockaded, and would be required to build the Commonwealth and American related stuff. The convoy lane improvements might Struct the bonus at about a 1000 chance (ten times as likely as a mine is to find a bonus, so that if you build the convoy lane it will eventually produce the bonus). They could be pillaged, but could be rebuilt by a transport ship. They might require a special Feature only available in certain areas, ie water at the edge of the map. Or maybe just in any Ocean. Of course the AI for sea workers is extremely dumb. Yes these sound like excellent ideas. |
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