View Full Version : "Mine Warfare" and/or "Pirates and Merchants" by OV?


mcookie83
Oct 30, 2011, 10:15 AM
Hey, guys!

Now that "Aviation" by OV is finished, I want to ask if anybody's working on "Mine Warfare"? I read that StrategyOnly added the tech "Mine Warfare" into C2C so I guess somebody is working on it (that would be great!)?

So my question is: Do we want to include OV's "Merchants" and "Pirates" stuff? I've added it already for my personal C2C v18 but think it needs some fine-tuning... so if it is okay, I could work on it and let you know about my proceedings?

Just tell me... :mischief:

strategyonly
Oct 30, 2011, 01:47 PM
Hey, guys!

Now that "Aviation" by OV is finished, I want to ask if anybody's working on "Mine Warfare"? I read that StrategyOnly added the tech "Mine Warfare" into C2C so I guess somebody is working on it (that would be great!)?

So my question is: Do we want to include OV's "Merchants" and "Pirates" stuff? I've added it already for my personal C2C v18 but think it needs some fine-tuning... so if it is okay, I could work on it and let you know about my proceedings?

Just tell me... :mischief:

It doesn't really matter if people want or dont want things added in C2C, as i always say, if i dont like or dislike it, "Make it Yourself." Then just do it, but just make sure its works correctly. Make the mod "YOU" want to play with. But if it benefits C2C, all the better.:) Thats goes for EVERYONE on CFC, make it, have it tested by the C2C personnel and never know it might be included, but as in AND, sometimes its in one time and gone the next, just the way it goes.

Thats why way back when Zappara and i were working on RoM three years and more ago, i did my stuff one way and he did his another way, and then we compromised and either added it, or the other just kept it for themselves to use.

So i say "Go for It." But make it the best you can, and there are always people willing to help here in C2C if you ask.:)

mcookie83
Oct 30, 2011, 02:52 PM
It doesn't really matter if people want or dont want things added in C2C, as i always say, if i dont like or dislike it, "Make it Yourself." Then just do it, but just make sure its works correctly. Make the mod "YOU" want to play with. But if it benefits C2C, all the better.:) Thats goes for EVERYONE on CFC, make it, have it tested by the C2C personnel and never know it might be included, but as in AND, sometimes its in one time and gone the next, just the way it goes.

Thats why way back when Zappara and i were working on RoM three years and more ago, i did my stuff one way and he did his another way, and then we compromised and either added it, or the other just kept it for themselves to use.

So i say "Go for It." But make it the best you can, and there are always people willing to help here in C2C if you ask.:)

I was doing like you told me! :)

Here is the "Merchants"-Mod by OrionVeteran for C2C... it includes two new technologies "Piracy" (requires sailing and needs to be included for the Pirates-Mod, which I will finish soon) and "Coast Guard" (which is also needed for the Pirates-Mod). I'm not sure about the strenghts of the merchants, so it would be cool, if someone could look over it and give feedback...

I added "Shipwright" as the requird building for Carrack and Clipper Merchant... I thought it would be more realistic and fits with the C2C-system.

So, hope you like it...

Ps. Pirates will follow soon. :D

Dancing Hoskuld
Oct 30, 2011, 03:42 PM
I was doing like you told me! :)

Here is the "Merchants"-Mod by OrionVeteran for C2C... it includes two new technologies "Piracy" (requires sailing and needs to be included for the Pirates-Mod, which I will finish soon) and "Coast Guard" (which is also needed for the Pirates-Mod). I'm not sure about the strenghts of the merchants, so it would be cool, if someone could look over it and give feedback...

I added "Shipwright" as the requird building for Carrack and Clipper Merchant... I thought it would be more realistic and fits with the C2C-system.

So, hope you like it...

Ps. Pirates will follow soon. :D

You forgot the game text file.

Edit This has the merchants so where are the pirates?

Hydromancerx
Oct 30, 2011, 03:47 PM
So i say "Go for It." But make it the best you can, and there are always people willing to help here in C2C if you ask.:)

Indeed. You did a great job working with DH and I on the Aviation mod. Converting more is great news since all of us have other projects we are working on and sadly have to put stuff to the side for later more often than not. So its great that you can pick them up and help contribute much needed stuff! :D

I was doing like you told me! :)

Here is the "Merchants"-Mod by OrionVeteran for C2C... it includes two new technologies "Piracy" (requires sailing and needs to be included for the Pirates-Mod, which I will finish soon) and "Coast Guard" (which is also needed for the Pirates-Mod). I'm not sure about the strenghts of the merchants, so it would be cool, if someone could look over it and give feedback...

I added "Shipwright" as the requird building for Carrack and Clipper Merchant... I thought it would be more realistic and fits with the C2C-system.

So, hope you like it...

Ps. Pirates will follow soon. :D

I am not sure how "Piratey" they are but we will need to add some pirate units to the "Pirates Cove" building and smugglers to the "Smugglers Shanty" building. I would like to use some units from strategyonly's Pirate Civ mod if you are up to converting those too.

mcookie83
Oct 30, 2011, 03:50 PM
You forgot the game text file.

Sorry, you're right... here is the .rar-file for "Merchants", "Pirates" and "Pirate Hunters" - all together... is it possible that you could look over it and tell me your opinions, DH? That would be cool!

Hope you like it! :mischief:

Ps. I didn't divide the texts for all folders - now there are all in one. If you want to I can divide them...

mcookie83
Oct 30, 2011, 03:53 PM
Indeed. You did a great job working with DH and I on the Aviation mod. Converting more is great news since all of us have other projects we are working on and sadly have to put stuff to the side for later more often than not. So its great that you can pick them up and help contribute much needed stuff! :D



I am not sure how "Piratey" they are but we will need to add some pirate units to the "Pirates Cove" building and smugglers to the "Smugglers Shanty" building. I would like to use some units from strategyonly's Pirate Civ mod if you are up to converting those too.

Oh, I didn't know, that we have such buildings... so maybe it could be good to make them requirements for that units? I could add that, if you want me to...

Hydromancerx
Oct 30, 2011, 04:00 PM
Oh, I didn't know, that we have such buildings... so maybe it could be good to make them requirements for that units? I could add that, if you want me to...

Yes any pirate related unit should require the "Pirate's Cove" building. Note if you have early pirates such as Ancient Mediterranean pirates (not pirates of the Caribbean pirates) then it should require "Smuggler's Shanty" building. And I don't really have building for modern pirates, sorry.

Dancing Hoskuld
Oct 30, 2011, 04:08 PM
Sorry, you're right... here is the .rar-file for "Merchants", "Pirates" and "Pirate Hunters" - all together... is it possible that you could look over it and tell me your opinions, DH? That would be cool!

Hope you like it! :mischief:

Ps. I didn't divide the texts for all folders - now there are all in one. If you want to I can divide them...

What order do you load the folders in? Or is it the case that they all need to be in game, in which case they should be the one mod not separate. I am getting a graphics error when I try and load all three, so I tried each individually to find the culprit. I get missing units classes if I just load the pirate hunter.

mcookie83
Oct 30, 2011, 04:10 PM
Yes any pirate related unit should require the "Pirate's Cove" building. Note if you have early pirates such as Ancient Mediterranean pirates (not pirates of the Caribbean pirates) then it should require "Smuggler's Shanty" building. And I don't really have building for modern pirates, sorry.

Okay... so I will add that buildings as requirements and maybe we can create buildings for "newer" pirates. I'll upload the latest rar-file, when I'm finished... :)

Dancing Hoskuld
Oct 30, 2011, 04:11 PM
Yes any pirate related unit should require the "Pirate's Cove" building. Note if you have early pirates such as Ancient Mediterranean pirates (not pirates of the Caribbean pirates) then it should require "Smuggler's Shanty" building. And I don't really have building for modern pirates, sorry.

Doesn't smugglers shanty come a bit late for classic era piracy, J Ceasar was captured by pirates and they were around much earlier. Or have I got the tech time line wrong again. ;)

Also if we now have the piracy tech should not those buildings require that tech?

mcookie83
Oct 30, 2011, 04:14 PM
What order do you load the folders in? Or is it the case that they all need to be in game, in which case they should be the one mod not separate. I am getting a graphics error when I try and load all three, so I tried each individually to find the culprit. I get missing units classes if I just load the pirate hunter.

I put them into the "OrionsMods"-folder and made a sup-folder called "Ships". And that folder I put in the "MLF_CIV4ModularLoadingControls" to activate.

Hydromancerx
Oct 30, 2011, 04:22 PM
Doesn't smugglers shanty come a bit late for classic era piracy, J Ceasar was captured by pirates and they were around much earlier. Or have I got the tech time line wrong again. ;)

Also if we now have the piracy tech should not those buildings require that tech?

First of all Smugger's Shaty comes at Drug Trade so maybe. But we can always move it.

2nd Piracy tech can become a requirement for those building once we know where to put Piracy. Do we want piracy early on (Ancient Era) or at the peak (Renaissance Era)? Either way I need to tech put in place before I change the building requirements.

Also I think the tech should be added to the core techs too rather than modular.

Dancing Hoskuld
Oct 30, 2011, 05:09 PM
First of all Smugger's Shaty comes at Drug Trade so maybe. But we can always move it.

2nd Piracy tech can become a requirement for those building once we know where to put Piracy. Do we want piracy early on (Ancient Era) or at the peak (Renaissance Era)? Either way I need to tech put in place before I change the building requirements.

Also I think the tech should be added to the core techs too rather than modular.

Piracy has been a huge problem always. In the classic era J Ceasar made his name in part by later destroying those pirates he was captured by. One of the "reasons" Rome took on the Etruscians was because they had alledidly state run piracy that attacked Roman merchants.

In the 10th century one "attraction" on the Viking Grand Tour was fighting prates at Gibralta and elsewhere! Mind you many thought the vikings were pirates.:mischief:

As to the tech, well like the terrain features while it gets sorted out it should be modular, but once settled it can be moved into the core.

Dancing Hoskuld
Oct 30, 2011, 05:33 PM
@mcookie83, I am getting the XML error TECH_SHIPBUILDING in Pirates_CIVUnitInfos is incorrect.

mcookie83
Oct 31, 2011, 03:06 AM
@mcookie83, I am getting the XML error TECH_SHIPBUILDING in Pirates_CIVUnitInfos is incorrect.

Good morning, guys! Hm... I will look at it and fix it! It was a hard night so I have to get myself sober... :mischief:

I will add the required "Pirate"-buildings, but maybe it would be better to move the buildings to the tech "piracy". I'll look at it.

I'm going to report my proceedings in a whlie. :)

Salute!

Hydromancerx
Oct 31, 2011, 04:31 AM
I will add the required "Pirate"-buildings, but maybe it would be better to move the buildings to the tech "piracy". I'll look at it.


I can move the buildings to the right tech once we agree on the tech's requirements and location on the tree.

Dancing Hoskuld
Oct 31, 2011, 05:00 AM
I am getting aCTD without any notice or error when I finish studying Piracy!

mcookie83
Oct 31, 2011, 05:46 AM
I am getting aCTD without any notice or error when I finish studying Piracy!

That's freaky... I'll look at it. Btw I fixed the "shipbuilding"-error. In a while I'll post the newer rar-file. Hold on. :)

mcookie83
Oct 31, 2011, 10:20 AM
Okay, guys!

Now, the tech "Piracy" requires "Naval Warfare" to be discovered. Ancient Pirate units now need a "Smuggler's Shanty" and/or "Pirate's Cove". The modern ones, I don't know, maybe we need some buildings for them.

I'm not sure, if the strengths of the "modern" pirates and "hunter" units need some fine-tuning?

Btw, Hydro? I think it would be more logic if "Smuggler's Shanty" and/or "Pirate's Cove" require "Piracy"... wouldn't they? :)

@ DH I don't know how to fix a CTD... in that issue I'm a nooby. What causes it in general? How can I fix it? :sad:

Koshling
Oct 31, 2011, 10:53 AM
Okay, guys!

Now, the tech "Piracy" requires "Naval Warfare" to be discovered. Ancient Pirate units now need a "Smuggler's Shanty" and/or "Pirate's Cove". The modern ones, I don't know, maybe we need some buildings for them.

I'm not sure, if the strengths of the "modern" pirates and "hunter" units need some fine-tuning?

Btw, Hydro? I think it would be more logic if "Smuggler's Shanty" and/or "Pirate's Cove" require "Piracy"... wouldn't they? :)

@ DH I don't know how to fix a CTD... in that issue I'm a nooby. What causes it in general? How can I fix it? :sad:

Post a save game where it will CTD on end-turn (so presumably the one you complete the research of the triggering tech) and I'll debug it (assuming it CTDs for me to).

mcookie83
Oct 31, 2011, 11:12 AM
Post a save game where it will CTD on end-turn (so presumably the one you complete the research of the triggering tech) and I'll debug it (assuming it CTDs for me to).

Thanks Koshling, for offering your support. The thing is, I didn't get that CTD, but DH got it... Hope he'll read it or otherwise I'll test it on my own... but this takes a little while. :mischief:

Hydromancerx
Oct 31, 2011, 01:15 PM
Btw, Hydro? I think it would be more logic if "Smuggler's Shanty" and/or "Pirate's Cove" require "Piracy"... wouldn't they? :)


Yes I will make both. However "Pirate's Cove" would still come later due to its 2nd tech.

I will change both building requirmets as soon as this stuff is on the SVN.

mcookie83
Oct 31, 2011, 01:53 PM
I am getting aCTD without any notice or error when I finish studying Piracy!

@DH and Koshling

I was playing a quick game (Blitz, Duell Map, German...) I get "Naval Warfare" via "Worldbuilder" (:mischief:) and I didn't get a CTD... but I played the newer Module I made. So everythings works fine for (with pure v18, not SVN)...

Maybe you could look at it, I post "CTD Piracy2" (one turn before getting "Piracy") and "CTD Piracy" (one turn after getting Piracy).

So, for me it works, I hope for you too. :)

mcookie83
Oct 31, 2011, 01:55 PM
Yes I will make both. However "Pirate's Cove" would still come later due to its 2nd tech.

I will change both building requirmets as soon as this stuff is on the SVN.

Sounds great! :D

Hope, everything works fine! Cross fingers!

Hydromancerx
Oct 31, 2011, 02:40 PM
Ok the request is sent to SO. Piracy tech now requires Naval Warfare and Fermentation (what's a pirate without rum?) Should be up on the SVN soon.

mcookie83
Oct 31, 2011, 02:47 PM
Ok the request is sent to SO. Piracy tech now requires Naval Warfare and Fermentation (what's a pirate without rum?) Should be up on the SVN soon.

Juhuu!

Sounds cool! :woohoo:

When it needs some fine-tuning, just tell me... I'll do it.

"Hey Ho and a bottle of rum!"

strategyonly
Oct 31, 2011, 03:42 PM
Ok the request is sent to SO. Piracy tech now requires Naval Warfare and Fermentation (what's a pirate without rum?) Should be up on the SVN soon.

Done in SVN already.

mcookie83
Oct 31, 2011, 03:54 PM
Done in SVN already.

Thank you very much, SO!

:goodjob:

Dancing Hoskuld
Oct 31, 2011, 04:49 PM
@mcookie83 one minor thing to remember, when you say good morning it is way past my bed time.:) So don't expect comments from me for about 8 hours. ;)

Hydromancerx
Oct 31, 2011, 07:43 PM
@mcookie83

Stuff I pushed to the SVN.

- Made Smuggler's Shanty and Pirates Cove require Piracy tech.
- Made Parts Plant require Advanced Metallurgy tech.

mcookie83
Nov 01, 2011, 08:13 AM
Now that "Piracy" is already in the SVN here the newer .rar-"Ships"-folder... I removed "Piracy", so there is just "Coast Guard" in that module.

Just tell me, if there is something to change. :)

Hydromancerx
Nov 01, 2011, 04:10 PM
Hmm didn't Dancing Hoskuld already add the Trade Cog and Galleas as well as some sort of Merchant Fleet thingy?

Also coastguard tech is in the wrong spot. Probbly just have to get SO to add it. I am thinking X62 Y5 (https://spreadsheets.google.com/spreadsheet/pub?hl=en_US&hl=en_US&key=0AsdBtytHP7lodDl2a2tIYkVQSjBIRjRSb29YLW9NZ2c&output=html) on the tech tree.

Dancing Hoskuld
Nov 01, 2011, 04:39 PM
Hmm didn't Dancing Hoskuld already add the Trade Cog and Galleas as well as some sort of Merchant Fleet thingy?

Also coastguard tech is in the wrong spot. Probbly just have to get SO to add it. I am thinking X62 Y5 (https://spreadsheets.google.com/spreadsheet/pub?hl=en_US&hl=en_US&key=0AsdBtytHP7lodDl2a2tIYkVQSjBIRjRSb29YLW9NZ2c&output=html) on the tech tree.

No, I added some naval units between the ancient and renaissance naval units. Those are not merchant units. I need to check that the piracy/anti-piracy ships line up in strength etc with those units.

I also added a Merchant Fleet event. This is a special fleet not one you can build so I don't see the need to change the event or the merchant vessels in this mod. We may need to make sure the AI can handle merchant vessels. It can caravans of the three types (food, trade and production) so it should.

Hydromancerx
Nov 01, 2011, 07:24 PM
@mcookie83

SO added the Coast Guard tech to the SVN. So that's now included in the core. You can take that part out of your mod then.

mcookie83
Nov 02, 2011, 09:18 AM
@mcookie83

SO added the Coast Guard tech to the SVN. So that's now included in the core. You can take that part out of your mod then.

So, guys!

Updated version: Removed the techs and added separated Texts to the folders. Thanks for your uncomplicated support so far!

Tell me what you're thinking about it now, if you have the time to do so... :mischief:

EDIT: Ah, btw, do you have the Gametexts for the techs? Otherwise I'll post them again...

Hydromancerx
Nov 02, 2011, 11:37 AM
EDIT: Ah, btw, do you have the Gametexts for the techs? Otherwise I'll post them again...

PM strategyonly about it if they are missing text.

mcookie83
Nov 03, 2011, 02:12 AM
"Good Morning", guys (all over the planet)! @ DH :lol:

I just have one question:

When I think this "Pirates and Merchants"-Mod is doing well and almost that perfect that I want it to be, do you guys push it to the SVN (if you want to integrate it?:mischief:) or do you want me to do it my own, with your permission, of course?

That's all I want to ask, because it's more than halfway ready.

Okay... have a great night, day... whatever! :D

Ps. Good job with the new resources!!!

Dancing Hoskuld
Nov 30, 2011, 04:59 PM
OK, there is something wrong with the ships concerning piracy and anti-piracy at the moment (v19).

Buildings:- Smugglers Shanty
- TECH_PIRACY

Pirates Cove
- TECH_NAVAL_CANNON, TECH_ASTRONOMY and TECH_PIRACY


Units:- Pirate Ship 1 - Dragon Ship (str 5)
- Smugglers Shanty
- TECH_PIRACY, TECH_METAL_CASTING, TECH_SHIP_BUILDING

Pirate Ship 2 - Barbary Corsair (str 16)
- Pirates Cove
- TECH_OPTICS, TECH_PIRACY

Anti Pirate 1 - Galleass (str 8)
- Shipwright
- TECH_GUILDS, TECH_COMPASS

Anti Pirate 2 - Sloop of War (str 14)
- Shipwright, Iron
- TECH_OPTICS, TECH_PIRACY


1) the sloop of war comes along before its predisessor galleass!
2) the tech requirements for the Barbary Corsair don't match those for the buildings.
3) some of the prereq techs are already prereqs for the other techs.

I think I will try swapping the techs for the two anti pirate ships as a start.

Hydromancerx
Nov 30, 2011, 08:05 PM
OK, there is something wrong with the ships concerning piracy and anti-piracy at the moment (v19).

Buildings:- Smugglers Shanty
- TECH_PIRACY

Pirates Cove
- TECH_NAVAL_CANNON, TECH_ASTRONOMY and TECH_PIRACY


Units:- Pirate Ship 1 - Dragon Ship (str 5)
- Smugglers Shanty
- TECH_PIRACY, TECH_METAL_CASTING, TECH_SHIP_BUILDING

Pirate Ship 2 - Barbary Corsair (str 16)
- Pirates Cove
- TECH_OPTICS, TECH_PIRACY

Anti Pirate 1 - Galleass (str 8)
- Shipwright
- TECH_GUILDS, TECH_COMPASS

Anti Pirate 2 - Sloop of War (str 14)
- Shipwright, Iron
- TECH_OPTICS, TECH_PIRACY


1) the sloop of war comes along before its predisessor galleass!
2) the tech requirements for the Barbary Corsair don't match those for the buildings.
3) some of the prereq techs are already prereqs for the other techs.

I think I will try swapping the techs for the two anti pirate ships as a start.

I agree. Go for it.

mcookie83
Dec 01, 2011, 12:27 AM
I agree. Go for it.

@DH and Hydro

That was a thing I totally overlooked! :crazyeye: I'm sorry... and thanks for fixing, because I have not that much time I want to have! :)

strategyonly
Dec 01, 2011, 12:47 AM
Any help you need just put what you need here and i am sure someone will help you, everyone here is around to help.:)

mcookie83
Dec 01, 2011, 12:48 AM
Any help you need just put what you need here and i am sure someone will help you, everyone here is around to help.:)

Great! Thanks for offering! :)

Dancing Hoskuld
Dec 01, 2011, 12:49 AM
There is something still not quite right but I need to play through at least twice to figure it out. ;

I am going to move the Cog and Galleass into the core files so it makes it easier to find stuff.

Hydromancerx
Dec 01, 2011, 02:20 AM
I think the Cog and Galleass should come earlier. For some reason I have say Triremes and Galleys for a very long time and then poof I get Cog and Galleass right before they become obsolete from all the other wooden ships. Right now we have ...

Prehistoric
Boat Building = Canoe
Boat Fishing = Fishing Boat

Ancient
Archery = War Canoe
Sailing = Galley
Naval Warfare = War Galley
Piracy =
Seafaring =

Classical
Ship Building = Trireme
Siege Warfare = Siege Quinquereme

Medieval
Optics = Caravel
Compass = Galleass, Cog
Whaling = Whaling Boats

Renaissance
Astronomy = Fluyt
Metallurgy = Brigantine, Sloop
Naval Cannons = Galleon, Frigate, Privateer
Grand War = Man O War

Industrial
Military Science = Ship of the Line
Steam Power = Paddle Steamer, Iron Frigate

I mainly think the problem is if you look on the tech tree (https://spreadsheets.google.com/spreadsheet/pub?hl=en_US&hl=en_US&key=0AsdBtytHP7lodDl2a2tIYkVQSjBIRjRSb29YLW9NZ2c&output=html) is compass is at the end of the Medieval Era and all the other Renaissance Era ships start out near the beginning.

I guess its the best solution for what we have available without having with either move compass earlier or removing it s a requirement from Cog and Galleass and replace it with something else. However no other ships come about at Compass so it would be a shame to leave the tech without some ship to upgrade to.

In short it would be nice to have some more buffering between the Medieval and Renaissance ships but less between the Classical and Medieval ships.

Dancing Hoskuld
Dec 01, 2011, 02:58 AM
That was the other problem I had.

OK, there is something wrong with the ships concerning piracy and anti-piracy at the moment (v19).

Buildings:- Smugglers Shanty
- TECH_PIRACY

Pirates Cove
- TECH_NAVAL_CANNON, TECH_ASTRONOMY and TECH_PIRACY


Units:- Pirate Ship 2 - Barbary Corsair (str 16)
- Pirates Cove
- TECH_OPTICS, TECH_PIRACY


The Barbary Corsair requires Pirates Cove which requires naval canons! I think it should only require the Smuggler building.

I'll put up a new list in a moment with the pirates and others from OV's mod.

Hydromancerx
Dec 01, 2011, 03:46 PM
Yeah the Barbary Corsair is much earlier type of ship. Just Piracy seems better. Or even Ship Building + Piracy then its at least at the same level as a Trireme.

Dancing Hoskuld
Dec 01, 2011, 10:49 PM
I had a power failure after my last post and when the power came back my computer was making really bad noises. Luckily I don't seem to have lost anything, except the list of ships I was working on.

mcookie83
Dec 02, 2011, 06:18 AM
Again:

Thanks guys for your great support!

:bowdown:

Dancing Hoskuld
Dec 02, 2011, 02:08 PM
OK taking your list and adding the extra ships. Ships in bold are from Orion Veteran's piracy mod. Probably should add in the merchant ships. () = other techs needed

PrehistoricBoat Building = Canoe
Boat Fishing = Fishing Boat, Whaling Boat

AncientArchery = War Canoe
Sailing = Galley
Naval Warfare = War Galley
Piracy = Dragon Ship (Metal casting and Ship building)
Seafaring =

ClassicalShip Building = Trireme
Siege Warfare = Siege Quinquereme

MedievalOptics = Caravel, Barbary Corsair (Piracy)
Compass = Galleass (Piracy), Cog (Machinery)
Guilds = Sloop of War (Compass and Optics)
Whaling = Whaling Boats

RenaissanceAstronomy = Fluyt
Metallurgy = Brigantine, Sloop
Naval Cannons = Galleon, Frigate, Privateer
Grand War = Man O War

IndustrialMilitary Science = Ship of the Line
Steam Power = Paddle Steamer, Iron Frigate
Assembly Line = Torpedo Boat (Steel)

ModernSubmarine Warfare = U Boat(Chemistry), Q Ship
Coast Guard = Assult ship (Submarine Warfare), CQ Ship(Submarine Warfare)

Hydromancerx
Dec 02, 2011, 03:46 PM
Piracy = Dragon Ship (Metal casting and Ship building)

Then the Dragonship should be under Classical Era as ...

Ship Building = Trireme, Dragonship (Metal Casting and Piracy)

Note that a lot of these have 2nd requirements too I just set them at the most advanced tech they required.

Dancing Hoskuld
Dec 08, 2011, 03:03 PM
Ship Building requires Metal Casting and Seafaring.

Seafaring requires Naval Warfare and Piracy.

Piracy requires Naval Warfare and Fermantation.

This means that Dragon Ship should only require Ship Building and trireme should not require Naval Warfare. Similarly Siege Quin... should also only require the tech ancient balistics as the other tech is a requirement for ancient balistics.

Also the tech Seafaring should only require Piracy.

Hydromancerx
Dec 09, 2011, 04:19 AM
Can you guys add these ships (http://forums.civfanatics.com/showpost.php?p=11104473&postcount=4356)?

I know we have a Trireme and Siege Quinquereme, but I though these could give some variety to early game naval warfare.

Here are some stats I was thinking of for it.

----

Quinquereme (http://forums.civfanatics.com/attachment.php?attachmentid=308772&d=1323352878)
Type: Wooden Ships
Req Tech: Ship Building AND Naval Warfare AND Bronze Working
Req Building: Shipwright
Cost: 60
Strength: 6
Speed: 2
Upgrades From: War Galley
Upgrades To: Galleass, Caravel

Special Abilities

Cannon Enter the Ocean Until Astronomy
This Unit is Tradable
Builds 20% Faster with Prime Timber
Starts with Coastal Guard I Promotion


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Decareme (http://forums.civfanatics.com/attachment.php?attachmentid=308768&d=1323352865)
Type: Wooden Ships
Req Tech: Ship Building AND Naval Warfare AND Iron Working
Req Building: Shipwright
Cost: 60
Strength: 6
Speed: 2
Upgrades From: War Galley
Upgrades To: Galleass, Caravel

Special Abilities

Cannon Enter the Ocean Until Astronomy
This Unit is Tradable
Builds 20% Faster with Prime Timber
Starts with Navigation Promotion


----

I also was thinking the Trireme could get Coastal Assault I Promotion. This way you have ...

Trireme (Metal Casting) = Attack
Quinquereme (Bronze Working) = Defense
Decareme (Iron Working) = Speed

Feel free to add your ideas on how to make them all unique whale still being weaker than the later ships.

Dancing Hoskuld
Dec 09, 2011, 11:16 AM
You did not read my previous post did you :mischief: Ship Building has Naval Warfare as a prerequisite so Naval Warfare is not needed in the prerequisite list.

Again this is a first cut that needs testing. Goes in Assets/Modules/Custom_Units.

Both these ships have larger carrying capacity than those that they upgrade to.

strategyonly
Dec 09, 2011, 01:20 PM
btw, How far along is the Mine Warfare section?

Dancing Hoskuld
Dec 09, 2011, 01:23 PM
btw, How far along is the Mine Warfare section?

Don't know. OV has recently done some changes to improve the way the AI works with the units. I think he just changed the strength of land mines so that te AI would not leave their cities with only land mines in them as defenders.

PS while you were posting I was editing my previous post. Don't miss the new units that need some testing. ;)

strategyonly
Dec 09, 2011, 01:32 PM
Don't know. OV has recently done some changes to improve the way the AI works with the units. I think he just changed the strength of land mines so that te AI would not leave their cities with only land mines in them as defenders.

PS while you were posting I was editing my previous post. Don't miss the new units that need some testing. ;)

Yeah i just saw that, will take a look, also, if you have anything else that needs testing, just let me know ok in that section thx.

btw can you PLS look at the python code of the Gladiator/Spartacus, because i am NOT getting a Gladiator no matter how many times i win and you are supposed to get one at a minimum of one per two kills, or something like that??????? PLS:help:

Hydromancerx
Dec 09, 2011, 03:40 PM
You did not read my previous post did you :mischief: Ship Building has Naval Warfare as a prerequisite so Naval Warfare is not needed in the prerequisite list.

Again this is a first cut that needs testing. Goes in Assets/Modules/Custom_Units.

Both these ships have larger carrying capacity than those that they upgrade to.

1. I did but i was not sure, I kind of got confused. Which is funny since I set up that part of the tech tree.

2. Don't you think the Quinquereme is too strong at 7 strength?

3. Don't you think the Decareme is too weak at 4 strength?

In comparison ...

War Galley = 4 Strength
Siege Quinquereme = 5 Strength
Trireme = 6 Strength
Galleass = 8 Strength

Note that in level of rowers it goes ...

Trireme < Quinquereme < Decareme

Making the Decareme biggest and thus fastest ship since they have that many more rowers. Trireme on the other hand would be the most common since it was much easier to make.

Which is why i went Metal Casting -> Bronze Working -> Iron Working for the 3 ships to space them out a bit so they do not all appear at Ship Building tech, but still require it. note it is still possible I think for them to all appear at once if you get Iron Working before Ship Building.

Also I noticed that the Siege Quinquereme and the Quinquereme have the same tag of "UNITCLASS_QUINQUEREME". That need to be fixed since they are different types of ships.

Dancing Hoskuld
Dec 09, 2011, 04:09 PM
1. I did but i was not sure, I kind of got confused. Which is funny since I set up that part of the tech tree.

2. Don't you think the Quinquereme is too strong at 7 strength?

3. Don't you think the Decareme is too weak at 4 strength?

In comparison ...

War Galley = 4 Strength
Siege Quinquereme = 5 Strength
Trireme = 6 Strength
Galleass = 8 Strength

Note that in level of rowers it goes ...

Trireme < Quinquereme < Decareme

Making the Decareme biggest and thus fastest ship since they have that many more rowers. Trireme on the other hand would be the most common since it was much easier to make.

Which is why i went Metal Casting -> Bronze Working -> Iron Working for the 3 ships to space them out a bit so they do not all appear at Ship Building tech, but still require it. note it is still possible I think for them to all appear at once if you get Iron Working before Ship Building.

Also I noticed that the Siege Quinquereme and the Quinquereme have the same tag of "UNITCLASS_QUINQUEREME". That need to be fixed since they are different types of ships.

Oops, I missed the strength bit. No wonder all my Dragon ships were being sunk. ;)

Dancing Hoskuld
Dec 09, 2011, 04:25 PM
I also forgot the ocean bit. try this one.

Hydromancerx
Dec 09, 2011, 05:20 PM
Looks much better. Now for some in game testing.

EDIT: Ok i think they have too much stuff on them.

1. They should not have cargo space. Triremes don't and I don't think it should either.

2. They should have no bombard capability. That should be only for the Siege Quinquereme.

3. They should not be able to entire rival territory. These are not pirate ships. That's what the dragon ships are for.

4. They should not have gold per turn. However the pirate types ships should!

5. In short please make them ave the same stats as a Trireme just with a different free promotion and tech requirement.

EDIT2: Here I made the changes except for the pirate ships requiring gold.

EDIT3: Oops messed up the art. Fixed it.

Hydromancerx
Dec 11, 2011, 04:37 AM
@mcookie83 and Dancing Hoskuld

I noticed many of the new petroleum fueled ships require Oil (BONUS_OIL). It should be Oil Products (BONUS_DIESEL) instead. Please change so they match the existing modern ships.

Here are some examples of ones that need fixing ...

- Q Ship
- U Boat
- Coast Guard Cutter
- Cargo Merchant Ship

I also saw some of the new aircraft have the same problem.

----

On a side note a bunch of the new unit button/icons look like they don't have the right alpha channel or border like most button/icons do. That should be fixed as well.

mcookie83
Dec 11, 2011, 06:15 AM
@mcookie83 and Dancing Hoskuld

I noticed many of the new petroleum fueled ships require Oil (BONUS_OIL). It should be Oil Products (BONUS_DIESEL) instead. Please change so they match the existing modern ships.

Here are some examples of ones that need fixing ...

- Q Ship
- U Boat
- Coast Guard Cutter
- Cargo Merchant Ship

I also saw some of the new aircraft have the same problem.

----

On a side note a bunch of the new unit button/icons look like they don't have the right alpha channel or border like most button/icons do. That should be fixed as well.

I will do so! ;)

I also will look at the aircrafts...

mcookie83
Dec 12, 2011, 04:36 PM
PUSHED TO SVN

Changed required Bonus_Oil into Bonus_Diesel, like Hydro has proposed (ships and aircrafts).

Hydromancerx
Dec 12, 2011, 07:45 PM
PUSHED TO SVN

Changed required Bonus_Oil into Bonus_Diesel, like Hydro has proposed (ships and aircrafts).

Thanks dude! :goodjob:

Hydromancerx
Dec 12, 2011, 11:20 PM
I found some more, but am not sure what mod they are from ...

Should require BONUS_DIESEL instead of BONUS_OIL
- Cargo Ship Merchant
- Liberty Merchant
- Modern Frigate
- Magach (Is this a UU for Israel? If soe it should be removed since no civ has their own UU anymore.)

In addition I am wondering if the Cargo Ship Merchant and/or Liberty Merchant should require Steel and not iron. Or at least the choice of Steel OR Iron.

Dancing Hoskuld
Dec 13, 2011, 12:02 AM
I found some more, but am not sure what mod they are from ...

Should require BONUS_DIESEL instead of BONUS_OIL
- Cargo Ship Merchant
- Liberty Merchant
- Modern Frigate
- Magach (Is this a UU for Israel? If soe it should be removed since no civ has their own UU anymore.)

In addition I am wondering if the Cargo Ship Merchant and/or Liberty Merchant should require Steel and not iron. Or at least the choice of Steel OR Iron.

There are naval vessels all over the place. Have been merging the "unowned" into one mod. I was going to put them in the core but SO said he was doing some major stuff there. I will at last put up the tidied version. It has the Modern Frigate so I will change that. Don't know about the others.

strategyonly
Dec 13, 2011, 03:09 AM
There are naval vessels all over the place. Have been merging the "unowned" into one mod. I was going to put them in the core but SO said he was doing some major stuff there. I will at last put up the tidied version. It has the Modern Frigate so I will change that. Don't know about the others.

Go ahead and do what ever you'll want. I am mainly working on Heroes/limited/National units.

Dancing Hoskuld
Jan 02, 2012, 02:44 AM
When I was setting this up and testing it I removed the civics requirements for the Privateer. Do we need to put it back on? Also do we need to do similar for the pirate buildings and other pirate ships? Democracies probably don't have state run pirates, at least not many.

Should the merchant ships be capturable or defensive only?

There is still something not quite right about the ships in C2C - I need to play through a few more times to figure it out. One thing is that I have never been able to build the galleeass before there are better ships available. Or it may just be that I am not concentrating on sea travel/war at the correct time.

strategyonly
Jan 02, 2012, 04:02 AM
When I was setting this up and testing it I removed the civics requirements for the Privateer. Do we need to put it back on? Also do we need to do similar for the pirate buildings and other pirate ships? Democracies probably don't have state run pirates, at least not many.

Should the merchant ships be capturable or defensive only?

There is still something not quite right about the ships in C2C - I need to play through a few more times to figure it out. One thing is that I have never been able to build the galleass before there are better ships available. Or it may just be that I am not concentrating on sea travel/war at the correct time.

Yes you are correct on the Gallegas. In the last game i started on a smaller island where i could only build three cities. And i had to wait till i founded a tech that makes ship go into the ocean that could carry settlers, and that was a loooong wait. So there has to be something inplace for situations like this.

I dont use Privateer's at all, so i cant comment on them.

To me merchant ships are just a waste of my time, so i never use them either. But then again i dont use to many maps before that required alot of water, but now that i use mapscripts, i see i dont have much of a choice but to use water/ships. So again i cant comment much about those. I really have never used ships except to defend my territory and to transfer settlers to a new point before in my games. I once in awhile used subs also but very rarely. PLUS i use Epic So alot of the stuff i do is for NOT in a Snail game, sorry. Way different playing styles, sorry:blush:

Hydromancerx
Jan 02, 2012, 04:29 AM
When I was setting this up and testing it I removed the civics requirements for the Privateer. Do we need to put it back on? Also do we need to do similar for the pirate buildings and other pirate ships? Democracies probably don't have state run pirates, at least not many.


What were the civic restrictions? But I do agree out the democracy comment.


Should the merchant ships be capturable or defensive only?


I think they should be both capturable and defense only. They should not try to battle with their merchant ships.


There is still something not quite right about the ships in C2C - I need to play through a few more times to figure it out. One thing is that I have never been able to build the galleeass before there are better ships available. Or it may just be that I am not concentrating on sea travel/war at the correct time.

I cannot say I have not played enough with those sea units yet.

On a side note a bunch of the new sea units (and air units) need better icon buttons. They don't seem to have the right alpha channels or borders on them. Somone needs to fix them.

Dancing Hoskuld
Jan 03, 2012, 01:47 PM
Thinking on it, they are capturable from the war prizes mod.

Privateers were only buildable with CIVIC_MERCANTILISM, CIVIC_NATIONALIST and CIVIC_FEUDAL.

I would add Despotism and Monarchy to the list myself and apply it to all pirate ships and buildings.

SO, I find merchant ships useful when I just that extra bit of cash. ;)

strategyonly
Jan 03, 2012, 03:49 PM
SO, I find merchant ships useful when I just that extra bit of cash. ;)

See i thought that also, but dont you need "open" borders first? Otherwise i cant use them?? Am i wrong again??

Dancing Hoskuld
Jan 03, 2012, 05:29 PM
See i thought that also, but dont you need "open" borders first? Otherwise i cant use them?? Am i wrong again??

No, you need open boarders. That is what colonies are for. :mischief:

Hydromancerx
Jan 28, 2012, 02:23 AM
@mcookie83

You still going to convert the mine warfare mod? I am very much looking forward to it in my game.

mcookie83
Jan 28, 2012, 02:50 AM
@mcookie83

You still going to convert the mine warfare mod? I am very much looking forward to it in my game.

Hey, buddy!

Surely I do! I was away for a short while... long story, short conclusion!

I merged it already I just have a problem with the Land Mine Sweeper, he walks like an idiot and talks like an idiot. I have to figure what graphics are needed... I'm still learning - neverending story!

I also merged a lot of industrial/modern units from MaxRiga's mods and EliteUnits for Cultures (tanks for germans and other civs) I just have to make them compatible with the new resources (btw great job!)...

For the next two weeks I'm finishing Mine Warfare and added most of the other units.

Is that a plan? Isn't it??? :D

I'm looking forward!

Hydromancerx
Jan 28, 2012, 03:34 AM
Awesome. If you are having problems with buttons let me know. Many of the aircraft and ships you made before had poorly done icon/buttons. I am currently trying to fix them up since they were missing the alpha channels and border. If any of the mine stuff has similar stuff let me know so I can try to fix them.

Hydromancerx
Feb 13, 2012, 02:55 AM
Bump :bump:

Any progress?

Kreatur
Feb 13, 2012, 09:40 AM
is it possible that merchant ships are allowd to hutty production ? i would be interesting ig players could support overseas cities in war times for example

Kreatur
Feb 13, 2012, 09:41 AM
sorry i mean hurry :blush:

Dancing Hoskuld
Feb 13, 2012, 01:36 PM
is it possible that merchant ships are allowd to hutty production ? i would be interesting ig players could support overseas cities in war times for example

sorry i mean hurry :blush:

You can edit your own posts. I use it to fix typing mistakes all the time. ;)

It is possible to change them to hurry buildings but not units.

mcookie83
Feb 14, 2012, 03:30 AM
@ SO, DH and Hydro

So, guys! I merged OV's Mine Warfare Mod in a simple way. I'm not 100% sure if the scale in the <UnitCombatMods> is as good as you want it.

One issue is the Land Mine Sweeper art.xml: I can't figure out what graphic is required. I experimentalized with some models, but nothing worked. Maybe you could find out what's needed?

If I did something wrong or there is something to do, feel free to change, or just tell me. That would be cool!

btw... the folder belongs to the Orion-folder, of course.

Hydromancerx
Feb 14, 2012, 03:33 AM
I will try to take a look at it soon. Thanks for working on this. Hopefully DH will feel good enough to take a look to so we can get it to the SVN before the next C2C release.

Dancing Hoskuld
Feb 14, 2012, 11:50 AM
There is something missing. I can't see anything that links the python code into C2C. Also some of the checks in the python code can be done in the XML in C2C since we allow units to require many buildings now.

mcookie83
Feb 14, 2012, 02:29 PM
There is something missing. I can't see anything that links the python code into C2C. Also some of the checks in the python code can be done in the XML in C2C since we allow units to require many buildings now.

Unfortunately I don't have any experiences in Python-stuff nor adequate knowledge! :mischief: I definitely need help for that... if anybody can help, would be cool!

Hydromancerx
Feb 14, 2012, 05:20 PM
Sorry I could not be any help but this stuff is beyond my skills. Hopefully DH or SO can be of some help to you.

Dancing Hoskuld
Feb 14, 2012, 05:22 PM
I'm working on it but it wont be ready for v21, unless I get a brain wave. ;)

strategyonly
Feb 14, 2012, 05:28 PM
I'm working on it but it wont be ready for v21, unless I get a brain wave. ;)

I believe yours is on the left and mine on the right:lol: So lets get to it:joke:

Dancing Hoskuld
Feb 15, 2012, 06:05 AM
@mcookie83, I have found the rest of the python but we aren't going to get it ready for v21. :(

One thing you can do is move the requirements into the XML. We have access to more tags than Orion Veteran has. ;)

1) Where the units or buildings require a harbour it should be changed to OR require the list of harbour upgrades as well. If fact put the harbour, port etc all in the pre or buildings list.

2) Where some require factory and assembly plant put them in the list of and buildings required.

3) Nuclear mines need the mine centre so put that building in the prereq and building tag.

This goes for the mine sweeper units also.

Edit I forgot, something is wrong with the land mine sweeper, it is not showing up in the pedia.

Dancing Hoskuld
Feb 15, 2012, 10:39 PM
I found out what was wrong with the Land mine Sweeper, the KFM file is not in the module.

mcookie83
Feb 16, 2012, 03:13 AM
@DH

Thanks for checking out. I'll follow your instructions. :)

And yes, I know, the kfm is missing, so I tested replacing it with something different (or similar), but it doesn't work, but I will check out, if I find it somewhere to use it in our "Mine Warfare"-module.

I'll post the next version so that you could look at it... that would be nice!

Thanks so far!

Edit: Tadaaaaa! Found the kfm in OV's GrandInquisition-Mod. Will test it.

Dancing Hoskuld
Feb 22, 2012, 03:49 PM
The problem with this mod is that I am going to have to understand the AI because we (C2C) have more eras, routes and terrains than standard BtS for which this was written.

Hydromancerx
Apr 17, 2012, 04:43 PM
@mcookie83

So whats the status on this? I thought it was going to be converted 2 updates ago. What's the hold up? I thought you were almost finished.

Dancing Hoskuld
Apr 17, 2012, 04:55 PM
The problem is that Orion Veteran reckons it is a CPU hog and needs to be moved to the SDK which meas that it won't be done by mcookie83 or me.

We could still use the python since looking at the code I did see a couple of places that could be optomised. However I could not see how to make some of the stuff into the new mission and outcome systems. I have more experience now so I probably could. I was also waiting for mcookie83 to do some XML work but I may have done that also.

rightfuture
Aug 13, 2012, 12:54 AM
bump for considering mod integration into C2C.

Dancing Hoskuld
Aug 13, 2012, 01:20 AM
I have not had much time to work on this, it is low priority. I think I got as far as converting the coed to use all c2c Earth terrains.

Thunderbrd
Aug 13, 2012, 01:31 AM
I think we might be able to design better. To me, the trick here would be to allow multiple improvements on a plot in a limited fashion... any really good method for this kind of thing I think would start there. Also I'm not sure how well we can make improvements 'invisible' but it also stands to reason that this is another element that would need to come into play.

Between those two things, we could also do some other things, like fort improvements, hidden missile silos, etc...

Dancing Hoskuld
Aug 13, 2012, 01:36 AM
Mine Warfare includes the AI for placing mines and for mine sweepers (land and sea) getting rid of them as well as upgrading mines and differing damage depending on the relative age of the mine and target. The main problems I have with integrating it is I still don't understand the mission/outcome system - I can't get the buttons to show; and saving data from python to the save game - last try I broke everything. :(

Thunderbrd
Aug 13, 2012, 01:52 AM
Yeah, saving and recovering (read and write streams) are the most easy area to create a problem, particularly with incompatibility. Its a bit tricky and I figure for py, even worse.

AIAndy could probably help you sort both of those issues out lickety split.

Nevertheless, the point still stands that it would be of value to be able to have 'traps' such as Mines and such be able to, hidden, overlap with existing improvements so as its not a 'giveaway'. Would this mod allow that?

Hydromancerx
Aug 13, 2012, 02:08 AM
Well at the very least the graphics could be recovered for whatever new system you guys come up with. We have the techs and stuff all ready to go. Its only a matter of what DH said.

ls612
Aug 13, 2012, 09:27 AM
I think that OV released Mine Warfare last month as part of his modpack, so the SDK stuff could be theoretically extracted from that. However, I think that this should go on the back burner, as we have so many other good ideas and plans in the works.

Dancing Hoskuld
Aug 13, 2012, 05:52 PM
Yes, thinking on it, while I can see some major improvements to speed in the python it will still require one of the slowest call backs so maybe this should be handed over to one of the SDK moders.