[WARLORDS] Amra's Modpack v2

Sorry I haven't gotten in touch with you Amra, I've done an initial search for the cause of the bug and came up empty handed. I'm delayed mainly because I've been continuing to plow through Total Realism code integration and I'm too deep to pull out :D On the plus side you'll get that Inquisitor mod you've been wanting when its ready.
 
Amra! There is a bit of a bug in your mod!

I checked over the known issues list, and it wasn't listed there, so I'm assuming no one has looked into it yet.

Anyway, it's a universal bug with Charismatic leaders. For some reason, none of them are getting the -25% unit promotion bonus associated with the trait!

I tried Trudeau, Washington and Menelik II and their unit's promotion tiers are going up at 2/5/10 instead of 2/4/8 like they should be supposed too.

Just to be sure I loaded vanilla warlords back in, started as Washington, and sure enough it's 2/4/8.

I'll continue trying it with the rest of the Charismatic leaders, but I'm going to go out on a limb and say its a general bug with the trait, and not with an assorted few.

Was this intentional? Will it be fixed in the next version?

Thanks for looking into it!
 
Amra! There is a bit of a bug in your mod!

I checked over the known issues list, and it wasn't listed there, so I'm assuming no one has looked into it yet.

Anyway, it's a universal bug with Charismatic leaders. For some reason, none of them are getting the -25% unit promotion bonus associated with the trait!

I tried Trudeau, Washington and Menelik II and their unit's promotion tiers are going up at 2/5/10 instead of 2/4/8 like they should be supposed too.

Just to be sure I loaded vanilla warlords back in, started as Washington, and sure enough it's 2/4/8.

I'll continue trying it with the rest of the Charismatic leaders, but I'm going to go out on a limb and say its a general bug with the trait, and not with an assorted few.

Was this intentional? Will it be fixed in the next version?

Thanks for looking into it!
Thanks for the heads up. It could be an xml coding error, I'll check into it. I also have the Air Strike bug that has yet to be fixed. That one is a little bit of a game stopper. :blush:

I'm going to be making a decision here sometime in April on how to proceed forward with fixing the bugs in this mod.
 
Thanks for the response Amra.

I've tried the rest of the Charismatic leaders now and it seems to be a a bug with the trait, because they're all effected. Sort of happens to make the trait itself useless, with just the happiness bonus any nothing else - that is confirmed though, they are getting bonuses from the rest of the trait.

Anyway, I don't think it should be a difficult fix. Just compare the leader xml for a regular charismatic leader and paste it over. I dunno.

I love this modpack though, regular warlords just seems so boring now that i've been playing this so long! Thanks again.
 
Hi, Amra, I think you should know that, maybe can help somebody else. I told Gyathaar about my game's problem, and he asked me to change the registry key on Windows, I did it and now your mod works perfectly well.Here is what Gyathaar asked me to do: Gyathaar said:
"Most of the mods that has that problem is because they check the registry for where the game is installed..

make an entry in the registry:
[HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Warlords]
and inside this a string value INSTALLDIR (for me it is E:\Civilization4\Warlords)

some mods may check for the patch version installed.. in that case it looks for the existence of [HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Warlords\2.08]

a few mods may also check for the values for vanilla..
[HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4]
and an INSTALLDIR value inside this

also [HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4\1.61] (empty key)" I'm really glad now I can play using your mod.Thanks very much!
rebakan
 
:goodjob: I play and replay your mod !

I propose that you add this : http://forums.civfanatics.com/showthread.php?t=215790

The old good wonders from Civ2 !

My preferate : The Adam Smith Trade Company (World Wonder)
I suggest that you add Leonardo's Workshop => Upgrade all units for free automatically (Costly World Wonder)
 
Amra, is it too hard making a mod, with all the leaders as female leaders? I mean, all of them female, no male leader?
How can I change the leader's civilization?
Thanks, rebakan
 
Amra, is it too hard making a mod, with all the leaders as female leaders? I mean, all of them female, no male leader?
How can I change the leader's civilization?
Thanks, rebakan
First off, thank you for the earlier info on your game interface problem. :goodjob: I'll get around to including it in the FAQ as soon as I can.

As far as your leader question, it isn't a really simple process. If you just want to move an existing leader from one civ to another, then you can edit the Assets\XML\CIV4CivilizationInfos.xml file. In each civ's info, there is a "Leaders" section that will look similar to this entry for Polynesia:

Code:
            <Leaders>
[B]                 <Leader>
                    <LeaderName>LEADER_SALAMASINA</LeaderName>
                    <bLeaderAvailability>1</bLeaderAvailability>
                </Leader>
[/B]             </Leaders>
This code tells your mod what leaders a particular civ has. If you want to assign a leader to another civ then you would need to move this code to the other civ (in your mod, you should not alter the actual game's files) and then put code for another leader where this originally was since I am not sure what would happen if you removed all leaders from any civ.


@Lachlan
Thanks for the link to the Wonder thread. I hesitate to add a lot more wonders to this mod for fear of devaluing all wonders but I think a couple more would be okay. I'll check out that mod and see what it has to offer. :goodjob:


@Everyone
I haven't forgotten about this modpack and the bugs (especially the Air Strike bug). I've been busy with some real world things (tax time in the US, etc.), helping CIV Gold with LHs, and I have been working on a new version of this modpack (going to try compiling my own dll :crazyeye:) in case Impaler is unable to track down the problem in the CCCP. Please note that I would prefer to stick with the CCCP since it really has some nice things in it but I need to explore other options just in case the Air Strike bug can't be fixed any time soon.

We're all doing this as a hobby and not for money so I really appreciate everyone's patience while I work out the bugs. Thanks.

PS: IF I end up going with a new version of this modpack I wouldn't mind some help with testing before releasing it to the general public (especially since it would be the first time I've compiled my own dll). It will be a little while yet but if you are interested, let me know.
 
Thanks, Amra, you answer me really fast, and what is most important, clear and easy answers, considering I don't know much about computers. Thanks a lot!
rebakan.
 
hi Amra! I have a question regarding the realism of adding Enhanced Culture conquest (by Lopez): Does it end the resistence via converting some of the defeated's culture to the conquorer's color? Or increases the resistence by simply not resetting the losing civilization's culture in that city to zero??

Because I know the "resistence" (the :mad: caused we yiern for our motherland) is actually caused by the difference of the original civilization's culture in the surrounding tiles or something, compared with the new culture of the conquered... so if it grants free culture to the new city owner, it would be practically reducing the resistence alot

Also is there any difference between TheLopez and Stone-D culture conquest mods?? Thanks!
 
hi Amra! I have a question regarding the realism of adding Enhanced Culture conquest (by Lopez): Does it end the resistence via converting some of the defeated's culture to the conquorer's color? Or increases the resistence by simply not resetting the losing civilization's culture in that city to zero??
I believe it is the latter if I read TheLopez's notes correctly:
Spoiler :
- Upon capture, the city's culture is reset to one half of the original, PLUS a
random number whose maximum is half of the original. Prior to this
calculation, the original number is adjusted to account for the lost population:
NewCulture = ( OriginalCulture / 2 ) + ( Random(OriginalCulture / 4) ) + ( Random(OriginalCulture / 4) )

- If the conqueror is the original founder, then the calculation becomes :
NewCulture = OldCulture x ((Current_year - Loss_year) / (Max_years * 0.25))

- If the conqueror is not the original founder and the losing civilization is
also not the original founder and the city's culture is at least double what
it was when the founder lost it, the loser becomes the founder.

- If a player builds a city on the same plot as that of an older city that got
itself razed, the new city will gain some of the older city's culture to a
maximum of 80%, depending on how long ago the razing took place:
NewCulture = (Culture_old x ((Current_year - Loss_year) / (Max_years * 0.15))) * 0.8

- The number of times a city has been captured is logged


Also is there any difference between TheLopez and Stone-D culture conquest mods?? Thanks!
It is based on Stone-D's "original Culture Conquest code" and TheLopez lists these changes in his documentation:
Spoiler :
-----v1.3------

- Requires sdToolKit 1.20+

- Implemented version control. Will no longer perform a fix-loop every game
turn, causing a slowdown.

- Some minor cleanups and optimizations.

- Founding a city where an older city once stood will give some (max 80%) of
that older city's culture to the new city.

- Rebuilt culture is :
Culture_new = (Culture_old x ((Current_year - Loss_year) / (Max_years * 0.15))) * 0.8


-----v1.2------

- Requires sdToolKit 1.10+

- Implemented safeguards to allow continuation of current savegames with no
disruption.

- Eliminated a potential exploit. A city's data is no longer dependant on the
city's name.

- Removed population loss adjustment. T'was a silly idea.

- New variable, fDateLost. Stores the date the city was taken from the founder.

- Founder recapture culture redone :
Culture_new = Culture_old x ((Current_year - Loss_year) / (Max_years * 0.25))
NOT turn based... year based.

- If founder's restored culture is less than the non-founder culture, the
non-founder culture is used.

- Included two mods by Bhruic for the user's convenience.


-----v1.1------

- Uses SdToolKit.

- Better motive to regain lost cities. 80% of ORIGINAL culture is restored to
the founder, minus a small chunk for population depletion and building loss.
If the original culture is less than the current culture, then the current
culture is used.

- If a city is captured from a previous conqueror by someone other than the
original founder AND the current culture value is equal to or over 200% of
the original culture, then the loser becomes the 'founder' and gains the
aforementioned motive.

- Adjusted loss calculation from (0.25 + rand(0.25) + rand(0.25)) to
(0.5 + rand(0.25) + rand(0.25))


Hope that helps. Beyond what I could find in the mod readme, though, I'm not much help as I don't understand python enough to compare & decipher the two mods. Sorry.
 
Hey everyone,

I need some feedback.

I've started playing around with merging some SDK mods :crazyeye: and making a few simple changes such as having animals & barbarians coexist. I've also found out how to change the maximum number of players allowed in game. It appears to be a simple change and my question to everyone is how many is enough?

Currently with the CCCP included, it is 24. Is that a good number? Or is the default of 18 enough so that there aren't any conflicts with maps? Should it be higher, maybe 30 or even 50? I would imagine there is not enough screen space to list all the leaders when you get that high. Also, the more civs in a game, the slower it would be. Is any computer even strong enough to run a 50 civ game? :confused:

I'm asking you because I can't really play anything over a standard map due to my old computer so it really won't come into play for me until I can get a new computer.

Let me know what you guys want. If no one really cares, I'll probably go with 24 or maybe 30.
 
Thanks Amra! I was actually suspecting the cultureConquest mod increases the resistence in newly-conquered cities, it's more realistic that way
 
PS: IF I end up going with a new version of this modpack I wouldn't mind some help with testing before releasing it to the general public (especially since it would be the first time I've compiled my own dll). It will be a little while yet but if you are interested, let me know.

Sign me up!
 
Hey everyone,

I need some feedback.

I've started playing around with merging some SDK mods :crazyeye: and making a few simple changes such as having animals & barbarians coexist. I've also found out how to change the maximum number of players allowed in game. It appears to be a simple change and my question to everyone is how many is enough?

Currently with the CCCP included, it is 24. Is that a good number? Or is the default of 18 enough so that there aren't any conflicts with maps? Should it be higher, maybe 30 or even 50? I would imagine there is not enough screen space to list all the leaders when you get that high. Also, the more civs in a game, the slower it would be. Is any computer even strong enough to run a 50 civ game? :confused:

I'm asking you because I can't really play anything over a standard map due to my old computer so it really won't come into play for me until I can get a new computer.

Let me know what you guys want. If no one really cares, I'll probably go with 24 or maybe 30.

24 is enough for me.
 
Thanks Swede.:goodjob:

I appreciate the input and offer. For now, I've input the maximum players at 24 and unless I get a lot of requests for a higher number, that's what it will probably be.
 
18 is enough, 24 is just frosting on the cake.
I care more about unit cohesion and proper ethnic diversity [like Babylon retaining it's middle eastern heritage past gunpowder.]
Also, the civics in a way that makes a little more sense [better categories with better choices].
Also, I would like to see units build quicker, ten years to make an archer, or even an army of archers doesn't make much sense to me.

One way or another, keep up with the good work!
 
Amra,

Be careful going past 24....the game will get very slow. Although your mod runs faster than ViSa since we have TONS of SDK additions.

Some maps won't like a huge number of civs either.

BTW, we have found numerous looping errors in nearly everybody's SDK mods that eat tons of CPU cycles....so be careful :)
 
Amra,

Be careful going past 24....the game will get very slow. Although your mod runs faster than ViSa since we have TONS of SDK additions.

Some maps won't like a huge number of civs either.

BTW, we have found numerous looping errors in nearly everybody's SDK mods that eat tons of CPU cycles....so be careful :)
Thaks TAfirehawk, I'm leaning towards 24 for the reason you've given.

I'm not doing a whole lot with the SDK (No where near what Visa has done) so I'm hopeful that I won't break anything. I'm a SDK virgin (that didn't sound right :mischief: ) so I'm trying to keep it simple, just merging SDK mods that I really, really like.

Since I haven't heard back from Impaler on the Air Strike bug in the CCCP and I really don't want to push him on it (I appreciate all of his & everyone else's time and effort), I've made the following changes from version 2.08 of my modpack. In case anyone is curious...

- Removed CCCP v2.08.03 due to Air Strike bug and compiled my own dll
- Removed Expanded Spy Missions as they were part of CCCP
- Removed Sevo Mastery (Part of CCCP and too much effort right now to merge into new dll. I personally can live without it but may revisit it at a later date when I feel more comfortable with the SDK)
- SDK: Air Forces Mod v0.2w by TheLopez
- SDK: Customizable Domestic Advisor v0.95w by Taelis (updated by TheLopez)
- SDK: Great Generals from Barbarian Combat mod v0.3w by TheLopez
- SDK: Inquisition Mod v0.4.1w by TheLopez
- SDK: Route Pillage Mod v0.3.1w by TheLopez
- SDK: Unique Great Person mod v0.2w by Mexico
- SDK: Statistics Mod v1.43 by Teg_Navanis
- SDK: Water Animals Mod v0.3w by TheLopez
- SDK: Updated Enhanced Culture Conquest mod to Cultural Influences mod v0.4w by TheLopez.
- SDK Change: Animals can now enter cities if player controlled (useful for Unit Allegiance mod)
- SDK Change: Animals no longer disappear when Barbarians appear
- SDK Change: Increased maximum players to 24

I successfully compiled a CvGameCoreDLL tonight :woohoo:and just checked it. Everything looks good so far.

Unfortunately, though, I will lose some of the nice fixes that the CCCP included such as the defensive combat camera fix by RogerBacon. [EDIT] Found the SDK code for the camera fix and have added it in. :D
 
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