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#1 |
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Revolutionary
Join Date: Nov 2003
Location: California
Posts: 2,277
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Revolution: with BarbarianCiv, Rebellion, AIAutoPlay
![]() (Note: While the information in the first couple posts is still correct, the main discussion for Revolution happens in the mod's sub-forum and the RevolutionDCM thread) Revolution Mod Pack By jdog5000 Coders: jdog5000, glider1, Dom Pedro II, octitalis Civ Versions: BTS plus depreciated versions for Warlords & Vanilla Multiplayer? Not yet. Game Ready Components: BarbarianCiv AIAutoPlay Revolution TechDiffusion DynamicCivNames StartAsMinors In Testing/Further Development: ChangePlayer The goal The goal of this modpack is to make Civ4 more dynamic. New empires will rise in the middle of the game, over-extended empires may crumble, or colonies break away from oppressive rulers. Soon civs will be able to band into confederations, which can crumble if things don't go well. Gameplay Components The primary components of this mod are BarbarianCiv and Revolution. Briefly, BarbarianCiv allows Barbarian cities to "settle down" and spawn new full-fledged civs. These cities will first form single city minor civs and later, when they accomplish something notable, will be upgraded to full civs. Revolution allows colonies or groups of cities to demand changes to your empire or independence. Revolution has essentially absorbed the concepts from the Rebellion component that was in prior versions, plus there are several new Revolution types. With the SDK changes in this mod pack, these three components can spawn completely new civs that were not in the game before. Both of these components are also highly configurable and enabled by default. Tech diffusion is essentially a tech welfare program to keep civs from being eras behind by the end of the game. If a civ falls behind by several techs, they will start to accumulate free research towards some of the techs they can research. The rate of accumulation is based on how many civs they know with tech and what their relationships are. Unless the civ is extremely far behind, they will never get a completely free tech, instead they'll get a few percent of the research points per turn. Once a certain fraction (which increases as the eras go by) has diffused, the free beakers stop and the civ must do the rest of the research themselves. DynamicCivNames renames civs over the course of the game, based on thier civics and status. Civs spawned in rebellions will temporarily be named something like Japanese Rebels before they establish themselves. Similarly mechanisms exist for civs spawned by BarbarianCiv. A civ running Hereditary Rule and Theocracy might be named Holy Kingdom of Japan. There are quite a few variations for different civic combos. Tools These are components that are not directly game play changes, but instead can be used for fun or debugging. AIAutoPlay allows the player to turn over the reigns of their civ to the AI for some number of turns. Uses for this include watching the AI, "fast-forwarding" the game if you're bored or want to see the effects of mods you've made. This component is enabled by default, but makes no gameplay difference if you don't use it. ChangePlayer allows the player to switch which civ they control and the leader or civ type of any civ. There are some issues with changing the civ type of living civs, but all the other pieces are working well. This component is enabled by default and makes no gameplay difference if not used. Configurability This mod is designed to be very configurable. Many options and tweaks are available in the Revolution.ini config file (no coding required), including enabling and disabling each individual component. For specifics on what can be changed, check out the ini file. Note that yes, you can enable or disable a component, or change one of the other features, and continue with an in progress game. However, you will probably need to save, exit, and reload. Revolution Mod Forum Check out the Revolution mod forum for more info, and these special sections: Revolution information Download link and version info FAQ and Troubleshooting Notes for Modders & Mergers Bug Reports Gotta give my props Thanks to Dom Pedro for joining the team and helping make support for civic mods and (soon-to-be) rebel units specification a reality! Thanks to Caesium for sharing his adaptation of this mod (his mod pack has not yet been released on CFC) from which I have borrowed several pieces, and for translating text into German. Thanks to Dom Pedro II, Twisted_Stixx, Goobernatorial, suspendinlight, TheGreatApple, Quijote, Cincinnatus3, GenocideBringer, Seven05, AnarhCassius, Colin, b3virq3b, Peuri, Caesium, Mrdie, Beastfeast, cbmclean and Dnomal for their ideas, bug reporting and testing. Thanks to DrElmerGiggles for his custom event manager. Thanks to Stone-D and Teg Navanis for their work on saving mod data in compatible ways. Thanks to TheLopez for the Dead Civ Scoreboard mod component. Thanks to Lord Olleus for idea on how to call functions at the end of a players turn. Also, thanks to DrElmerGiggles, TheLopez, Kael, Rhye, eotnib, and others for their answers to questions and code I browsed for implementation ideas. Awesome Revolution logo by skylined! Last edited by jdog5000; Jun 08, 2009 at 01:26 PM. |
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#2 |
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Revolutionary
Join Date: Nov 2003
Location: California
Posts: 2,277
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BarbarianCiv Description
The goal: In this mod, barbarian cities, if left to their own devices, will eventually "settle down" into full blown civs! How it works: Barb cities will settle down probabilisticly, with several factor determining the odds. When a new civ takes control of some barb cities, they're given a bunch of freebies to make them competitive. These new civs are created in closed slots, ie a new player not on the initial list is added to the game. The new civ is chosen randomly from the list of unused civs, and the new leader chosen randomly from the available leaders for the civ. More details: Spoiler:
Notes on use: If you want to see some barbarian cities settle down, make sure there's enough space for them on the map. A full standard map game will probably only see a couple of barb civs emerge. One fun experiment is start a large world with only a handful of civs, then let the barbarians fill in the gaps. BarbarianCiv also works quite well with the Revolution component that can spawn barbarian rebels. On Terra maps, the "new" world will not be as empty as before. AIAutoPlay Description How to use This component is a tool, you decide when you want to activate it and for how long. Press Ctrl-Shift-X to open the AIAutoPlay Chooser window, select a number of turns to auto play and select Full Automation from the drop down menu (or no automation). There is a new feature to have the AI only move your units. At the start of your turn, change whatever you want or move a couple units, then press Ctrl-Shift-M to have the AI do the rest of that turn. You can also cancel automation by pressing Ctrl-Shift-X again, but only when there are no popups open. To help with that, there is a config option to block some standard game popups. In addition, there is now a config option that will fortify all units fortified by the AI at the end of automation. Without this all units start active, although refortified units will not lose their defense percentage. Potential uses Great for debugging or watching the behavior of the AI, as it shows you only what the AI can see. Also, if you want to skip certain sections of the game, or you're so close to winning but not quite there, let the AI play it for you! With many civs in the late game, auto play will still take a while but you won't have to do anything ... it will basically take (# of turns)*(in between turn lag + a little bit) to go through the turns. Revolution Description The goal: This component allows sections of disgruntled empires to rise up together and demand changes or attempt to break away from the motherland. No matter what the source of the complaint, you will be given an option to either ignore the complaint or accept the cities demands. If their demands go unmet and situations deteriorate, the cities may give you an ultimatum and take up arms if you do not comply! How it works: This component is intended to add realistic dynamics to the game, making keeping your cities and regions happy more important and challenging. Each city in your empire will have factors that make it want to stay and factors that make it want to rebel. If you cannot find a balance that keeps each of your cities happy, you will face revolts! Revolts come in many different styles, including requests to change civics, requests to change state religion, and demands for independence. No matter what the scenario, you will always be given choices when confronted with a rebellious city. This component has been updated to support Vassal states and other new features of Warlords. It also now incorporates most of the ideas from the prior Rebellion component. The AI logic appears bug free, but it's difficult to test all the human popup handling. However, it has undergone extensive testing and is in a good working state. If you do encounter a revolution popup whose results don't follow from what you selected, please let me know! More Details Spoiler:
The Revolution Watch Pressing Ctrl-Shift-W in the game will open the Revolution Watch popup. This popup displays which of your cities is in danger of rebelling, thinking about rebelling, or happy with your empire. In each category, the cities are ordered with the most rebellious towards the top. In addition, cities whose local situation is deterioirating are shown in orange. For specific information on how your civ-wide policies or the local city situation are effecting the rebelliousness of the city, scroll down and click the details button. This will open a new popup containing a lot of important information about the rebelliousness of your cities. At the top of this detail popup is an analysis of your national policies and situation. The effect of your civics, anarchy, golden age, and fiscal situation are shown here. These affect all of your cities equally. Next is a city-by-city listing of local effects. The location of the city, the religions and cultures in the city, the happiness and healthiness of the people, the size of the city, the size of the city's garrison, and culture rate are all important factors you may see here. Your civics can have a significant effect on how these local factors are felt. For example, running a theocracy will cause cities with non-state religions to be more rebellious, but keep cities with your state religion less rebellious. Representative government civics will greatly decrease the effects of distance on outlieing cities or colonies. If you want to understand a bit more of how all of the revolution factors work, you can enable a debug option in Revolution.ini that will add some numbers to the Revolution Watch popup. While this level of information is unrealistic for the leader of an empire, it may help you understand how the mod reacts to certain decisions you make. Last edited by jdog5000; Feb 08, 2008 at 12:48 PM. |
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#3 |
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Revolutionary
Join Date: Nov 2003
Location: California
Posts: 2,277
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TechDiffusion Description
The goal: With this component, civs who fall behind in tech but have lots of friends will receive some free research. How it works: When a civ falls behind by several techs, they qualify for tech "welfare." Each turn that they are significantly behind, they will receive some free beakers towards techs they can research. The amount of free beakers depends on how many civs they know who already have the tech and what there relationships are, although the rate for powerful military techs is lowered since civs try harder to keep them secret. If a civ is behind by a handful of techs, they will get fractions of a percent of the research per turn. If they are behind by a dozen or more, the rate increases. The diffusion of tech is capped so that civs don't receive techs for free but have to do the final research push themselves. The cap is low in the early eras, and moves up as the eras go on. If a civ is very far behind, the cap is ignored to try and keep them somewhat in the game. DynamicCivNames Description The goal: This component renames civs based on their civics choices and other status factors. How it works: When a civ is created or changes their civics, they are potentially assigned a new name based on many factors. Civs spawned by either Revolution or BarbarianCiv will get temporary names indicating their status, like Mongolian Horde or Russian Rebels, until they're more firmly established. When a civ switches to Hereditary Rule their name will change to something like Kingdom of America, while under Representation or Universal Sufferage they would be American Republic. Civs with only one city in the later stages of the game may have the city name included in their title, but their civ type will always be clarified as in French Kingom of Paris. There are many different potential names, and even variations for civs with the same status to provide some flavor. All of these civics determinations are made using the added Revolution flags in the civics xml file to support variations on the standard civics systems. Having a civic with the isCommunism bool set will cause Communist style names. Feedback and suggestions for how to improve the names and add more variety would be great. ChangePlayer Description How to use This component is a tool, you decide when you want to activate it using two keyboard commands. Press Ctrl-Shift-L to open a popup allowing you to select which player you want to control. This works quite well and is stable. Press Ctrl-Shift-P to instead select a player and change their civ, leader or team. The leader and civ type do not have to correspond. This is works okay however unit flags and player colors you can see on the screen do not update when you change a living player's civ type. Changing leader heads does work without issue, and the traits will change as well. Potential uses Using this, you can take control of any other player in the game. One possibility would be to build up a fantastic empire for ~250 turns, then switch to controlling a rival and see if you can take down your own creation! Or, if you take control of a rebellion for fun, but then decide you want to go back to your old empire. You can enable this component in the middle of a game, but you'll probably need to quit and reload to see the change. The popup for changing a player's civ type or leader is mainly meant to demonstrate the possiblities of the SDK changes. However, if you want to see how things would be different if Bismark took over for Fredrick, or have always wanted to have Sid control the American Empire, these things are now possible. Known Issues Existing unit flags do not update when you change a living player's civ type. Putting a player on a new team may result in them losing contact with other players they have met, but their new team has not. Last edited by jdog5000; Feb 08, 2008 at 12:48 PM. |
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#4 |
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Revolutionary
Join Date: Nov 2003
Location: California
Posts: 2,277
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Note: There are much more examples (and more up-to-date examples) in the Stories and Screenshots thread in the sub-forum.
Screen shots of Barbarian Civ in action: Before During After Screenshots for Rebellion: Offer Effect More screen shots: Tale of England Last edited by jdog5000; Feb 08, 2008 at 12:51 PM. |
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#5 |
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Prince
Join Date: Feb 2004
Location: Denmark
Posts: 341
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Gonna try this and:
First
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#6 |
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aka White Rabbit
Join Date: Dec 2005
Location: Toronto
Posts: 1,835
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This is great, hopefully I'll get a chance to try, too many good mods, too little time.
![]() One question, are you planning on making it automatically adjust its various values (for barbs and so on) based on difficulty, map size and game speed? |
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#7 | |||
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King
Join Date: Nov 2003
Location: Planet
Posts: 748
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Awesome, I'm looking forward to trying this out when we get to this point in our mod (which is a few eras into the future, but a critically important feature!).
Quote:
Quote:
(In our mod when a civ is taken over by a different lifeform they also behave differently, so having AI change with the civ is important to us...) At any rate, this is really awesome and more than I had expected from this mod! Quote:
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#8 | |||
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Revolutionary
Join Date: Nov 2003
Location: California
Posts: 2,277
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Quote:
Quote:
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#9 | |
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King
Join Date: Nov 2003
Location: Planet
Posts: 748
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Quote:
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#10 | |
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Revolutionary
Join Date: Nov 2003
Location: California
Posts: 2,277
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Quote:
I can't think of anything that should change based on difficulty yet ... and since happiness scales by difficulty even the rebellion and revolution components probably won't need scaling based on this. As for map size, I might make the radius around barb cities considered close flexible ... but since city radii don't change, 10 seems pretty good. There's space for max one city in between the "neighboring" barb cities, so the initial empire for a settled barb is not very spread out, which seems reasonable. Maybe on tiny maps this is too big? Would have to play test it. Last edited by jdog5000; May 16, 2006 at 07:01 PM. |
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#11 | |
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King
Join Date: Nov 2003
Location: Planet
Posts: 748
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Quote:
How this intersects with game speed and map size, I don't know. Perhaps that's where the "meta variable" I mentioned should be controlling? Alternatively, can the XML of game speed / map size have barb values inserted (if they aren't already)? |
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#12 | |
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Revolutionary
Join Date: Nov 2003
Location: California
Posts: 2,277
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Quote:
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#13 |
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Very naughty indeed
Join Date: Aug 2005
Posts: 902
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I haven't played it yet (comp trouble) but do they start with a population comparable to established civs?
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#14 | |
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Revolutionary
Join Date: Nov 2003
Location: California
Posts: 2,277
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Quote:
If anyone has feedback on ways to tweak the competitiveness of the new civs, without making them overpowered, please share! |
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#15 | |
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King
Join Date: Nov 2003
Location: Planet
Posts: 748
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Quote:
If the city is near other civs, extra military is crucial; otherwise, an extra settler is a big boost. (In fact, I'm almost of the opinion that all cities should start with the free buildings of its current era and am toying with that idea for our mod). |
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#16 |
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Chieftain
Join Date: Nov 2005
Posts: 29
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when i load the mod i m getting a screen without any words.. in other words i cannot see the menu and all the text... any ideas?
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#17 | |
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Revolutionary
Join Date: Nov 2003
Location: California
Posts: 2,277
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Quote:
The other thing to do, which you should do whenever loading a new mod, is to clear out the cache ... either hold down shift while starting up the game or manually empty /Application Data/My Games/Sid ...4/cache. Does that help? |
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#18 |
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Chieftain
Join Date: Nov 2005
Posts: 29
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xmm the cache wasnt cleared, i ll try to clear it and restart the mod. the mod is placed in C://program files/firaxis/civ4/Mods folder, i ll get back to you.
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#19 |
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Big Cheese
Join Date: Mar 2002
Location: Oxford, England
Posts: 3,177
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Exposing the autoplay to python was probably a good idea - I used to use the debug console to do it, but I supose you may be able to do funky things with this involving the AI taking over your Civ when you're in a revolution or something.
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#20 |
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King
Join Date: Nov 2003
Location: Planet
Posts: 748
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TGA, sorry if this is obvious & covered elsewhere, but how do you autoplay from the console?
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