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#141 |
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Diverse in Unity
Join Date: Sep 2004
Location: Brno -> Czech rep. >>European Union
Posts: 26,487
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Few things:
- I can't found Catholicism, even when I discovered Printing press. The wonder that is needed to found Catholicism isn't available (looking at the XML file, I guess you forgot to change the cost from -1 to 300). Or am I missing something? - Though I like the "worldview" idea, in my game, AI players prefer to make it (hellenism in my case) their state religion, even if they have other religions present in their cities (christinity, shintoism etc.). Since Hellenism hasn't any cathedrals or temples, it is making them weaker. - What about including inquisition in this mod?
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"Tolerance becomes a crime when applied to evil" - Thomas Mann
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#142 |
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Chieftain
Join Date: Jun 2006
Posts: 17
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My SDK mod started out as an optimization mod, and o have done rely progress on that. While doing that i was looking at the SDK part of the IA and is trying to fix functions to handle the problem i was takling about first. The problem is that im not that good at python so i have made some functions in the SDK that i have to export to python before i follow CIV standard. The question is if i have inough time and will to make that kind of changes to make if widely compatible with all mods.
With that said, i think i can take the time to change my SDK mod to be compatible with your mod and at least fix a "changes state religion" event. But remember, sence i have fiddle some with the AI in the SDK to fix issues with your mod my mod will probably not be useful for anyother modder and will limiting changes in the AI behavor from python. |
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#143 |
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Sachem
Join Date: Jan 2003
Location: Shawnee
Posts: 105
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I think the world views spread to quickly. I was building the Parthenon to found hellenism, 16 turned to go when the message poped up that Chitcha Inza(sp) was built. I wanted to found hellenism so I cut ties imediately with the rest of the world. Meso was founded on the other side of a large continent. 8 or 9 turns later the whole contenant is Meso and converted. I think the worldviews spread too quickly and, if they are suposed to act as a world view, it should be seperate from religion. They shouldnt act as a state religion. The AI doesnt understand that other religions are more beneficial. It hijacks the game because they spread too fast.
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neshnabe' mandaw
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#144 |
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Diverse in Unity
Join Date: Sep 2004
Location: Brno -> Czech rep. >>European Union
Posts: 26,487
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Also, I am not sure about the way "secularism" is treated in this mod - it is too connected to marxism, like marxists were the only atheists. In fact, secularism is older than communism and in many parts of the world, atheists and agnostics are the most vocal anti-communists. I don't think it is fair to make "bolshevik" a missionary for secularism, Juche tower as its shrine (I guess that most atheists despise the North Korean regime as much as believers do, besides, Juche ideology is almost religious in its nature, certainly it isn't a fine example of secular thinking) and give it culture penalties. Most of all, secularism means to make clear distiction between religion and the state. Most of European countries are secular, even if majority of their people are believers. I haven't noticed, that we were burning monasteries
![]() Maybe it should be treated more like a worldview. Certainly, it should be 'de-marxisticized'.
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"Tolerance becomes a crime when applied to evil" - Thomas Mann
Last edited by Winner; Sep 18, 2006 at 12:05 AM. |
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#145 |
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Emperor
Join Date: Mar 2006
Location: New York City
Posts: 1,160
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Eusebius,
Fantastic job on this mod. I started playing around with it last night and I love the avenues it opens up for more detailed gameplay. Everything was going well until I reached the Medieval age and someone founded MesoAmericanism. Within 10-15 turns 5 out of the 7 AI I had met converted to MesoAmericanism and it had had spread to 4 out of my 6 cities! Is this normal? I see from a post above that I'm not the only one to experience this. Thanks for your hard work on this awesome mod. ripple01 |
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#146 | |
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Warlord
Join Date: Feb 2006
Location: Hopewell, NJ, USA
Posts: 242
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Quote:
Thanks, Eusebius
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BroodWar Mod for WARLORDS - All the StarCraft races + one more! World Religions - REVIVAL FOR WARLORDS. 18 real-world customized religions, real conversion. Eusebius Live Animals Component FOR WARLORDS.. Sheep, cows, etc. get up and walk around, spawn, settle down go extinct. |
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#147 |
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Chieftain
Join Date: Aug 2006
Posts: 55
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the previous version the 0.23 for Warlord dont work with the french version of the game the 0.30 too?
i test the 0.30 in a few i just download now .... the problem on the 0.23 is: the main menu is not complete i have not all the text so i have take the folder "text" on the "xml" folder and drop this one into a new folder after that the main menu "come back" but of course the Text added is show like : "txt_description_(etc)" that's perhaps the mod need a translation? Last edited by MasterJ; Sep 20, 2006 at 01:41 PM. Reason: just found an error |
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#148 | |
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Warlord
Join Date: Feb 2006
Location: Hopewell, NJ, USA
Posts: 242
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Quote:
Thank you for your interest, Eusebius
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BroodWar Mod for WARLORDS - All the StarCraft races + one more! World Religions - REVIVAL FOR WARLORDS. 18 real-world customized religions, real conversion. Eusebius Live Animals Component FOR WARLORDS.. Sheep, cows, etc. get up and walk around, spawn, settle down go extinct. |
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#149 | |
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Warlord
Join Date: Feb 2006
Location: Hopewell, NJ, USA
Posts: 242
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Quote:
This policy of communist countries was one of the reasons they were opposed by other nations. It certainly became a rallying point for resistance to the Soviet invasion of Afghanistan. There were also plenty of speeches (sermons?) in this country about "Godless communnism". In the mod, countries with a state religion of Secularism will take diplomatic penalties with countries that don't share that state religion. This is the sort of thing I am trying to represent in the mod. Does that change your impression? Eusebius
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BroodWar Mod for WARLORDS - All the StarCraft races + one more! World Religions - REVIVAL FOR WARLORDS. 18 real-world customized religions, real conversion. Eusebius Live Animals Component FOR WARLORDS.. Sheep, cows, etc. get up and walk around, spawn, settle down go extinct. |
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#150 |
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Chieftain
Join Date: Aug 2006
Posts: 55
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Ok no problem it's more easy to translate your mod than one with 10 files or more on this famous folder
ok i translate all and i test again in a few (but today is late now i must sleep lol)
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#151 | |
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Sachem
Join Date: Jan 2003
Location: Shawnee
Posts: 105
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Quote:
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neshnabe' mandaw
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#152 | |
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Warlord
Join Date: Feb 2006
Location: Hopewell, NJ, USA
Posts: 242
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Quote:
(BTW, I think #2 above will dovetail nicely with the way units spread religion in Ket's Composite mod, when he has time to integrate this mod into his.) Eusebius
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BroodWar Mod for WARLORDS - All the StarCraft races + one more! World Religions - REVIVAL FOR WARLORDS. 18 real-world customized religions, real conversion. Eusebius Live Animals Component FOR WARLORDS.. Sheep, cows, etc. get up and walk around, spawn, settle down go extinct. |
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#153 |
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Warlord
Join Date: Feb 2006
Location: Hopewell, NJ, USA
Posts: 242
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CROSS REFERENCE LINK: TheLopez is discussing putting a favored religion trait in the SDK...
http://forums.civfanatics.com/showthread.php?t=186697 Eusebius
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BroodWar Mod for WARLORDS - All the StarCraft races + one more! World Religions - REVIVAL FOR WARLORDS. 18 real-world customized religions, real conversion. Eusebius Live Animals Component FOR WARLORDS.. Sheep, cows, etc. get up and walk around, spawn, settle down go extinct. |
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#154 |
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Emperor
Join Date: Mar 2006
Location: New York City
Posts: 1,160
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>Originally Posted by ripple01:
> >Eusebius, >Everything was going well until I reached the Medieval age and someone >founded MesoAmericanism. Within 10-15 turns 5 out of the 7 AI I had met >converted to MesoAmericanism and it had had spread to 4 out of my 6 >cities! Is this normal? I see from a post above that I'm not the only one to >experience this. > >Yes, I'm getting the feeling that this definitely needs to be adjusted. Could >you tell me what other religions were in play when this happened? > >Thanks, >Eusebius Eusebius, In my game (Prince, Fractal, Normal Size, 11 AI) the religions were founded as follows: Hinduism - 675 BC Zoroastrianism - 500 BC Judaism - 225 BC MesoAmericanism - 150 AD Shintoism - 175 AD Between 250 AD when the founder of Meso converted, and 580 AD 7 AI's had converted to Meso. Cheers, ripple01 |
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#155 |
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Warlord
Join Date: Feb 2006
Location: Hopewell, NJ, USA
Posts: 242
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Choosing a religion
I can see why all the AIs convert to worldviews. The AI simply looks at whether a religion is present in a city and pays absolutely no attention to the religion influence number or the effects of buildings (except in holy cities). I think this will be a relatively simple fix, but it will have to be in the SDK.
I was hoping to avoid putting SDK changes in this mod. I see that Kael has a tutorial on compiling the SDK without having to buy a C++ compiler. I'm going to give it a shot. I'm looking to do a 0.4 release sometime next week. Eusebius
__________________
BroodWar Mod for WARLORDS - All the StarCraft races + one more! World Religions - REVIVAL FOR WARLORDS. 18 real-world customized religions, real conversion. Eusebius Live Animals Component FOR WARLORDS.. Sheep, cows, etc. get up and walk around, spawn, settle down go extinct. |
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#156 |
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Composite Of A Composite
Join Date: Jul 2006
Location: Austin, TX
Posts: 899
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Eus...
There are 2 ways to do it (compile) VS2003 Visual Studio Editor... The expensive way, but you get a killer IDE Code Blocks And VS2003 Express Kael's Tutorial... I use this and its GREAT for everything except debugging. If you where using VS2003 you could actualy step through the code in real time. If you need my codeblocks project file I can send it, you drop it in your source directory and it will handle the rest...its properly set up with extensions and links... Also take a look at this thread I just started.. http://forums.civfanatics.com/showth...01#post4564201 |
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#157 |
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Chieftain
Join Date: Aug 2006
Location: Iasi, Romania
Posts: 2
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Have you considered including the Druze religion in your mod? It's a religion from the Middle East. Try searching Druze on Google and tell me what do you think. Here is a link about the origins and belifes of this religion if you are interested: http://www.druzestudies.org/druzes.html
Also why didn't you include Christian Orthodoxism in your mod? It's one of the most important religions in the world if you consider that it's the state religion in Russia and much of the Est European country's (Romania, Bulgaria, Ukraine and Greece). I would really apreciate if you think about this. Thanks. |
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#158 | |
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Warlord
Join Date: Feb 2006
Location: Hopewell, NJ, USA
Posts: 242
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Quote:
Actually, if you look at the icon I used for Christianity, it is an Orthodox cross. I am essentially treating the initial founding of Christianity as Orthodox, with both Protestantism and Catholicism as offshoots. I left the name of the religion as 'Christiantiy' rather than 'Orthodox Christianity' because it seemed better to be broader and more inclusive. Eusebius
__________________
BroodWar Mod for WARLORDS - All the StarCraft races + one more! World Religions - REVIVAL FOR WARLORDS. 18 real-world customized religions, real conversion. Eusebius Live Animals Component FOR WARLORDS.. Sheep, cows, etc. get up and walk around, spawn, settle down go extinct. |
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#159 |
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Prince
Join Date: Aug 2006
Location: Sydney
Posts: 582
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I'm very excited by this mod but I hate building missionaries... I'd rather the different relgions propagated themselves, and wars were fought over control of the holy cities (Can the AI be made to focus on them as an objective???).
Is it possible to either provide the source code for this mod so that i can alter it eventually so that all religions can discard missionaries (i'll bone up on C++) or make all religions spread so that multiple religions can 'infect' the same city, as per Kael's code , i.e. if (getReligionCount() == 0) is changed to if (getReligionCount() <= (the number of religions - 1)) |
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#160 | |
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Warlord
Join Date: Feb 2006
Location: Hopewell, NJ, USA
Posts: 242
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Quote:
I am about to put out a new release which tweaks this code and does include an SDK mod altering how the AI chooses a state religion. Many of the religions in this mod do not have missionaries. There are various ways the code here could be used to insure that they aren't needed at all. Cheers, Eusebius
__________________
BroodWar Mod for WARLORDS - All the StarCraft races + one more! World Religions - REVIVAL FOR WARLORDS. 18 real-world customized religions, real conversion. Eusebius Live Animals Component FOR WARLORDS.. Sheep, cows, etc. get up and walk around, spawn, settle down go extinct. |
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