Ploeperpengel
academic precarity
Since Warlords seems to handle big numbers better than vanilla and contains some other features that are attractive for WH as well I think we should stop developement on WH-vanilla for anything other than hunting bugs and balancing unitstats and switch to Warlords asap. Otherwise not only python and SDK will cause double work but also the xml part.
WH-Warlords Version 0.1xmlonly
Edit: removed see Latest files thread
Edit: Please delete the Civ4Featureinfos
Status:
The mod works fine until the progressscreen starts. I don't receive xml errormessages. I renamed all folders that affect the interfacegraphics and screens(well I hope so) and still get a CTD so I renamed it back. My guess is it's something with the atlasmaps or a gfx related to the map(terrain, features...) but I don't know. Please dl and try yourself. I'm out of clues.
It's currently xml-only though still includes all the tags required for our python/SDK stuff.
To do:
XML:
-more early buildings
-buttons
-other gfx
-unique cityart!
-civics!
Modcomps and other Python/SDK:
-General Amped becomes obsolete due to Warlords feature
-Flying (only) Mod needs to be converted(Roger Bacon currently doesn't seem to want to buy Warlords and update it)
-camerazoom needs to be enabled while defending!
-Mercmod will have to wait since Lopez is going to be a father(congrats!) and probably won't be able to convert it very soon now. Not so bad since the AI still needs to learn to use it better we can wait a little longer for that one-imo.
-Firststrikefix by Lunar Moongoose- needs to be checked if Warlords code is still buggy here- if so the fix is a must!
-diplomacyrebalance due to vassal states recommended-SDK changes are here: http://forums.civfanatics.com/showthread.php?t=182550
Simple change of "you attacked our friends" threshold to "friendly"
-Wateranimals Mod for Warlords needs to be integrated!!!
-Specialist Stacker is already there for Warlords as well-will come in handy as soon we design more specialists-low priority now though
-Animosity
-Spells
-other Psychology
-techconquest not yet available for Warlords but seems python only and is too cool to miss
-supportfire, animal-gold
-teaching the AI to use small stacks!!!
Design:
-we need to think about how we want to use vassal states-the feature is nice but can lead to strange results like Highelf Vassals of Orcs. I think we should find some options to restrict vassalage to certain civs. Some civs may be to proud like Dwarfs or Elves other to crazy like Chaos to ever be a Vassal of another. And on the other hand some civs might prefer destroying a civ to accepting their vassalage.
-the Warlords are also a nice way to implement heros imo. We should think about that feature in more detail as well. Question to the programmers:
think it would be possible for a Warlord to leave the unit again he joined before?
Did I miss anything? Suggestions?
WH-Warlords Version 0.1xmlonly
Edit: removed see Latest files thread
Edit: Please delete the Civ4Featureinfos
Status:
The mod works fine until the progressscreen starts. I don't receive xml errormessages. I renamed all folders that affect the interfacegraphics and screens(well I hope so) and still get a CTD so I renamed it back. My guess is it's something with the atlasmaps or a gfx related to the map(terrain, features...) but I don't know. Please dl and try yourself. I'm out of clues.
It's currently xml-only though still includes all the tags required for our python/SDK stuff.
To do:
XML:
-more early buildings
-buttons
-other gfx
-unique cityart!
-civics!
Modcomps and other Python/SDK:
-General Amped becomes obsolete due to Warlords feature
-Flying (only) Mod needs to be converted(Roger Bacon currently doesn't seem to want to buy Warlords and update it)
-camerazoom needs to be enabled while defending!
-Mercmod will have to wait since Lopez is going to be a father(congrats!) and probably won't be able to convert it very soon now. Not so bad since the AI still needs to learn to use it better we can wait a little longer for that one-imo.
-Firststrikefix by Lunar Moongoose- needs to be checked if Warlords code is still buggy here- if so the fix is a must!
-diplomacyrebalance due to vassal states recommended-SDK changes are here: http://forums.civfanatics.com/showthread.php?t=182550
Simple change of "you attacked our friends" threshold to "friendly"
-Wateranimals Mod for Warlords needs to be integrated!!!
-Specialist Stacker is already there for Warlords as well-will come in handy as soon we design more specialists-low priority now though
-Animosity
-Spells
-other Psychology
-techconquest not yet available for Warlords but seems python only and is too cool to miss
-supportfire, animal-gold
-teaching the AI to use small stacks!!!
Design:
-we need to think about how we want to use vassal states-the feature is nice but can lead to strange results like Highelf Vassals of Orcs. I think we should find some options to restrict vassalage to certain civs. Some civs may be to proud like Dwarfs or Elves other to crazy like Chaos to ever be a Vassal of another. And on the other hand some civs might prefer destroying a civ to accepting their vassalage.
-the Warlords are also a nice way to implement heros imo. We should think about that feature in more detail as well. Question to the programmers:
think it would be possible for a Warlord to leave the unit again he joined before?
Did I miss anything? Suggestions?