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#461 | |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,985
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Quote:
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Check Out Orion's Grand Inquisitions Mod http://forums.civfanatics.com/downlo...=file&id=13380 |
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#462 |
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#occupywallstreet
Join Date: Sep 2007
Posts: 1,753
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Alright thanks. I already decided to just change the python. Thanks for the great modcomp!
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#463 |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,985
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I hope you have downloaded the Individual components for the Inquisitions and limited religions, as they represent the latest updates for this mod pack.
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Check Out Orion's Grand Inquisitions Mod http://forums.civfanatics.com/downlo...=file&id=13380 |
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#464 |
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#occupywallstreet
Join Date: Sep 2007
Posts: 1,753
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Yes, I did. However as far as I can see, the methods checking for the religion's monastery, temple, etc. aren't actually used anywhere. Any reason?
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#465 | |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,985
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Re
Quote:
2. The getReligionTemple code in OIM is use by the addStateReligionTempleAllCities function. This funtion is used by the Witches Hammer World Wonder.
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Check Out Orion's Grand Inquisitions Mod http://forums.civfanatics.com/downlo...=file&id=13380 |
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#466 |
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Chief Time Waster
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fyi, i think your inquisition mod is broken in RoM : AND. the AI never does inquisitions (that I can tell). The reason I think so, is because in my original version of the inquisition code there was an announcement everytime a player performed an inquisition. Does your code have this feature? I never see any announcements.
Also, when an AI does an inquisition does it anger other AIs of the target religion? My code never did that, but it certainly would be an improvement. The reason im bringing this up now, it that I think I am going to resurrect my mod and update it for 3.19. RoM : AND doesnt work for me...the AI is broken. Perhaps I'll refresh my inquisition code unless your mod now has these features.
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My mods: 20+ mod comps for BTS |
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#467 | |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,985
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Re
Quote:
__________________
Check Out Orion's Grand Inquisitions Mod http://forums.civfanatics.com/downlo...=file&id=13380 |
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#468 |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,985
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Updated OIM component has been released
Updated OIM component mod is now available for download.
Get it here: http://forums.civfanatics.com/showthread.php?t=351424
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Check Out Orion's Grand Inquisitions Mod http://forums.civfanatics.com/downlo...=file&id=13380 |
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#469 | |
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Chief Time Waster
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Quote:
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My mods: 20+ mod comps for BTS |
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#470 |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,985
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Re
Since OIM is now merged with BUG and Better BTS AI (BBAI), you can see how to properly merge OIM in your big mod. There is a DLL required by BBAI, but OIM does not require the DLL to run, if you were to extract it to standard format. I like the merge with BUG & BBAI, as it makes testing very easy using AI Autoplay. Good luck with your mod!
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Check Out Orion's Grand Inquisitions Mod http://forums.civfanatics.com/downlo...=file&id=13380 |
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#471 | |
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Chief Time Waster
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Quote:
![]() thanks again!
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My mods: 20+ mod comps for BTS |
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#472 |
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Emperor
Join Date: Aug 2009
Posts: 1,661
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Orion, I am adding your inquisition component to my IIW War mod. I'm going to add it as a KGB agent that removes religions. So I need to remove religions even if I don't have a state religion. Would I change all instances of the following code?
Code:
iStateReligion = ????? Code:
iStateReligion = -1
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Iran Iraq War Mod+Scenerio The Invasion of Kuwait Mod+Scenerio Partisans Mod (BTS 3.19) Great Diplomat Mod (BTS 3.19) Super Spies (BTS 3.19) Great General Progress Bar (BTS 3.19) Puppet States Mod (BTS 3.19) DCM (BTS 3.19) Bombard Experience Mod (BTS3.19) Pillage Experience Mod (BTS 3.19) Captured City Art Mod (BTS 3.19) |
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#473 | |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,985
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Re
Quote:
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Check Out Orion's Grand Inquisitions Mod http://forums.civfanatics.com/downlo...=file&id=13380 Last edited by OrionVeteran; Jul 14, 2012 at 05:32 AM. |
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#474 |
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Emperor
Join Date: Aug 2009
Posts: 1,661
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Thanks, you are a lot of help.
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Iran Iraq War Mod+Scenerio The Invasion of Kuwait Mod+Scenerio Partisans Mod (BTS 3.19) Great Diplomat Mod (BTS 3.19) Super Spies (BTS 3.19) Great General Progress Bar (BTS 3.19) Puppet States Mod (BTS 3.19) DCM (BTS 3.19) Bombard Experience Mod (BTS3.19) Pillage Experience Mod (BTS 3.19) Captured City Art Mod (BTS 3.19) |
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#475 |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,985
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Time for another status update. Mines can now enter foriegn territory if the two players are at war. Code specifically prevents mines from arming within 2 plots of any enemy city. Again, you can only arm the mine outside the 2 plot radius of an enemy city and only if you are at war. When a human player's mine detonates, the plot is given a detonation label to help see the result of mine combat. The AI sweeper code is very effective at scanning and removing mines. After extensive play testing, several difficult to find bugs were all fixed. In the late game on a huge map, multiple mine explosions and sweeper actions were taking place for every civ on every turn. I now consider the SDK version of mine warfare to be complete and the next step is to merge it with my new OGI project. Finally! The amount of hours spent on this project has been enormous. The race is on to complete the entire project in time for Thanksgiving. A tall order, but I believe it is achievable.
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Check Out Orion's Grand Inquisitions Mod http://forums.civfanatics.com/downlo...=file&id=13380 |
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#476 |
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Emperor
Join Date: Aug 2009
Posts: 1,661
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If the Mine Warfare Project is complete and not merged yet, is it possible to release it or let us get our hands on it as an attachment?
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Iran Iraq War Mod+Scenerio The Invasion of Kuwait Mod+Scenerio Partisans Mod (BTS 3.19) Great Diplomat Mod (BTS 3.19) Super Spies (BTS 3.19) Great General Progress Bar (BTS 3.19) Puppet States Mod (BTS 3.19) DCM (BTS 3.19) Bombard Experience Mod (BTS3.19) Pillage Experience Mod (BTS 3.19) Captured City Art Mod (BTS 3.19) |
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#477 | |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,985
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Re
Quote:
BTW, I ran another interesting test. I wanted to determine what would occur first on a plot, combat or the detonation of a mine. It turns out that combat occurs first and then the detonation of the mine. So if you attack an enemy unit that sits on a plot with an enemy mine; combat with the unit on the plot occurs first. If you loose, the enemy mine does not detonate. If you win combat, then the mine will be detonated. So, if the attacking unit suffers damage from combat, it will still suffer more damage or even destruction from the detonation of the enemy mine after combat. This sets up an interesting tactic to lure a would be attacker to a mine plot by sentrying an old weaker unit on the plot. The strategy in Mine Warfare is endless!
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#478 |
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Emperor
Join Date: Dec 2003
Location: Hampton VA
Posts: 1,985
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Looks like my last two post are misplaced. Sorry.
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#479 | |
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Deity
Join Date: Jan 2007
Location: Cheeseland
Posts: 2,610
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Quote:
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Civ IV BTS /Huge/Marathon/Single Player/Mods History in the Making ,Civ IV Road to War , Legends of Revolution , History of the Three Kingdoms , and Grand Inquisitions 255c . Maybe one day I'll load V on this new computer, but I have no desire to play it anymore. |
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