Any Colonization Mods like Victoria series (Paradox)?

knuckledragger

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New to Colonization...but I believe that the POPs (specialists in Civ) mechanic from Victoria is already in here...Looking for a timeline extension to WW1 if possible, although the mechanics for Civ4Colonization may not allow it...

Thanks!
 
New to Colonization...but I believe that the POPs (specialists in Civ) mechanic from Victoria is already in here...Looking for a timeline extension to WW1 if possible, although the mechanics for Civ4Colonization may not allow it...

Thanks!

Extension to WW1 would be possible, but it would be a lot of work. The moddability potential of Civ4Col is enormous, since we can change the DLL. I don't think anyone got so far as extending the timeline to WW1, though. You might want to look into the Inventions mod (which adds research) and Religion and Revolution (which has railroads last time I checked it), though.
 
Extension to WW1 would be possible, but it would be a lot of work. The moddability potential of Civ4Col is enormous, since we can change the DLL. I don't think anyone got so far as extending the timeline to WW1, though. You might want to look into the Inventions mod (which adds research) and Religion and Revolution (which has railroads last time I checked it), though.

Has the inventions mod been included into Religion and Revolution? I see many posts, but not one consolidated changelog...

Thanks for your speedy reply!
 
You could use the Medieval:Conquest mod as a base to convert from. (that has techs and inventors, among other things)

Although none of us have been very active of late, there has been work to make a unified base code, with plans to be able to extend it into a 'World History' mod project.

It is all a bit, left to grow weeds and wallow though. What energy I have at the minute has been focussed over on my Civ4 mod. Activity on the col circuit is light at the minute due to peoples outside demands I think.

I am having trouble finding my files at the moment, but if you are interested I will take another dig.
 
You might want to look into the Inventions mod (which adds research) and Religion and Revolution (which has railroads last time I checked it), though.
R&R lost RR :p

It has been replaced with some animal powered wagon (forgot the name), which can only drive on high grade roads. In other words it's a graphical change while the game mechanics are unchanged. The implementation is quite simple btw. If a land based unit has 6 cargo slots, it will not move unless target plot has the route of type railroad. To my knowledge, that's it when it comes to custom code. The rest is pure XML setup.

You might want to look into the Inventions mod (which adds research)
I would not recommend using the Inventions mod. Try playing Colonization 2071. It uses that mod and it becomes unplayably slow :sleep:

The mod was intended to be used in Medieval Conquest where it also caused a slowdown. However I have been hard at work identifying why and implement performance improvements. As a result, M:C is now extremely fast, possibly even faster than before inventions was added. Since this optimization turned out to be quite tricky and time consuming, I will not do it to any other mod. In fact since so much good stuff happened to the M:C dll, which can't easily be moved to other mods, we decided to turn it into a universal dll, which fits all the mods still under development. Fix a bug in one mod and it's automatically fixed in the other mods and a lot of time consuming bug fix code movement is avoided.

I don't think you can avoid looking at Medieval Conquest if you want to mod for Colonization. Religion and Revolution is stable and good if you want to mod using xml only. However there are no modders left at all (except me, who is releasing my personal changes in the near future as a final version). Medieval Conquest is in the opposite situation. The only issue is modders, who end up lurking on the forum rather than mod. I better do something about it now.

me -> :run: <- me
 
I will be happy to do grunt work...completely new at modding. Just stumbled on Imperialism I and II from SSI. If those games could be modded in Civ4Col....
 
I will be happy to do grunt work...completely new at modding.
Do you have any experience with programming, 3D graphics or anything like that? It is possible to mod without it. In fact you can make quite a lot by just editing xml files.

Just stumbled on Imperialism I and II from SSI. If those games could be modded in Civ4Col....
I remember how awesome they were when they came out. The game engine is fundamentally different from the civ4 engine, meaning it can't be recreated. However perhaps something in the same spirit can be made. I think you need a more detailed plan on what you want to do in order to get anywhere. Try to think about what you need to make something like that. You replace units and graphics. The city screen is easily modded as you can create whatever buildings you want of whatever size and location you like. The number of worker slots is also easily changeable, allowing a city screen to act kind of like the one in Imperialism I. What else do you need?
 
Do you have any experience with programming, 3D graphics or anything like that? It is possible to mod without it. In fact you can make quite a lot by just editing xml files.

No C++ or 3D modelling. Just paradox text files. IF regular Civ 4 can be used, then there should not be any need for 3D modelling (I hope). I have plenty of time for tedious text work, though.

I remember how awesome they were when they came out. The game engine is fundamentally different from the civ4 engine, meaning it can't be recreated. However perhaps something in the same spirit can be made. I think you need a more detailed plan on what you want to do in order to get anywhere. Try to think about what you need to make something like that. You replace units and graphics. The city screen is easily modded as you can create whatever buildings you want of whatever size and location you like. The number of worker slots is also easily changeable, allowing a city screen to act kind of like the one in Imperialism I. What else do you need?

Having modded Diablo 2 and Darkest Hour previously, I know that biting of more than you can chew can doom mods. That said, I noticed that Civ4Col had a mechanic that Civ4 did not--resource conversion (just like Imperialism I and II).

First, building on that, I would like to duplicate the Imperialism resource structure and ADD that (and replacing as little as possible from Civ4Col). to the mod.

To wit, I have uploaded the Imperialism II manual. It begins in the same timeframe as Civ4Col. Look at page 79 in the manual (page 42 in the pdf reader)--production. Regular Civ 4 simply does not have this with the original resources disappearing.

Why not just play Imperialism 2? Simply, there is no taxation or government type. Also, I would like to include the timeframe from Imperialism I as well.


Anybody interested?
 

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Here is the manual from Imperialism I as an attachment. It explains resources a bit better.

Also, check out this link: http://forums.civfanatics.com/showthread.php?t=497863. It is a DLL mod from Civ4. It may be helpful if it is compatible.

Basically, would the resource system from page 60 in the Imperialism I manual and page 79 from the Imperialism II manual be doable in Civ4Col? If so, and it is just xml, editing, point me in the correct direction and answer questions on an as needed basis, and I will do it...

After that, hopefully more! Since I have seen many mods crash and burn, I do not want to get my hopes up...

Thanks!

P.S. I have only played Civ4Col for the first time tonight. Two questions:
Can the Founding Fathers tech tree be replaced with the Civ4 tech tree?
EDIT: OMG, I just loaded the Medieval Conquest Mod. Wow!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I well and truly think Imperialism 2 and Imperialism I could be tacked right onto this mod. Now could larger map sizes be added as well (just like Civ4?)
 

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Imperialism 2 is such an epic game!

I actually played around with a concept for building it onto Civ4, but then my Fallout mod picked up momentum again so I left it alone.

Yes M:C(Medieval Conquest) is the better choice for modding over tfan basic Col, although more complex. (you can do a lot more at just an xml level though, just means more yu have to learn to understand.)

Civ4 mods are not usually compatible with Col without modifying, so i would wave yourself away from that thinking.

The production part of Imp. should be transferable relatively easy, in spirit.

Especially if you use the same number of resources as M:C (Yields) I cannot off the top of my head count how many resources there are in Imp. but I don't think it is more than M:C

In the M:C code citizens can also 'consume' goods, so you can have the 3 level of citizen expert from Imp. Consuming their resources.
(At the moment hough I don't know if there is any consequence to not fulfilling the need, I think you just get gold from them... Night would know more.)

The trick with yields though would be replacing them 'cosmetically' rather than changing their code names as this requires modifying the .dll. Which is hard work starting out.

Other things from Imp. could also be done like 'Capital Production' where everything is done at home. You could make something like a capital building that is required for all manufacturing buildings, then everyone would have to work at this home base and all resources would have to be taken to the capital... something like that might work..

Expanding the map is doable as well, I did it once so it can't be that hard! I think it was just changing a couple numbers in a map size file somewhere, but my memory is fuzzy at the moment..

Here is all the stuff I did for World History Mod (I think). Feel free to scavenge. (some of the yield art might be useful.) It is based on a version of M:C that is two or three steps out of date with M:C though, so it is a bit out of love and was only ever the very first steps on the road. (I think it has the skeleton of a tech tree, extra yields(LOTS of extra yields) and possibly an expanded map size..) Still you are welcome to mine it all.

I also included some art files that I had gathered for use. Along with design files too.

The whole thing is quite large though.

World History Mod Content
 
Can the Founding Fathers tech tree be replaced with the Civ4 tech tree?
M:C already has a tech tree added without replacing the FF system. They run in parallel.

I intrroduced CivEffects in an experimental branch and it's almost done. The idea is to merge the DLL code for the following:

  1. Civics
  2. Inventions
  3. TradePerks
  4. Censures
  5. Traits
  6. Effects

This mean if one of those can do something, all of them can. Even through it's only intended to affect 1-4 features with each single CivEffect, there are around a hundred settings to pick from, making nearly endless possibilities for combos. On top of the obvious lock/unlock units/professions etc, it also has production modifiers, free promotions and... well nearly everything and the system is designed to add more options as needed. Once the code is complete, all this can be controlled with xml only.

More details here: http://forums.civfanatics.com/showthread.php?t=543343

Basically, would the resource system from page 60 in the Imperialism I manual and page 79 from the Imperialism II manual be doable in Civ4Col? If so, and it is just xml, editing, point me in the correct direction and answer questions on an as needed basis, and I will do it...
Units/Professions tells input and output yields and Buildings tells how many. Quite a while ago somebody can by with a bunch of ideas and one of them was to allow something other than 1:1 conversion. This mean it would allow you to use 3 iron ore to make one iron bar, which can then be used as input yield for other professions or as construction requirements. My plan is to look into this once CivEffects works as intended.

Especially if you use the same number of resources as M:C (Yields) I cannot off the top of my head count how many resources there are in Imp. but I don't think it is more than M:C
The number doesn't matter as we can add and remove as needed. I don't think there are game engine limitations, which would prevent a hundred yields. It might be crammed in the city screen and too complex for the player, but not the game. Don't worry about that. If anything, then I might have optimized somewhere to reduce memory usage or get more into a network package. If that is the case, the limit would be 127 yieldtypes, which should be more than enough.

In the M:C code citizens can also 'consume' goods, so you can have the 3 level of citizen expert from Imp. Consuming their resources.
(At the moment hough I don't know if there is any consequence to not fulfilling the need, I think you just get gold from them... Night would know more.)

The trick with yields though would be replacing them 'cosmetically' rather than changing their code names as this requires modifying the .dll. Which is hard work starting out.
Units consume food. 2/turn by default, but M:C can change that and slaves only requires 1. Civics (CivEffect) can further change this and one of them provides +1 food consumption as a tradeoff for increased productivity or whatever it was. I capped this in CivEffects at 1, meaning 1 - 1 = 1 because I don't like the concept of units not eating food. Also it completely avoids the issue of eating -1 food.

Units can consume other yields, but currently that system is used as a "trade screen" to convert yields into money. If you fail to provide what the unit demands, then nothing happens at all. I don't think that is what you want.

Colonization 2071 has androids and we talked about allowing them to consume oil/electricity/whatever. It would be implemented as a list of yields in unit xml where you write how many the unit demands for each, which mean it would do the trick for Imperialism as well. I never actually started doing this, but with two mods requesting this feature, it might have to be moved up on the todo list.

Note: Colonization 2071 is another mod using the M:C dll code, or rather plan to do so in next release.

Civ4 mods are not usually compatible with Col without modifying, so i would wave yourself away from that thinking.
I both agree and disagree. We have a number of bts mods included in M:C. They might require a bit of recoding, but generally not more than when moving a feature between two colo mods. The only time I really had to work was when implementing bts plotgroups. It turned out to be using pathfinding in the exe and because vanilla colo doesn't use plotgroups, that exe feature appears to be missing. I had no choice but to design some code of my own to deal with that issue. Most mods do not change the interaction with the exe and shouldn't suffer from problems like that.

Other things from Imp. could also be done like 'Capital Production' where everything is done at home. You could make something like a capital building. that is required for all manufacturing buildings, then everyone would have to work at this home base and all resources would have to be taken to the capital
I'm not sure about this one. The easiest solution would be to make a "home city" in each city. Some shared empire or plotgroup production could be interesting though, but would require DLL modifications. I'm not sure how interested I am in that approach because odds are that either I make it or it will not be made. I don't even have a plan for what to investigate in order to make a design plan.

Also I'm not sure I like the gameplay part of it in a civ4 engine. However it is possible that we could do something at some point as it would be technically possible to do so, but for now I think we better ignore this aspect.

Expanidng the map is doable as well, I did it once so it can't be that hard! I think it was just changing a couple numbers in a map size file somewhere, but my memory is fuzzy at the moment..
It's in xml/gameinfo/worldinfo.
Code:
<iGridWidth>22</iGridWidth>
<iGridHeight>36</iGridHeight>
It should be fairly simple to change size to match your requirements and you can make more sizes if you like. There is one issue though. When zoomed out completely, only the bottom 128 rows of map will be drawn. The rest will be black. This affects only terrain and the game will work just fine as it is a display bug. I'm not sure if it is a bug or intentional to reduce the load on the GPU. Either way it is done in the game exe and out of reach of modders. We just have to live with it. This mean for best results, height shouldn't be set to more than 128. There is no known limitation on width through.

Do note that world size is a bit buggy in RaR as the map making script has the numbers hardcoded instead of requesting them from xml. I'm not sure if M:C has the same issue, but it's possible. Once somebody makes something in a mod and it appears to work, other mods tend to copy, even if it isn't the best solution. It should be a fixable issue though.
 
Yeah yields are hardcoded in the dll for performance reasons and there are other hardcoded xml files as well. Civ4BTS has some hardcoding too, but yields are the most dominant of all hardcoded xml files. I plan on writing a perl script to generate a header file for all the hardcoded xml files. If I do, all the xml modders would have to do to avoid this problem would be:
  1. edit xml files
  2. open the compiler/switch focus to compiler (you don't have to restart it)
  3. hit control+F5 to start the game
That's it. Control+F5 will start the game without the debugger attached and you can play normally. However by telling the compiler to start the game instead of doing it manually, it will compile if needed. By always starting the game that way, the xml modder will no longer have to consider if he touches files with DLL hardcoding. Not only would it be easier for everybody than the current system, it would also bring up the topic of more hardcoding to boost performance.

Now that I mention the compiler. It's very useful if people can compile themselves. I wrote a guide here: https://sourceforge.net/p/colonizationmodcollection/wiki/GIT/
The thing is, it doesn't matter if the modder understands the C++ code or not. What matters is the ability to compile the updated code provided by other people and since there is some hardcoding like with yields, we can't share a compiled dll file. As a result, providing compiled dll files to people without compilers quickly turns into something messy and time consuming.

A full recompile takes around a minute on my computer and it only recompiles the modified files, meaning often it's way faster than that. I don't consider compile time to be an issue at all.

I mentioned perl. You would have to install that too, at least if I make compilation depending on it, which is very likely. I generally recommends everybody to install strawberry perl. It's free and comes with a bunch of other tools, which might be required in the future.
 
Regarding production in one city (in Imperialism I and II), I never cared for that aspect of the game.

It appears that resource input and output can be done easily. The client states mod link I referred to can help with the political side of matters.

To keep it very simple, use the M:C mod to expand your 'home' country, Imperialism I/II to colonize other areas?

WOW

@Nightinggale: I read in another thread you were thinking of going over to BTS? Is that true? If yields can be ported over...I'm in.

So, what now? Do I piddle with Civ4Col, using both Imperialism I and II as a guide?
 
WOW

@Nightinggale: I read in another thread you were thinking of going over to BTS? Is that true? If yields can be ported over...I'm in.
Yet another one not noticing I wrote that on the first of April :p

However if I figure out how it can be done, then I would do it for the simple reason that colonization is pretty much dead when it comes to modding apart from M:C. Also quite a bunch of players have civ4 only. It's not that important though and especially not right now. If it's done, then it should be done in a way where existing xml and stuff would remain untouched or it would be way too much work. This mean it's an internal dll only issue.

So, what now? Do I piddle with Civ4Col, using both Imperialism I and II as a guide?
I think you should start by figuring out what can be done in XML and plan an overall picture of what you want to do. It might actually be beneficial to do that using pen and paper. Once you have a better defined goal, you can start working.

There is also the slight issue that the development and the release version of M:C is now very different. It would be a bad idea to start working based on the last release, but the development version is not that stable right now... I guess we better do something about making it stable to make the next release. We talked about this for ages by now.
 
I will be happy to do grunt work...completely new at modding. Just stumbled on Imperialism I and II from SSI. If those games could be modded in Civ4Col....

If you're interested in gameplay inspired by Imperialism, you may be interested in checking out the grand strategy mode in my game, Wyrmsun.

Here's a screenshot of its grand strategy mode. You can download the game here. It is open-source and very moddable, so you can modify it to your heart's content :)
 
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