10.000 B.C. - A Mod Mod for CBP - in need for clarification and maybe help?

Rifler

Chieftain
Joined
Dec 13, 2009
Messages
54
Location
Germany
Good day folks,

first see my thread in the customization forums...

http://forums.civfanatics.com/threads/how-to-build-a-mod-mod-in-detail.576128/

...maybe some of you can give me some ideas on how to solve my issue with overriding existing .lua code in a Mod Mod. Second, I'd wish to know how critical is your point of view when I am forced to release a Mod Mod package with almost all the CBP files, because I can't solve the problem I'm having with overriding .lua code from CBP. I will give closer information on the mod package when things are aknowledged. For now this is the list of Mods and customizations I've forwarded so far. I'm still working on more content:

Spoiler :

- used prehistoric, 10.000 B.C and CBP mod as base for the new package
- added new era: Prehistoric Era
- start the game at 10.000 B.C.
- added new game speed: Eneternal
- added 17 new techs for prehistoric era
- merged tech tree changes from prehistoric mod with CBP tech tree edits
- added 10 new units for prehistoric era, edit some existing units to better merge with overall changes
- added 3 new resources for prehistoric era
- added resource generator mod to the package to spawn new resources
- added 3 new improvements for the new resources and other resources
- added 22 new buildings for prehistoric era
- added 4 new wonders for prehistoric era
- added new process: gather food
- added various changes for AI to benefit from prehistoric era
- added various changes to increase barbarian difficulty even more
- removed any variables for cheating AI at prince difficulty
- submarines can enter enemy territory now
- scouts can enter enemy territory now
- you can improve mountains now
- added 61 new custom promotions for all unit classes
- you can edit unit names now
- bad tiles can now be improved
- you will capture great people instead of killing them now
- you can stack up to 5 units in one hex now
- changed CBP fishing tech to offshore fishing to better blent with fishing Mod
- you can no longer recruit pettlers in prehistoric era for balance changes and to restrict earlie expansion
- added 5 more rows for techcost balance file
- merged Fishing Mod into the package
- merged Cultural Diffusion Mod into the package
- merged City Banner Plus Mod into the package
- added highly customized version of Gedemons earth map
- Priestessess can now be build only after tech idols is researched
- Politics are now locked until certain tech prerequisites are met, Tradition = TECH_SOCIAL_STRUCTURE, Liberty = TECH_LANGUAGE, Honor = TECH_COOPERATION
- Fixed various typos inside the original prehistoric building files
- rebalanced various culture related yields and bonuses to postbone early politics

ToDo:

- more chance for earlie research and faith?
- more earlie buildings and useful units
- fix totem promotion visable
- keep hapiness low in the beginning?
- build own map

Edited files:

Modular Elements/Corporations/Corporations.sql
LUA/CityBannerManager.lua
LUA/CityBannerManager.xml
LUA/CityView.lua
Balance Changes/Text/en_US/OtherText.sql
Projects/Projects.sql
LUA/VictoryProgress.lua
Balance Changes/Wonders/WonderChanges.sql
Balance Changes/Tech/TechChanges.sql
Balance Changes/Tech/TechChanges.xml
Balance Changes/Tech/TechCostChanges.sql
Balance Changes/Units/MountedUnits.sql
Balance Changes/Units/RangedUnits.sql
Balance Changes/Policies/Tradition/Tradition.sql
Balance Changes/Policies/Liberty/Liberty.sql
Balance Changes/Policies/Honor/Honor.sql

Credits:

Gazebo and team for CPP/CBP
Barathor for Fishing Mod
carlosfhernandez for parts of Prehistoric Mod 2
Deep Blue for Resource Generator
Gedeon for Cultural Diffusion and his Earth Map
Hambil for City Banner Plus
killmeplease for Emigration Mod
 
Here is a thing I don't understand :
If your mod is named "10.000 B.C", why does it apply balance-changing modifications like "5 units per tile", or "61 new custom promotions for all unit classes" ?
I mea, it's like you don't really want people to play your prehistoric era :/
 
Here is a thing I don't understand :
If your mod is named "10.000 B.C", why does it apply balance-changing modifications like "5 units per tile", or "61 new custom promotions for all unit classes" ?
I mea, it's like you don't really want people to play your prehistoric era :/

I don't know how your "critique" stands in relation to anything I'm trying to do. But if you have to ask, 5 units per tile is personal preference and optional, the 61 promotions are part of the prehistoric mod.
 
But 5upt is surly ambitious to make work with vox Populi. A more in depth early game would be good, but the AI needs to know what it's doing.
 
If 5upt is optional, why not? You can always disable it.
Having said that I think this should be in a separate mod, for the sake of modularity
 
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