[DOTO] Dawn Of The OverLords

That's how things sometimes,
There are complications that comes with additions that needs addressing with lots and lots of code.

I thought about it also,
Ill get you a version to look at it, i promise, its acctually exactly as you conceived. Trust me :)
 
well,
coming along,
Governor as game option -> done

In order not to create and overflow of perks form the added governor ->
raised parameters of -> bound to game option governor of course:
culture threshold + 15%
bad health from population + 10%
Anger +10% (from population)
number of cities +10%
to do:
gp threshold
science speed modifier -> + 15%
units and buildings speed modifier + 10-20%

next:
Art -> need to find some nice unit art for both map unit and Governor specialist.
Add commerce and yield MODIFIERS (i did rate tags)

--
add advc latest updates.

--
also fixed some important historical bugs.

--
Doto 113 will be great.
 
thanks a lot buddy -> looks sweet!
promos.JPG
 
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Doto 113 is due very soon.

governor version 1 is done.

got to do some more autopay testing and that's all.

after release,
ill add something to the governor that i want.
and the next project will be Disease / corruption to the city.
 
An other project idea just came to my mind. Did you ever play Galactic Civilizations 2? There's a particular feature I liked in that and wish was present in Civ4 too:

When the Human player is doing too well all the AI factions start to unite against him. You could have the biggest empire already controlling 1/3 of the galaxy but when everyone else is against you...

So this is a good feature to stop/slow down steamrolling and keep the game challenging even when the player is already winning.

I imagine it this way:

Check if Human player's score is at least 25% higher than the 2nd civ on the scoreboard
if YES​
+1 diplomacy bonus to each AI toward every other AI​
-1 diplomacy bonus to each AI toward Human​
wait 50 turns and check again​
if NO​
wait 50 turns and check again​
What do you think?
 
hey man
i have not played any of the gc's, though i tried / wanted to,

what you are referring to, is something like, "King Making".
i think, that in ADVCIV , f1rpo did implement such a logic for the AI.
maybe not robust like that, but some form.

i have not looked at war declaration for AI, though, i do like the ai forming a joint war on the leader (not just the human player).
so m theres indeed something worthwhile for me to look into next.

---
im flashing out some stuff as i run ai autopay's.
need to balance out some stuff with the governor promotions and some other Doto stuff.
i hope ill release Doto113 around mid next week.
 
DOTO 113 Released!!!

Link Updated on the main download on the first Page thread,
info for the new release is also listed there with all the changes.

thanks to @<Nexus>
and the work of @f1rpo

alternative link for download in Mediafire (main download is from Mega):


-------
For now im taking some break until next release.
any critical issues that will be reported ill fix
But not sure when ill do new developments as there is much demand unfortunately.

cheers.
 
DOTO 113 Released!!!

Link Updated on the main download on the first Page thread,
info for the new release is also listed there with all the changes.

thanks to @<Nexus>
and the work of @f1rpo

alternative link for download in Mediafire (main download is from Mega):


-------
For now im taking some break until next release.
any critical issues that will be reported ill fix
But not sure when ill do new developments as there is much demand unfortunately.

cheers.
How big are the maps in this mod? how many AIs can play?
 
Hi,
I haven't enlarged tge size to 48 if that is what you ask.
But i can do so.

In any civ4 game, modded or un modded i would not recommend to play with above standard maps. Firaxis did a bad job in performance wise wity 32 bit limit.

But,you can play with Huge map.
AdvCiv has the fastet code (in my mod).
 
In any civ4 game, modded or un modded i would not recommend to play with above standard maps. Firaxis did a bad job in performance wise wity 32 bit limit.
In my mod I'm playing a Gigantic map with few issues: there's a CTD or a MAF sometimes and turn times are okay too.
So I don't understand why you say that.
 
Well...you said it, you do see MAF and ctd.
Not always yes.

Civ4 is based on 32bit which is weak on modern 64 bit.
In rise of mankind/c2c, which is similar to your mod base, some work was done to help out with MAfs.

The bigger the map, tge more objects in it. The more ai, more process time.
So my personal pref is not to add to much on the core civ4 core, juat like AdvCiv intended, sort of.

Just my opinion , thats all.
Doto should run fine on huge also.

:)
 
Well, unless you tick RB on marathon. That drops a few AI's from the battle pool. On the plus side, the carnage is glorious :D
At least until the barbs start getting rifles... Then it gets a tad intense.
 
well, despite me talking to myself here...

im thinking about my next version:
- removing Governor -> had some issues with it, so for now i removed it.
- adding -> pollution / crime -> to reduce culture and health.
- unit cap per resources : something lie civ 5, 1 iron can be used for N swordsman * number of cities
- building tree -> for some more complex descitions

thoughts?
 
Kind of like the idea of resource limitation as a pre-game choice as opposed to having it already ingrained into the game. Especially if I'm playing huge+ maps.
Lol, just my 2 :gold:
 
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