1700AD Scenario

Looks like this is going to go from a scenario to a fully fledged modern-era modmod if you implement all those suggestions.
 
Because this is a "why not if you make it I'll put it in unless it costs me too much effort" thing.

I never should've said yes to this because now I constantly have to defend against this kind of suggestions :rolleyes:

Oh.. I misunderstood then. Thought you will be against everything developed here :lol:
 
Looks like this is going to go from a scenario to a fully fledged modern-era modmod if you implement all those suggestions.

Little problem is that we have no coder, so I vote for just sticking with another scenario in addition to the 3000 BC and 600 AD ones. New tech timeline would be nice, but don't expect me to do anything, as I can't code ;)

Oh, and I tried to make the scenario work on the current SVN version too.
Good news: I know how to fix it.
Bad news: After every new civ added, it will break again. (It has to do with the team IDs not corresponding to the correct stability zone/dynamic name anymore after adding a new civilization.)

I'll wait until all of those new civilizations (Harrapans, Moors...) are added and then I'll fix it.
 
I can do that. Just need to modify a few XML files.

Actually, coming up with a design for the new tech tree (and related buildings/units) is the major part of the work.

We'll first have to get the map to work...

I don't know if you (or someone else) can do anything with this file. It has everything in the right place, but the wrong civilizations are controlling the wrong regions. The Mughals control all Turkish things, for example.
 

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Oh.. I misunderstood then. Thought you will be against everything developed here :lol:
If it means I have to implement this, yes. Tossing out ideas here isn't "developing". Actually doing the work is.
 
We'll first have to get the map to work...

I don't know if you (or someone else) can do anything with this file. It has everything in the right place, but the wrong civilizations are controlling the wrong regions. The Mughals control all Turkish things, for example.

Has something to do with the addition of the Tamils. Every civ after their spawn is shifted to the position of the civ either above or below it.
 
Has something to do with the addition of the Tamils. Every civ after their spawn is shifted to the position of the civ either above or below it.

Yup.
The problem is that while Spain has now become, say, Civ 18 instead of Civ 17, every Spanish city still has 'CityOwner=17' and is now Indonesian. EDIT: I think I might have found a quick way of changing everything, going to try it.
 
I managed to get it working :D For the current version at least. It'll break as soon as another civ is added, but it doesn't take terribly long to fix.

Leoreth, I hope you're still willing to put the scenario (without modifications) in your mod. We could always make a modmodmod for those modifications :lol:
 

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Leoreth, I hope you're still willing to put the scenario (without modifications) in your mod. We could always make a modmodmod for those modifications :lol:
Of course, although please don't be disappointed if I don't manage to do so immediately after you're finished.
 
Hmm, my game crash right after I pass the first turn, I'm with revision 381

I'm sorry, can't really help you here. My game runs fine.
There are also some incorrect wars at the moment, but I'm leaving for a week now, so that'll have to wait. You can easily correct them with WB though.
 
Updated to current SVN revision.
 

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I won't manage to do that before the new civs are done. Maybe I'll even give K-Mod precedence.
 
I won't manage to do that before the new civs are done. Maybe I'll even give K-Mod precedence.

Actually, that's no problem, as I'll have to update it every time a civ is added.
Can I ask where your avatar is from, by the way? I've seen it before, someone of this forum (I think it's the Pilgrim) is using it too.


Now the game run fine for me, but every tech take me only 1 turn to complete

Weird. Probably has something to do with the code of the mod itself, so I can't correct that.
 
Can I ask where your avatar is from, by the way? I've seen it before, someone of this forum (I think it's the Pilgrim) is using it too.
Oh, really?

Like everything else in my account currently, it refers to the "Kingkiller Chronicles" fantasy series by Patrick Rothfuss (maybe better known by the name of its first book, "The Name of the Wind"). Afaik it's part of the cover of one release of the books, don't ask me which though, the covers of the UK versions I read are different.

I'm deep into the second reread of these books in a row (I never did that, but boy is there much to discover!), after author Jo Walton started blogging an in-depth read and analysis of the series on tor.com. There are so many subtleties and different layers it never ceases to amaze me. Plus, they're pretty fun to read, too.
 
I've been trying to update this for the new added civs, but this message keeps popping up:
attachment.php
And the game crashes.
Any idea what might be wrong?
 

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A new corporation or two to represent the massive crime and smuggling of the world drug trade and the blood diamond trade might be interesting. It would "provide" unhappiness and corruption while maybe using "Sugar" (which shares growing conditions with cocaine) and/or Gems. High :espionage: would dissuade their spreading as would high popularity.

The bonus for hosting the "world headquarters" of the corporation and the instability they would provide against 1st world powers such as the USA would help smaller and less productive post-colonial civs compete with heavily populated and powerful civs. (It would also lessen the incentive to run capitalism as doing so would ease the corporation's spread.)
 
Adjusted to Kongolese and Moors.

Going to add the techs and civics back in when all the new civilizations have been added.
 

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