2.0 Discussion

I believe we should address the problem of food in the mod. If you have a city cut off through culture the people starve, however I believe that farming should be slightly less linked to the health of a city because of the wide array of canned goods available and various imported foods (people could live on ramen if they added some healthy stuff to it).
 
GarretSidzaka said:
Sniper mod by theLopez (a lite version not including buildings or promotions maybe)

From what I found, snipers were almost useless without some promotions for accuracy and whatever the lethal promotion was called. Which is fine if you're playing civ from the beginning and can promote some snipers on weak prey, but in your mod the snipers would need to be ready to go -- so either code in better percentages for hitting targets and making kills, or start with some promotions.

There are areas where I think the sniper mod could be improved, and would be necessary for this mod, although a great feature to get running.
 
Leif said:
I believe we should address the problem of food in the mod. If you have a city cut off through culture the people starve, however I believe that farming should be slightly less linked to the health of a city because of the wide array of canned goods available and various imported foods (people could live on ramen if they added some healthy stuff to it).

Perhaps that could be an ideology-related tech that provides XX% more food in cities with your ideology.

Certainly citizens could subsist on low-calorie diets, but those who can fend for larger pieces of pie would be able to keep a larger population productive. Perhaps those cities with their native ideology perform with greater efficiency. And maybe there is a Wonder that would inspire them to be more efficient with food resources. But distributing food from one city to another would probably be a) difficult to program well and b) not benefit strategy very well. Depends on whether you'd rather have a large thriving city with high pop and production or if you'd rather see it share its food by exporting it to smaller cities.

If you lose culture, you lose land. If you don't like it, fight the high-cultured bastards; I would say.

I'd rather have my citizens eating lobster and fresh bread than canned ham and stale crackers, and I would expect a considerable advantage -- because farming is still important, although not necessary. A tech to increase food wouldn't be bad, and there are already techs to increase health, to reflect your point.
 
Leif said:
I believe we should address the problem of food in the mod. If you have a city cut off through culture the people starve, however I believe that farming should be slightly less linked to the health of a city because of the wide array of canned goods available and various imported foods (people could live on ramen if they added some healthy stuff to it).

Laurier said:
Perhaps that could be an ideology-related tech that provides XX% more food in cities with your ideology.

Certainly citizens could subsist on low-calorie diets, but those who can fend for larger pieces of pie would be able to keep a larger population productive. Perhaps those cities with their native ideology perform with greater efficiency. And maybe there is a Wonder that would inspire them to be more efficient with food resources. But distributing food from one city to another would probably be a) difficult to program well and b) not benefit strategy very well. Depends on whether you'd rather have a large thriving city with high pop and production or if you'd rather see it share its food by exporting it to smaller cities.

If you lose culture, you lose land. If you don't like it, fight the high-cultured bastards; I would say.

I'd rather have my citizens eating lobster and fresh bread than canned ham and stale crackers, and I would expect a considerable advantage -- because farming is still important, although not necessary. A tech to increase food wouldn't be bad, and there are already techs to increase health, to reflect your point.


this is an interesting concept for game balance. we shall adress this futher after the playable beta release (coming soon!)

personally, i would like to see an increase of avalible foods from all farms, to like +4, and then it will really matter when global warming come, or when you get razed.

Question: is there a way to create global warming steadily through the game at a low level at all times? (as opposed to the spike the occurs with alot of nukes)
 
Yet Another Big Update!!

Buildings are, for the most part, added.

Spoiler :
BUILDINGSCREEN.jpg
[/IMG]


We really could use some button icons. I prefer them without the little gray border, but then again, you guys are the artists, do it how you like :D
 
Is that mod for Warlords or for normal CivIv? The Warlords expansion hasn't arrived in my country (Brazil) yet...:(

If it's for normal Civ, please give me the download link... and the download link for all related stuff :)

I really wanna play that mod... Civilization is a great game, but there's a big problem: the people don't care about the govern? Of course they do! There different ideas about the govern, and people express it.

PS: Sorry about the horrible english. You know, my official language is portuguese, so...
 
Is that mod for Warlords or for normal CivIv? The Warlords expansion hasn't arrived in my country (Brazil) yet...:(

If it's for normal Civ, please give me the download link... and the download link for all related stuff :)
You want to see this post in the thread. Which will direct you to this post, which will give you what you want.
 
Getúlio Vargas said:
Is that mod for Warlords or for normal CivIv? The Warlords expansion hasn't arrived in my country (Brazil) yet...:(

If it's for normal Civ, please give me the download link... and the download link for all related stuff :)

I really wanna play that mod... Civilization is a great game, but there's a big problem: the people don't care about the govern? Of course they do! There different ideas about the govern, and people express it.

PS: Sorry about the horrible english. You know, my official language is portuguese, so...

Most of the stuff here, under development is for the Warlords version. But the normal Civ4 version has been done for quite some time, and you should feel free to play it. I'm sure warlords will be out in brazil by the time the warlords version of the mod is out (i hope)!!
 
here is an update:
i finished the soundtrack (recoded, not renamed!), i fixed some icons in the fonts, i formatted the map file, and i have added 80% of the cities and named them

Spoiler :
minimap.jpg


countdown to beta:
flesh out cities and added terrain improvements
add units
buttons for new stuff
clean up tech tree
do the SDK mods and python code additions with Fabrysse
 
GarretSidzaka said:

OK. I look at these mods. :scan:
EDIT :
I've downloaded : Ranged Field Bombardment and Missiles (suicide units). It's what you want to add, right ?
If you could quickly add the xml elements needed, and send me them please, I could test if my adding runs...



Not sure it would be a good idea to add it. I can't imagine Syndicalists or Zapatistas (in real life) having mercenaries in their troops... I'd certainly prefer international events. For exemple, we (in fact, I) could python this :
At turn number N, a major political event occurs (I don't know wich one, but I'm sure that if we had a revolution like this one, there were political reactions all over the world). So, instead of mercenaries, NATO could send troops to USA, Canada, Mexico. And, I don't know, but perhaps communists governments could help Cuba... So that anarchists, all over the world would think that it's urgent to come and help Zapatistas and Syndicalists...
That's what I did with the "International Troops" python script. We could perhaps increase it at a moment... I don't know.
Well... It looks like the beginning of WW3 :eek: . Don't know if it's a good thing.​

What else ?...
  • It's done and tested : :goodjob:
    • International Troops python script
    • Dawn of Man python script (taken from VISA mod, with national flag instead of "sword & shield" icon).
    => ZIP file attached to this post.
  • I purpose to add :
    • VISA mod adds 2 more civics columns(note : they should use a smaller font in civics sceen...). I think that the column "Education" could be added to Second Revolution.
    • I saw too a modpack that adds an other civic column : "Gender". I think it could be great to add it too.
    I can try to add them if you agree...
 

Attachments

Fabrysse said:
OK. I look at these mods. :scan:
Not sure it would be a good idea to add it. I can't imagine Syndicalists or Zapatistas (in real life) having mercenaries in their troops... I'd certainly prefer international events. For exemple, we (in fact, I) could python this :
agreed. i like the stuff you are coming up for python more.

At turn number N, a major political event occurs (I don't know wich one, but I'm sure that if we had a revolution like this one, there were political reactions all over the world). So, instead of mercenaries, NATO could send troops to USA, Canada, Mexico. And, I don't know, but perhaps communists governments could help Cuba...


this is perfect. can you randomize and have it choose through a bunch of preset events; and then also make it randomly drop "barbarians" in too, as corporate mercenary forces or somthing, too?

So that anarchists, all over the world would think that it's urgent to come and help Zapatistas and Syndicalists...
That's what I did with the "International Troops" python script. We could perhaps increase it at a moment... I don't know.
Well... It looks like the beginning of WW3 :eek: . Don't know if it's a good thing.
a war like this happening would either be the effect of a Third War, or even be the cause...


Spoiler :
What else ?...
  • It's done and tested : :goodjob:
    • International Troops python script
    • Dawn of Man python script (taken from VISA mod, with national flag instead of "sword & shield" icon).
    => ZIP file attached to this post.
  • I purpose to add :
    • VISA mod adds 2 more civics columns(note : they should use a smaller font in civics sceen...). I think that the column "Education" could be added to Second Revolution.
    • I saw too a modpack that adds an other civic column : "Gender". I think it could be great to add it too.
    I can try to add them if you agree...

I think i will create the text for the dawn of man, and maybe a couple of events too.

This is great. im gonna open the file, now and see whatcha got for me
(i hope you included readme's for stupids...like me) :p
 
Fabrysse said:
OK. I look at these mods. :scan:
EDIT :
I've downloaded : Ranged Field Bombardment and Missiles (suicide units). It's what you want to add, right ?
If you could quickly add the xml elements needed, and send me them please, I could test if my adding runs...

Hi, if I may suggest:

Download my full combat mod code (contains latest changes) and modify the #defines in CvDefines.h, change them to "true" if you want them on and "false" if you want the component turned off. The individual code chunks in the code factory thread don't contain latest changes.

I know I said I'd do this for you GS, but heaps of crap came up with stuff I'm working on. :( Sorry mate (BTW, please check your PMs).

Code available here: http://forums.civfanatics.com/downloads.php?do=file&id=2708

Dale
 
Dale said:
Hi, if I may suggest:

Download my full combat mod code (contains latest changes) and modify the #defines in CvDefines.h, change them to "true" if you want them on and "false" if you want the component turned off. The individual code chunks in the code factory thread don't contain latest changes.

I know I said I'd do this for you GS, but heaps of crap came up with stuff I'm working on. :( Sorry mate (BTW, please check your PMs).

Code available here: http://forums.civfanatics.com/downloads.php?do=file&id=2708

Dale

i will PM you some more bro. maybe you can give our code a once over in a little while

@Fabrysse
i simply copied and pasted the stuff you posted, but it didnt do anything and game crashed when one turn cycled. let me finish up on my side and then i will upload the files (100mb!)
 
GarretSidzaka said:
i simply copied and pasted the stuff you posted, but it didnt do anything and game crashed when one turn cycled. let me finish up on my side and then i will upload the files (100mb!)

:confused:
OK. Let's wait for your files. I tested it with the old map (v 1.6) renamed for Warlords... When xml files and the map are ok I download them and test all together.

For the time, I try to add Dale's files and the Partisans Mod.
 
good job fabrysse! we'll get this beta out eventually!

now i got to do my mod creator stuff and get the map done and xmls preped.

then we can focus on SDK/python and flavor.
 
Fabrysse said:
:confused:
OK. Let's wait for your files. I tested it with the old map (v 1.6) renamed for Warlords... When xml files and the map are ok I download them and test all together.

For the time, I try to add Dale's files and the Partisans Mod.

ok, but remember, we're gonna have to redo the schema's for more recent, more complex xml's that i have. but of course im sure you know that :D

good nite!
 
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