AD 1640 North America

It worked.
No more unsolicited upgrades: now I'm the proud owner of a 200 coins Gold Reserve!
:goodjob:

Thank you!

Good. But this is only a temporary fix though. The author of the mod comp and I are looking into possible causes. Hope to get the full fix soon.
 
Did you do anything with the cvgameutils file? Mine runs 332 lines (not 1129).

might have been my typo, i dunno. i haven't manually changed anything. it's not that important, it has only come up a few times and doesn't crash the game. i have exotic foreign advisor mod and probably some others installed i have forgotten about.

for the engineer sapper promotion, is it meant to give the engineer or the enemy a 100% bonus? because it is giving the bonus to the enemy for me.
 
(...) for the engineer sapper promotion, is it meant to give the engineer or the enemy a 100% bonus? because it is giving the bonus to the enemy for me.

Yowzah! :eek:

The bonus is meant for the engineer to pretty much blow up the enemy unit. I'll check into this.
 
I'm not sure why you're getting a negative modifier. It shouldn't be from the Sapper Promo or the Engineer unit itself.

Here's the part of the coding of the Sapper promotion dealing with combat:

Code:
<iCityAttack>[B]100[/B]</iCityAttack>
<iCityDefense>0</iCityDefense>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<iKamikazePercent>[B]100[/B]</iKamikazePercent>

Here's the part of the coding of the Engineer unit dealing with combat:

Code:
<iCombat>[B]8[/B]</iCombat>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>[B]4[/B]</iXPValueAttack>
<iXPValueDefense>[B]2[/B]</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>[B]100[/B]</iCollateralDamage>
<iCollateralDamageLimit>[B]100[/B]</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>[B]4[/B]</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>

That's an awful lot of positive bonuses. If I messed up someting I'm not sure what it would be...
 
Yeah, those values look fine. You've probably made a small typo somewhere in something else because my engineers still have the bonus against them and are quite useless for combat (not that important, i have plenty of grenadiers and soon redcoats).

(i know that the cannon in my pic has had its bonus applied to the unit it is attacking, not itself.) They are city militia in pensacola. From the combat values of the city militia versus the engineer it is clear has that the sapper bonus has been applied to the militia positively instead of negatively in addition to its other bonuses.

edit: maybe ikamikaze should be -100 instead of 100
 

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You lost me here. In both pics your attacking units show a +100 in green, which is in your favor. :confused:

Yeah, it shows up in my favour, but the adjusted combat values do not agree with the +100&#37; in green. (the cannon was for comparison, it is working correctly)

For the engineer-city militia combat
Combat odds: 0.3%
8.00 vs 19.60
+100% for self-destruction
+25% for unit fortify
+20% for city (unit ability)

engineer base power = 8
city militia base power = 8

for city militia:
8*(1+0.25+.2) = 8*1.45=11.60
which is 8 (100% of base power) less than the value used by the game, suggesting that it adds the 100% bonus to the city militia positively rather than negatively as it should be (or incorrectly applied to the opposing unit rather than the engineer).

p.s. apart from a few small things, i am enjoying your scenario
 
Sounds like math... ;)

I don't know why this works out that way. I've shown you the code. There were no typos. I've looked at how kamikazes are coded in other mods (same as mine as far as I can tell). At this point, I don't know how to fix the combat issue. If I run across some explanation for this, I'll be sure to fix that bug.
 
Version 2.4 is now uploaded. Click Here to download.

See details on Post #3.

Your feedback on playtest and any other issues is always welcome. I haven't had enough time to playtest the Natives with this version. Let me know if you run into trouble there. Biggest change in this version is that I re-enabled CIV trading (finally...) :cool:

Thanks!
 
Nice. I hope I can get it to work finally.

Any BtS plans?

Not anytime soon unfortunately. It was tough enough designing this for Warlords (all things considered, I still consider myself a rookie when it comes to modding), so a BtS version is likely to remain out of reach for some time. I don't have much time these days and have not yet secured a copy of BtS either, soooo...

Patience will have to remain a virtue (bleaaahh...) ;)
 
Too bad to hear about the no-BTS version any time soon, because this looks very interesting! A little nitpick I noticed in a screenshot, it's spelled 'Nieuw Holland' instead of 'Neuw Holland', but if you want to use the historically correct term, 'Nieuw Nederland' is better..

Just my two cents.. For all I know the screenshot was of an old version.. I look forward to any BtS installment we may look forward to. (One thing's for sure, there are a few more native american leaders in BtS! :D)
 
Too bad to hear about the no-BTS version any time soon, because this looks very interesting! A little nitpick I noticed in a screenshot, it's spelled 'Nieuw Holland' instead of 'Neuw Holland', but if you want to use the historically correct term, 'Nieuw Nederland' is better..

Just my two cents.. For all I know the screenshot was of an old version.. I look forward to any BtS installment we may look forward to. (One thing's for sure, there are a few more native american leaders in BtS! :D)

Yes, this must be an older screenshot because AFAIK I already fixed this typo in various places. ;)

Thanks for the heads up about Native American leaders in BtS.

Cheers!
 
There are some editors planned for converting Vanilla (and hopefully Warlords) files to BtS. Maybe one will turn this scenario into BtS without much difficulty.
 
There are some editors planned for converting Vanilla (and hopefully Warlords) files to BtS. Maybe one will turn this scenario into BtS without much difficulty.

I understand Warlords may actually be a bit easier to convert than plain Vanilla. But either way, these editors don't do all the work. Until I understand how BtS works, I doubt I'll be able to do the rest of the cleanup needed for a functionning version.
 
Version 2.5 is now uploaded. Click Here to download.

See details on Post #3.

Finally had some time to further playtest the native tribes. Tech trading allowed Euros to give away gobs of techs to a few native tribes early on, which completely messed up game balance. This forced me to make some changes re tech trading -- it is now only available through Great Sachem (instead of Alphabet), which prevents Euros from initiating tech trade at all. This seems to have fixed the problem without hurting native tribes since they benefit the most from tech trading. I made a few other minor changes. Let me know what you think.

Thanks!
 
The mod looks really cool, so I tried it but ran into some major problems.
Running it with warlords 2.13 it crashed on load. Running it with warlords 2.08 it loads just fine but I can't build any military unit (no archers, no scouts, no pikemen). I've tried some of the natives and one or two European civs - all the same. Settlers and workers can be build. Any ideas? :(

Bye
 
The mod looks really cool, so I tried it but ran into some major problems.
Running it with warlords 2.13 it crashed on load. Running it with warlords 2.08 it loads just fine but I can't build any military unit (no archers, no scouts, no pikemen). I've tried some of the natives and one or two European civs - all the same. Settlers and workers can be build. Any ideas? :(

Bye

This is designed to run with Warlords 2.08. I'm not aware of any such problem as crashing or not being able to build units. That's a new one. Are you using Windows Vista? Do you have any other mods running concurrently with this scenario??
 
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