adding a second barbarian player

I would make that just plugable, so there's no need at the moment.
But thanks for offering :).


That damn old python version :mad:. I'll have to open a thread in the python/sdk subforum, because i directly have a problem before the start.
 
:bump: okay, nearly all is done :) (thanks to alpha civ, who helped me :)).
I can read the values from the XML, and nearly all are applied right :).
I'll re-organize my code tomorrow, make this whole thing a bit more performant, and fix some last things, so i'll probably put it in the database at the day after tomorrow.

I've created my own XML file, and i hope the structure can be understood:

Spoiler :

PHP:
<Civ4CivilizationInfos>
	<CivilizationInfos>
		<CivilizationInfo>
			<Type>CIVILIZATION_HUNS</Type>
			<Leader>LEADER_HUNS_Attila</Leader>
			<SpawnTech>TECH_CONSTITUTION</SpawnTech>
			<NumberOfSpawnTech>2</NumberOfSpawnTech>
			<IsBarbarianCiv>True</IsBarbarianCiv>
            <IsAlwaysWar>False</IsAlwaysWar>
            <StartAtCoast>False</StartAtCoast>
            <TotalGold>200</TotalGold>
            <DefaultShips>UNIT_GALLEON</DefaultShips>
            <NumberShipsPerCity>2</NumberShipsPerCity>
            <NumberOfCities>2</NumberOfCities>
            <NumWorkerPerCity>1</NumWorkerPerCity>
			<DefaultCityDefender>UNIT_HORSE_ARCHER</DefaultCityDefender>	
            <NumberCityDefendersPerCity>2</NumberCityDefendersPerCity>
		</CivilizationInfo>
		<CivilizationInfo>
			<Type>CIVILIZATION_AMERICA</Type>
			<Leader>LEADER_WASHINGTON</Leader>
			<SpawnTech>TECH_POLYTHEISM</SpawnTech>
			<NumberOfSpawnTech>2</NumberOfSpawnTech>
			<IsBarbarianCiv>False</IsBarbarianCiv>
            <IsAlwaysWar>False</IsAlwaysWar>
            <StartAtCoast>True</StartAtCoast>
            <TotalGold>200</TotalGold>
            <DefaultShips>UNIT_GALLEON</DefaultShips>
            <NumberShipsPerCity>1</NumberShipsPerCity>
            <NumberOfCities>1</NumberOfCities>
            <NumWorkerPerCity>1</NumWorkerPerCity>
			<DefaultCityDefender>UNIT_MUSKETMAN</DefaultCityDefender>	
            <NumberCityDefendersPerCity>5</NumberCityDefendersPerCity>
		</CivilizationInfo>	
		<CivilizationInfo>
			<Type>CIVILIZATION_FRANCE</Type>
			<Leader>-1</Leader>
			<SpawnTech>TECH_POLYTHEISM</SpawnTech>
			<NumberOfSpawnTech>2</NumberOfSpawnTech>
			<IsBarbarianCiv>False</IsBarbarianCiv>
            <IsAlwaysWar>False</IsAlwaysWar>
            <StartAtCoast>False</StartAtCoast>
            <TotalGold>200</TotalGold>
            <DefaultShips>-1</DefaultShips>
            <NumberShipsPerCity>1</NumberShipsPerCity>
            <NumberOfCities>1</NumberOfCities>
            <NumWorkerPerCity>1</NumWorkerPerCity>
			<DefaultCityDefender>UNIT_WARRIOR</DefaultCityDefender>	
            <NumberCityDefendersPerCity>3</NumberCityDefendersPerCity>
		</CivilizationInfo>			
	</CivilizationInfos>
</Civ4CivilizationInfos>

Just test values, so see, if it works.
Did i miss something, which could also be customized in the XML?
 
I use the black background here at CFC, so its a bit difficult to read that (with the blue lettering) but it looks like it says HUNS, FRANCE, and AMERICA. I can replace those with "barbarian" civs right? If that's the case, and it looks like it is, that's pretty awesome and you are certainly the man. When you post it could you just pop by here or my mod's thread (its called DIPLOMACY and its in the Mods section) and explain how I can customize it a bit more or add some more units to these civs individually?

Thanks again man, you rock.
 
I'd like that as well.

@Capo: You use the black background too? I thought i was the only one. Gets annoying when people post words in color (especially blue) though.

Also, you can't see the ticker.
 
Yeah, it looks way better to me. Especially compared to the generic one. But you are right, sometimes it makes things difficult to read.
 
Well there was a scrolling ticker; now the announcements just appear, then fade, then a new one appears; its above the search bar.
 
I use the black background here at CFC, so its a bit difficult to read that (with the blue lettering)

@Capo: You use the black background too? I thought i was the only one. Gets annoying when people post words in color (especially blue) though.

Also, you can't see the ticker.

Mmhh, seems to be a "bug" in the vbulletin software, or nobody has thought of it.

but it looks like it says HUNS, FRANCE, and AMERICA. I can replace those with "barbarian" civs right?

Yes, you can.
The number of civs is variable, you can put 1 or 237 civs in that file.
But to make it clear: This is not a replacement for the CivilizationInfos, every civ you place in that file has to be a real civ in your CivilizationInfos.xml.

To make the civ barbarian (= joined with the barbarian team), you have to set IsBarbarianCiv to True.
I'll explain some of the parameters later.

If that's the case, and it looks like it is, that's pretty awesome and you are certainly the man.

[...]

Thanks again man, you rock.

I'd like that as well.

Thanks :).

When you post it could you just pop by here or my mod's thread (its called DIPLOMACY and its in the Mods section) and explain how I can customize it a bit more or add some more units to these civs individually?

Sure i'll do :).
More units: Do you mean different units when spawning?
I haven't implemented that yet, but it will come.
 
I just meant if wanted to make a Pirate civ I could give them either a UU (like I dunno, Buccaneer for instance) or just a flavored unit (maybe like "Native Warrior" or something). I realize I have to add these civs and units myself. But this only handles the spawning right?

So if I added the Pirates, I put in their spawn info here. Then when I put the civ in I can add the units to that and they'd be able to build it, correct?
 
But this only handles the spawning right?

Yes, right.

So if I added the Pirates, I put in their spawn info here. Then when I put the civ in I can add the units to that and they'd be able to build it, correct?

Sorry, please rephrase it, i'm not sure, if i understand you.
 
I think he means:

If he wanted to add a pirate barb civ, he puts the Spawing information in this file. Then he can put uus and stuff in the CivilizationInfos.
 
@The_J; I have invited some people who have been helping me with my mod or following its development to come to this thread and post some ideas for developing this into something balanced and fun for my mod. So hopefully if we discuss any ideas you can let us know if it is ridiculous or impossible, or how difficult it would be to add it. I haven't really discussed this modcomp in my mod's thread, so they may not be familiar with the abilities this modcomp will provide.
 
I hope, somebody else has a cool idea :).


:( but i have to disappoint you a bit: I've forgot a limititation, only one barbarian civ seems to be possible.
Why: I forgot, that there's a player limitation for teams of 2, and one player is already the normal barbarian player.
I can make other players a vassal of the barb team, and so i have a small reference, which civ i can block from the diplomacy screen, but that's not really enough, because espionage and war weariness can't be blocked like that.
I have to examine that a bit more (didn't have enough time today), so the finishing will take some days more :(.
 
I hope, somebody else has a cool idea :).


:( but i have to disappoint you a bit: I've forgot a limititation, only one barbarian civ seems to be possible.
Why: I forgot, that there's a player limitation for teams of 2, and one player is already the normal barbarian player.
I can make other players a vassal of the barb team, and so i have a small reference, which civ i can block from the diplomacy screen, but that's not really enough, because espionage and war weariness can't be blocked like that.
I have to examine that a bit more (didn't have enough time today), so the finishing will take some days more :(.

One thing: if they are going to be in the same team anyway, what would the difference be from them being the same civ? I don't recall any reason to have different barbarian civs other than them being able to attack each other (which would be useful, for example, for when having one wild animal civ and one barbarian civ). And in any case, why would pirate not attack barbarians and vice-versa?

Maybe then there is no limitation at all :)
 
Ultimately I wanted to try for a Pirate civ and a Native civ. And maybe some type of Middle-age style barbarian civ (ala Vikings, Mongols or Huns). I think it would be perfectly fine if they could attack eachother, in fact its probably better if they could.
 
May be easier to make the exception bypass the team size limit instead of the dozen other things

Already done ;).

But i wanted to make more barbarian civs possible, so i tried to make the new ones vassals of the barbs.
Bit, like said, there are some problems to solve...i hope so.

One thing: if they are going to be in the same team anyway, what would the difference be from them being the same civ?

Different artstyle, different UUs/UBs.

I don't recall any reason to have different barbarian civs other than them being able to attack each other (which would be useful, for example, for when having one wild animal civ and one barbarian civ). And in any case, why would pirate not attack barbarians and vice-versa?

I also would think, that this would be cool, but it seems, that it's not technical doable :(.

Ultimately I wanted to try for a Pirate civ and a Native civ. And maybe some type of Middle-age style barbarian civ (ala Vikings, Mongols or Huns). I think it would be perfectly fine if they could attack eachother, in fact its probably better if they could.

Then you'll have to live with normal civs, which are at war with every other civ. Can't see another way, sorry.
 
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