Beta Testers Needed!

Good News, all around.

I successfully merged all of Dom Pedro's Diplomacy Changes for a new modmod "Advanced Diplomacy."

It will feature tons of new content:

  • Embassies must be traded, and you must have one in another nation before you can trade gold/techs or open borders.
  • You can trade for "Contact" to other Civilizations, Oldschool CivIII Style.
    (For those who never played CivIII, you can trade for communications and to meet other nations that you haven't met with)
  • You can trade for Corporation Headquarters. A random city in your empire will become the new headquarter
  • You can trade for workers
  • You can trade military units. I haven't decided if to make all units tradable, or just machines and mechanical devices...
  • The AI will ask for declarations of War from other AI. Previously, the AI would only ask humans. (This will result in more World War Situations)
  • The AI will offer trades for Wars instead of just flat out demands.
  • The AI will offer trades for embargo's instead of flat out demands
  • The AI will "gift" units to Civilizations who are at war with their enemies.
  • The AI is all around better at Diplomacy, and should make the game more interesting.


And of course, this will all be a game option, so players who dislike these changes will be able to play without them.

I plan on releasing this beta by the weekend, if all goes well.
 
Excellent news. Now, if only I can figure out what is ailing my PC. Looks like a full wipe and reload.
 
Good News, all around.

I successfully merged all of Dom Pedro's Diplomacy Changes for a new modmod "Advanced Diplomacy."

It will feature tons of new content:

  • Embassies must be traded, and you must have one in another nation before you can trade gold/techs or open borders.
  • You can trade for "Contact" to other Civilizations, Oldschool CivIII Style.
    (For those who never played CivIII, you can trade for communications and to meet other nations that you haven't met with)
  • You can trade for Corporation Headquarters. A random city in your empire will become the new headquarter
  • You can trade for workers
  • You can trade military units. I haven't decided if to make all units tradable, or just machines and mechanical devices...
  • The AI will ask for declarations of War from other AI. Previously, the AI would only ask humans. (This will result in more World War Situations)
  • The AI will offer trades for Wars instead of just flat out demands.
  • The AI will offer trades for embargo's instead of flat out demands
  • The AI will "gift" units to Civilizations who are at war with their enemies.
  • The AI is all around better at Diplomacy, and should make the game more interesting.


And of course, this will all be a game option, so players who dislike these changes will be able to play without them.

I plan on releasing this beta by the weekend, if all goes well.
Wow, great job Afforess.:goodjob::drool: Just think of what Civ could be like with Rom AND DP's mod.:D:drool:
 
Upcoming Features:

* Dexy's Search and Destroy Modmod
* Domesticated Animals
* GeneralStaff's Civic Buildings*

Are the NIMBY buildings going to be in the next update too?

You can trade military units. I haven't decided if to make all units tradable, or just machines and mechanical devices...

All units should be traded because the other units could work like the mercenary units in Age of Empire 3 where if you have an embassy you can hire unique units such as the British hiring Ronin warriors from Japan or Lakota Dog Soldier from the Native Americans.
 


Yeah, but more like

:extradrool:

Spoiler :
large_homer.drool.jpg




Nice expectations, Afforess! :goodjob:
 
So either I suck at this, or MS VS 2008 doesn't like me. Guess I'll try again with the 2005 kit like in the guide.

Just letting you know I'm still here, and haven't given up yet. Busy day yesterday.
 
So either I suck at this, or MS VS 2008 doesn't like me. Guess I'll try again with the 2005 kit like in the guide.

Just letting you know I'm still here, and haven't given up yet. Busy day yesterday.

Tell me if you want some help. The first time for me, it took 2 hours for me to get it to work...
 
I'm just confused why it keeps kicking out the u1052 Final_Release not found error, when it's supposed to be creating the final_release dll build. Makes no sense to me, and I've tried it with the provided dll and the revdcm sources, following the guide and they both do it.

OH FFS. ID-ten-t error, didn't have makefile in the cvgamecoredll folder. Now it just fails at compiling with tons of errors then error u1077, referencing cl.exe return code 0x2

Edit2: Seems it's modifying deprecated functions to the updated ones, need to find out how to define the parameter that stops it from doing so. the error tells me the parameter, but I'm too noob to know how to define it for the build
 
I'm just confused why it keeps kicking out the u1052 Final_Release not found error, when it's supposed to be creating the final_release dll build. Makes no sense to me, and I've tried it with the provided dll and the revdcm sources, following the guide and they both do it.

OH FFS. ID-ten-t error, didn't have makefile in the cvgamecoredll folder. Now it just fails at compiling with tons of errors then error u1077, referencing cl.exe return code 0x2

You added all the Nmake references right?

The easiest way to check if it's just a ID10T error is to download the RevolutionDCM vanilla sources, as they include a VS 2008 Project File with them, and it should compile right out of the box if you have all the right DLL's and VS 2003 Toolkit installed.

If it will compile, then your project has a stupid error somewhere, if not, you didn't install all the dependencies.
 
Read edit2, and I've been using visual studio 2008 full ver in hopes I wouldn't have to use the outdated vs 2003 toolkit + added stuff.
 
Read edit2, and I've been using visual studio 2008 full ver in hopes I wouldn't have to use the outdated vs 2003 toolkit + added stuff.

I'm afraid that isn't possible. You must download the 2003 toolkit. It will never compile otherwise...
 
Sure seems that way... I read in the SDK thread people had gotten debugging working with VS 2008, but they must be people who actually know WTH they're doing (I only know enough to break everything I touch).

Starting over with 2003 toolkit.

Edit: Know how to tell someone isn't used to windows for their command line? They keep using ls to view the current directory.

Oh, how the fun never ends. The PSDK installer is fubar'd (don't think I need it since I have the SDK thx to VS 2008). MS doesn't allow downloading of anything older than their Visual c++ 2008 express edition... which does me no good, since I already have :):):):)ing Vs 2008 with all the bells and whistles. Off I go to hunt down the older app somewhere on the internets!
 
Wow, that Advanced Diplomacy mod passed me by, but it looks ace! Looking forward to the next beta.

Any chance of adding Dexy's fixed borders mod to the pile? How about the JCulture control mod? I really like the latter as it makes forts much more useful.

Thanks for all your efforts on this modmod Afforess.
 
Wow, that Advanced Diplomacy mod passed me by, but it looks ace! Looking forward to the next beta.

Any chance of adding Dexy's fixed borders mod to the pile? How about the JCulture control mod? I really like the latter as it makes forts much more useful.

Thanks for all your efforts on this modmod Afforess.

Fixed Borders is already in Beta1. I haven't looked at Jculture Control, could you give me a link to that?
 
Sure, link below:

http://forums.civfanatics.com/showthread.php?t=283686

The main thing I like about this mod is that forts can have a 'culture box' around them and can therefore be used as outposts to secure resources outside of your city borders.

Unfortunately having looked at it again it appears that it hasn't been updated for 3.19 (although infrantryman06 was working on it prior to RevDCM 2.6).

Another mod worth looking at is White Lies Black Ops which adds some interesting tactical concepts/choices to the game.

http://forums.civfanatics.com/showthread.php?t=336721
 
Sure, link below:

http://forums.civfanatics.com/showthread.php?t=283686

The main thing I like about this mod is that forts can have a 'culture box' around them and can therefore be used as outposts to secure resources outside of your city borders.

Unfortunately having looked at it again it appears that it hasn't been updated for 3.19 (although infrantryman06 was working on it prior to RevDCM 2.6).

Another mod worth looking at is White Lies Black Ops which adds some interesting tactical concepts/choices to the game.

http://forums.civfanatics.com/showthread.php?t=336721

Oh, I think I remember now, the primary reason RevDCM did not include JCulture Control was the fact that the AI did not know about it. I wouldn't add it for the same reason.

As for WLBO, I have no idea how the AI handles those changes as well. There are only 2 pages of feedback, which isn't enough to go on.
 
Also, this isn't a gameplay change, but it is helpful...

I added a new civilopedia page right below "Rom Concepts" called "A New Dawn" concepts, which details all the larger modmod's, like Mountains Mod, Fixed Borders, ... etc...
 
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