[BtS] DIPLOMACY: a mod for Diplogames!

Well, since you're moving onto wonders now...

I do have a couple of suggestions, or more rather, these are just ideas for you to consider or discard, whatever, if you decide to add new wonders or add more effects to existing wonders.

First off, I have a wonder in WoL, called the "Bamyan Buddha Statues", which raises the missionary limit from 3 to 5. I dunno if you'd like to have something like that in your mod, but it is a unique bonus in my opinion.

Secondly, there are apparently a group of unused tags in the BuildingInfos, so far as I know, that can globally increase culture, research, commerce, and espionage output (i.e., +5% culture in all cities or +10% espionage in all cities); there's also unused tags that can increase food, production, and gold output (i.e. +90% food output in all cities). I used it for the Achievement national wonders in WoL, but I'm sure you can find other uses for your wonders.


Alright, whatever - I'll be pumping out some more personalities tonight, even though the playtest is already out. :D

(Oh, 200th page, congratulations. This is a big bad mod now. :mwaha:)
 
I could send it to you too mamba, but if you get any of the units (or anything for that matter) optimzed (to make the size smaller) you have to promise me to send them my way so I can try to decrease the size of my mod.

No problem, although I usually just resize textures (if they are too big for my taste) :)
 
First off, I have a wonder in WoL, called the "Bamyan Buddha Statues", which raises the missionary limit from 3 to 5. I dunno if you'd like to have something like that in your mod, but it is a unique bonus in my opinion.

I like that wonder. I'd probably want to do something a bit more than that though, but as a base that sounds great. :goodjob:

Are those the statues the Taliban destroyed? If so tha'd be great to put it in my mod, cuz :):):):) the Taliban!

Secondly, there are apparently a group of unused tags in the BuildingInfos, so far as I know, that can globally increase culture, research, commerce, and espionage output (i.e., +5% culture in all cities or +10% espionage in all cities); there's also unused tags that can increase food, production, and gold output (i.e. +90% food output in all cities). I used it for the Achievement national wonders in WoL, but I'm sure you can find other uses for your wonders.

Good to know, as I said in the previous post about this, I don't want to go overboard, but I also want some new content in the mod to make it desireable. Flavored units, new leaders, new religions and BUG is great and all. But a lot of mods have that, and I'd at least like to make mine a little different.

Alright, whatever - I'll be pumping out some more personalities tonight, even though the playtest is already out. :D

:crackswhip: You got your units, now get your ass back to work!!!

(Oh, 200th page, congratulations. This is a big bad mod now. :mwaha:)

Not quite, this thread is about both the original and the new one (although the new one seems to have much more pages), so we aren't that big. And I don't remember hwo many DLs the original Diplomacy had (I think a little over 2,000 IIRC) had, but it can't hold a candle to stuff like RFC, Wolfshanze, VD, etc. Not yet at least.

No problem, although I usually just resize textures (if they are too big for my taste) :)

Well, hey man, I'll take what I can get. :goodjob:

EDIT: I'd still like to get some confirmation from somebody, anybody, that this mod downloaded fine and is working.
 
Since when are the :):):):)ing censors all Christmasy?
 
As for the Bamyan Buddha Statues I guess I'll just upload them separately tonight or something for everybody to use. I don't think it's hard to change the code to give more or less missionaries limits or whatever. The only problem with the Bamyan Buddha States is that there isn't an actual model of it (I think I may have requested one a while ago, or maybe not, so I'll do that again now I guess), but I'm currently using another Buddha Statue as placeholder art. Anyhow, the code was originally from Tsentom1's HERC Factory Wonder, but give a big hand of applause to The J, who basically converted it to the missionary++ bonus for me.

And, yes, those were the statues the taliban blew up. Although funnily enough it took modern bombs to take the statues down. We Buddhists must really like building our statues good.

Also, for those new tags I mentioned, if I remember correctly some or all of them are one of those "optional" tags (i.e. you can have them absent in the buildingsinfo.xml and the mod will still work and not crash), just in case you were looking for them and didn't see where they were and were thinking "WHAT THE @#$% THAT @#$%ING CYBRXKHAN WAS A LIAR!". Anyhow, so that you have a slightly more easier time implementing them later on if you do decide to do so, below is some code to help you.

First is the Agricultural Achievement from WoL, which increases food in every city (I think 4%, but I haven't looked at it in a while so I'm not sure):

Code:
		<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_AGRICULTURAL_ACHIEVEMENT</BuildingClass>
			<Type>BUILDING_AGRICULTURAL_ACHIEVEMENT</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>TXT_KEY_BUILDING_AGRICULTURAL_ACHIEVEMENT</Description>
			<Civilopedia>TXT_KEY_BUILDING_ACHIEVEMENT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_AGRICULTURAL_ACHIEVEMENT_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_AGRICULTURAL_ACHIEVEMENT</ArtDefineTag>
			<MovieDefineTag>ART_DEF_MOVIE_AGRICULTURAL_ACHIEVEMENT</MovieDefineTag>
			<HolyCity>NONE</HolyCity>
                        ... [skip a line or two or a thousand...]
			<fVisibilityPriority>10000.0</fVisibilityPriority>
			<SeaPlotYieldChanges/>
			<RiverPlotYieldChanges/>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges/>
[B]			[COLOR="Red"]<GlobalYieldModifiers>
				<iYield>4</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</GlobalYieldModifiers>[/COLOR][/B]
			<CommerceChanges/>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>3</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers/>
			[COLOR="PURPLE"]<GlobalCommerceModifiers/>[/COLOR]
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges/>
			<SpecialistCounts/>
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners/>
			<ConstructSound>AS2D_BUILD_ACHIEVEMENT</ConstructSound>
                        ... [skip a line or two or a thousand...]
		</BuildingInfo>

The stuff I highlighted in red would be for the yields (food, production, gold), and the tag highlighted in the purple would be for the commerces (commerce, research, culture, espionage). So far as I know, no other building or wonder or whatever the @#$% in the vanilla game - or any mod so far as I know - uses these tags.


Also, I also don't know why the emoticons are all still Christmasy anyways...
 
EDIT: I'd still like to get some confirmation from somebody, anybody, that this mod downloaded fine and is working.

Yeah, I already downloaded it a couple hours ago, and it's working!
But I did not pass the civ selection screen yet :)
I was checking the LHs and their traits. Most of the traits are correct, they are good enough for the leader's personality.
Probably they can be better in some cases, but I leave most of the suggestions to AlmightyDF and Madman, they are the experts in this...

Altough I checked it overally too, and the new 65 leaders have the following traits (I didn't bother to check the original firaxis leaders's traits, i suppose u did not change them):
Philosophical: 11
Charismatic: 20
Expansive: 11
Financial: 4
Industrious: 10
Organized: 16
Spiritual: 12
Imperialistic: 11
Creative: 11
Protective: 12
Aggressive:12

So I think for overall balance there should be much more financial, a little less organized and much less charismatic traits. I'm sure there are some leaders where some of these changes fit their personality. I did not have time yet to check which ones are the best changes.

The other thing i dislike, when at least 3 leaders from the same civ have the same trait.
America: 3 charismaric - i would change Reagan (maybe financial?)
Celts: 3 charismatic - i would change Vercingetorix protective
Chinese: 3 protective - i would change Cixi (I don't know her background, but hope for financial. If not, probably charismatic will work)
France: 3 charismatic - i would change Richelieu (maybe creative?)
Rome: 3 imperialistic - maybe it can stay this way, but we can easily find another good trait for Aurelius if we want to


Oh, and I know there will probably be 2-3 more traits in the final version, but it's easier to start adding them if we already have an organized and balanced version...

EDIT: Almost forgot to ask: why don't you use the new Alexander LH?
 
You say I should edit my post again? :)
 
I keep forgetting to add Alexander because I have him in my CustomAssets folder, so he shows up for me and I just forget about it. Sorry, I'll get it next time.

And that's good that you're looking at the traits, I'll change some of them. If you wouldn't horribly mind, do you think you could write up some suggestions? I only ask because I have a lot of features to add, and I want to be a little quicker on the next update. But for the last mod I actually had someone who did exactly what you did (OzzyKP over at Apolyton, there were two planning threads, one here and one at Apolyton actually. I don't think many people know that) and helped me to get some more diverse traits for everyone.

Anyway, AR, did you like the new title and loading screens?

EDIT: Oh yeah, AR, you have to go to custom game and click on choose religions to get the new religions. Not sure if you knew that or not.
 
Alright, I'm gonna get the Module Pack out in a bit. I just have to get Amanirenas ready. The one thing that isn't finished is the Timurid units. They work and all, but there are a couple of them that I haven't fixed the glossmaps on yet, but I didn't consider that too improtant for now.
 
I never knew you were also at Apolyton... It's a conspiracy, I tell you! Anyhow.

Alright, I'm gonna get the Module Pack out in a bit. I just have to get Amanirenas ready. The one thing that isn't finished is the Timurid units. They work and all, but there are a couple of them that I haven't fixed the glossmaps on yet, but I didn't consider that too improtant for now.

That's not good for my unit-nicking. :p

Alright, now onto something actually serious - leader personalities! :D

First off is Cetshwayo (I finally decided I'll add him to the next version of WoL). Anyhow, I based him off Peter (sure, he's not "civilized" if you want to argue it that way, but he did implement a number of military reforms like Peter, like trying to arm some of the impis with muskets). Anyhow, I then added aspects of Boadicea and Brennus (fighting to defend, defending to fight, I dunno).


Second off is Scipio Africanus. I based him off Hannibal. They were best enemies, I know that. Scipio also (from what I know) used a lot of Hannibal's own tactics and strategies against him, so that must be something. Anyhow, to ensure that he wouldn't be Hannibal's evil (?) twin, I then added aspects of Shaka (great general) as well as Pericles (Scipio was pretty well-versed in Greek culture, and apparently he also was a pretty good speaker, too).


Third and final/last for this round is Pyrrhus (I can't ever spell his name right). I based him off Ragnar (military), and added aspects of Montezuma (same) and Sitting Bull (stubborn). I also fine-tuned him a bit, for example making him a bit more happy-go-lucky when it comes to attacks than most leaders.

Anyhow, there you go, and have fun with them. :crazyeye:
 

Attachments

Damn, well, for some reason my connection is being a little :):):):):) right now and I can't seem to upload the Module Pack. I'm surprised I can even post here the way this thing is acting. Hopefully it'll pass, this does happen to me from time to time. So we'll see. I'll try again sporadically throughout the day until I have to go... you know... get drunk again.

EDIT: Well, to be honest, it appears that Filefront and Mediafire are just slow, so maybe they're getting a bunch of uploads or something. I'll let all the playtesters know. Also any ideas for a building model for King Richard's Crusade, GeoModder if you are reading this could you suggest something you don't use in your mod?
 
How big is the mod supposed to be?
 
The mod itself or the file? The rar file is supposed to be 588,017 KB, which I think translates to around 574 MB or so. I have already started modifying the mod itself, so the size I have for the actual mod would be different than the playtest.

Why? Are you having trouble DLing it?
 
I drew up some ideas for the the wonders I'm thinking of adding. I haven't got down to exact details on what each one will do just yet, although most already have effects that I'll probably keep.

Ancient - ??

Classical -
  • Machu Picchu - must have a peak in city radius, gives peak tiles in city radius +1 hammer and +1 food.
  • Flavian Amphitheatre - Does something, I forgot, but thought it would be cool.

Medieval -
  • King Richard's Crusade - Gives all Knights City Raider promotion, spreads state religion upon city conquest.
  • Bayman Buddha Statues - Increases limit on Missionaries from three to five. Maybe add something else too.
  • Sun Tzu's War Academy - Acts as a medieval pentagon basically.

Renaissance -
  • Leonardo's Workshop - -50% Unit Upgrade Cost
  • Copernicus' Observatory - either something that has to do with observatories, or Tsentom's idea, although I don't know if I like that one.

Industrial -
  • Olympic Games - I have no idea, but I think it should be a wonder

Modern -
  • CERN - Don't know just yet, pobably something with Laboratories or something like that. Maybe a free tech too.
  • Sydney Opera House - again not sure, currently you get a Great Person bonus when using money to build, but that might be too civic-specific.

As stated previously, I think I'll wait until I start working on the future era to think about future wonders. I'll probably add four of them though.
 
^The Flavian Amphithetre (if I remember correctly) allows you to keep enemy Unique Buildings.

Anyhow, since it seems you don't know what to do for the Ancient Age, some suggestions (some have already been done by Tsentom, others I don't think so):

- Sphinx
- Abu Simbel
- Great Ziggurat
- Terracotta Army (classical, maybe?)
- Nalanda University
- Palace of Knossos
- Valley of the Kings
- Chomeseagnoae (classical, maybe...)


And hopefully more leaderhead personalities later today. :goodjob:
 
I think something went wrong. There's no leader/civ/game XML whatsoever.
 
I think something went wrong. There's no leader/civ/game XML whatsoever.

So you have everything except for the XML?

IIRC this happened to you last time as well, right? What I can try to do is two things, the first is to find another place to upload it. But as I've said I had trouble with MediaFire and FileFront today with the module pack, so it might take a little doing. The second option, and this might be easier for you as far as getting it quickly and correctly, is that I might be able to put together the XML for you and send it seperately. I don't really know why this seems to be happening to only you. But I'll get on it this time around. The last time I got caught up with too many things at once.

On a related note, I'd like to ask any playtesters reading this to please tell me if they got everything and if the mod worked for you. If it didn't it is obviously an issue with dropbox. I gotta take care of a couple things today, but when I get back I'll get on it.

EDIT: It'll probably be quicker if I sent you the missing files. But I have to know that you have everything else before doing that. So are you sure you are only missing the XML?
 
I'm not sure... which leaders have diplomusic?

There's no XML folder in Assets.
 
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