[BtS] DIPLOMACY: a mod for Diplogames!

The leaders that have new diplomusic, or the civs who have new diplomusic rather, are the Polynesians, Iroquois, Vietnamese, and Israelis.

I'm going to try my best right now to describe which folders and files you should have. First when you open the mod's folder there should be an Assets, Autolog (although this one isn't important), Info, PublicMaps, and UserSettings folder. There should be a JARM.ini, a JARM.ini.bak, a NewMOD.ini and a readme.txt folder.

In the Assets folder should be an Art, Config, Modules, Python, Res, Sounds, and XML folder. THere should be the CvGameCoreDLL.dll, CvGameCoreDLL.pdb, and Pak0 files. The GameCoreDLL is the DebugDLL and is not really necessary to play. But it is a playtest so you should have that.

In the Assets/Art folder there should be a BUG, Interface, PlotListEnhancements and Terrain folder.

In the Assets/Config folder there should be 28 XML files. These are all for BUG.

In the Assets/Modules folder there should be a ChooseReligions folder and a Diplomodules folder. The ChooseReligions folder has all of the religion stuff in it, so you need that. The Diplomodules folder should be empty.

In the Assets/Python folder there should be a BUG, Contrib, EntryPoints, and Screens folder. There are also four python files that should be in the Assets/Python folder as well. There are a bunch of python and a couple folders here and there in the other python folders. If you don't have any of this let me know.

Assets/Res should have a Fonts folder with the gamefont files in it.

Assets/Sounds should have four folders and a bunch of sound files for the religions. The four folders are Diplomacy, Soundtrack, Tech, and Units.

If you don't have an XML folder in Assets there is no reason for me to tell you what is in that.

Now, what are you missing?

EDIT: By the way, every playtester reading this should just make sure they have a full mod too. Just in case.
 
I have everything you said... except for the XML folder, every other folder has everything it must. Except for the Diplomodules folder, but that's one's supposed to be empty, so it isn't important.
 
Capo, this is what I have.
 

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I have everything you said... except for the XML folder, every other folder has everything it must. Except for the Diplomodules folder, but that's one's supposed to be empty, so it isn't important.

Alright, well first make a DiploModules folder because you'll need that when I send out the Module Pack.

Secondly download this and put it in the mod's folder. Overwrite any conflicts. Everyone else should actually do the same because it will update the Polynesian button and colors as well as add the new Alexander to the game. Try to do it quickly to let me know if it worked because I have to get ready to go in a minute.

EDIT: Couldn't upload here, filefront says twenty minutes.
 
I'm a little less concerned with yours right now Igor, not because I don't like you or I want to be rude but because you are not a playtester. All the religion stuff should be in the modules folder.

Anyway THIS SHOULD FIX YOUR GAME MADMAN, if it doesn't let me know.

Everyone else whose game does work should DL that too because it is a little update, the polynesian colors are different and the new alexander is in.

EDIT: Try to let me know if that worked ASAP because I'm about to head out. If it doesn't I'll try to upload the whole mod somewhere else.
 
I'm a little less concerned with yours right now Igor, not because I don't like you or I want to be rude but because you are not a playtester. All the religion stuff should be in the modules folder.

Well, I wanted to playtest too, but if you don't need me that's fine.
 
Haven't played a game yet, but looks fine so far.

By the way, Capo, Salamasina doesn't have the finest titties in the game, Dido does!

Once you go Punic... and I'll leave the rest of the rhyme to you. :mischief:
 
I'm really digging some of this new diplotext! But didn't we agree that the diplotext I wrote for Ogedei, was being changed to Attila. I wrote some new diplotext for Ogedei.
 
I was finally able to start a game, a couple of things I noticed during the BC period

1) Upon loading the map, I get a python error.
2) The attitude icons in the scoreboard, seem to be misalligned (I am getting unhealthy, the healthy cross, and unhappy icons insead of the colored faces)
3) Occasionally there is excessive lag between turns. That might be a setting

Lasty, I am sure you know this, but all those XML errors because of the religions are present because modular loading isn't turned on. If you turn it in the INI file, the errors stop.

I really like the new title screen and the intro music.
 
Regarding the wonders:
Flavian Ampitheatre: I didn't like the ability related to unique buildings. I changed it to give the builder of the wonder a 20% chance to train a vassal's unique units. The only reason being I think of the Colosseum more aligned with "units" (because of gladiators and all that).

CERN: I thought should give a free laboratory, and a free tech. kind of like a combination of the Civ 2/3 wonders Darwins Voyage/SETI. Not sure, why, but maybe give CERN the chance for a "nuclear meltdown"?

The Olympic Games, I use as a National Wonder called "Olympic Park", which grants a golden age to the builder.

Another wonder I have played around with is called "Worlds Tallest Building" which grants some wealth, research, commerce and espionage (25% each) to the city, but, I the wonder is rebuildable by other civilizations, so the wonder always "moves", thus moving the benefits, since someone always builds a taller building.

I only mention that because you could make the Olympic Games rebuildable by other civs, and say give the city the benefits of a "We Love the King Day", until it moves, or rig it to be with something like No Unhappiness, +100% Commerce, -100% Maintenance, Which is what I believe all a WLTKD does to an extent.
 
Capo, this is what I have.

Hm, interesting.
I have exactly the same folders as Capo said, much more than you have on that screenshot...
Also, i noticed that the date is 2010.01.06. That can't be the 3rd playtest, as far as i know
 
Another wonder I have played around with is called "Worlds Tallest Building" which grants some wealth, research, commerce and espionage (25% each) to the city, but, I the wonder is rebuildable by other civilizations, so the wonder always "moves", thus moving the benefits, since someone always builds a taller building.

I only mention that because you could make the Olympic Games rebuildable by other civs, and say give the city the benefits of a "We Love the King Day", until it moves, or rig it to be with something like No Unhappiness, +100% Commerce, -100% Maintenance, Which is what I believe all a WLTKD does to an extent.

I read somewhere earlier (i have no idea now in which mod), that they have a special wonder in it, maybe it was Carnivale, a moving circus.
It went after every few turns to a random city, and gave some bonuses.

I think this would be the best solution for Olympic Games, would appear at 1896 (or after the United Nations is built, if it's earlier), and would move every 4 turns to a random city, but from another nation of course!! It could have huge happiness, commerce and maybe some espionage bonus in that city for those 4 turns. Would be more accurate for just one turn, but it's easier to give proper bonuses this way.
Maybe there can be an ancient era of Olympic Games too, perhaps 8-10 turns from 800 BC, so there would only be a few Ancient Games, but it would move every turn. Of course it can and should have different bonuses as the modern one.
 
That's an awesome idea! You could also have another bonus: after the Olympics move, you would still benefit from added commerce from the tourists who go visit the old facilities, like in Atlanta and Munich (the only two cities I've been in who've hosted the Olympics) they still have many of their facilities and people still visit them and as I recall, in Berchtesgaden (included in the Munich and Salzburg packages) you can still bobsled on their bobsled track.

As for the World's Tallest Building, you could have it change according to era and civ, so that in the '30s it looks like the Empire State Building, in the 60's it looks like the Sears Tower (now Willis Tower), in the '90s it looks like the Patronas Twin Towers, in the '00s it looks like Taipei 101, and in the '10s it looks like the Burj Dubai. But if the Americans build it in the '10s it looks like a more "Western" version of the Burj: the Chicago Spire, and if the Inca build the tallest building in the '10s it looks like the Westin Libertador Lima (basically a giant glass tower). If someone else builds it, you don't lose all the benefits, you just get a 90% reduction (people still visit the Empire State Building and Eiffel Tower, but they're not the tallest buildings anymore) You can build it in multiple cities (like Chicago was building the Sears Tower while New York was building the Twin Towers) but only get any benefits from the first one built (although the Sears Tower is taller than the Twin Towers were). This is all off the top of my head. It's a really cool concept, but I think it would have to be carefully thought out, otherwise you could end up with some very strange situations :mischief:
 
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?

Sry for triple post, but i have a few more things to respond :)

1st: The fix for Madman won't replace Alex and the Polynesian flags, because all of your previous art files (including the previous versions for those) are in FPK, what now you gave in the fix are just the plain art files.
I tried to put them in the Art folder as u suggested, but it seems the files in the FPK is the priority for the game when you have both. So I would have to unpak the files, replace the LH and flag, and then pak them into the 1.3 gigabyte FPK again. It's not worth it, I'm too lazy. Maybe in the next playtest :)

2nd: Of course I will help you with the traits. If someone have good suggestion (I'm thinking especially of Madman, AlmightyDF, IgorS, Edgecrusher, cybrxkhan, but of course anyone's suggestions are welcomed) for replacing the current traits, post it for me. I will collect them, and try to make the traits as balanced as I can. Then I will send the final version to you.

3rd: I like the new opening theme very much, especially the screens. The music is good too, altough I prefer the song's original version more...

4th: I'm already in the middle of my first game against some of the new leaders. Looks awesome till now :D
I will post my comments when I'm finished


EDIT: It's not a triple post after all ;)
 
One more thing
The idea of Olympics are awesome (not mine version, generally having olympics in the game), but I don't like the concept of tallest buildings at all.
It's not really a wonder for me, I would prefer to leave that out. Furthermore because of the ability of building many of them in the same time it can be very problematic...
 
As for the Olympics switching around thing, I think the wonder you are looking for is "Circus Hagenbeck" by The J. :D


2nd: Of course I will help you with the traits. If someone have good suggestion (I'm thinking especially of Madman, AlmightyDF, IgorS, Edgecrusher, cybrxkhan, but of course anyone's suggestions are welcomed) for replacing the current traits, post it for me. I will collect them, and try to make the traits as balanced as I can. Then I will send the final version to you.

The only thing I'll say (for now...) is that the Trung Sisters should be at least Charismatic and X, or Protective and Y, or Charismatic and Protective. In WoL they are Charismatic and Agrarian, but I don't think The Capo has an agricultural trait, so I think Cha/Pro, Cha/Org, or Pro/Org would do good for them (unless there'll be newer traits?).
 
2) The attitude icons in the scoreboard, seem to be misalligned (I am getting unhealthy, the healthy cross, and unhappy icons insead of the colored faces)

Is anyone/everyone else getting this? Cos that's probably a gamefont issue if so, which is my area. Edgecrusher could you please check if you are getting the correct religion/corporation icons appearing above city nameplates, and whether the unhappy and unhealthy icons display there also. Secondly could you look at the tooltips of the resources in the pedia and the tooltips on the corporation screen. If any of the symbols in those are missing or wrong let me know.

I'm unable to test the latest playtest atm but I'm certain the scoreboard was displaying correctly last playtest and it's also displaying correct in my personal mod (which uses the same gamefont files). The other possibility is that something went awry in the BUG merge.
 
1st: The fix for Madman won't replace Alex and the Polynesian flags, because all of your previous art files (including the previous versions for those) are in FPK, what now you gave in the fix are just the plain art files.
I tried to put them in the Art folder as u suggested, but it seems the files in the FPK is the priority for the game when you have both. So I would have to unpak the files, replace the LH and flag, and then pak them into the 1.3 gigabyte FPK again. It's not worth it, I'm too lazy. Maybe in the next playtest :)

AR, this would be true except I changed the XML too. So you have to put in the new XML too, they have different names and paths.
 
In my version all of the symbols are fine, so I don't understand how that could be happening. Did you make sure you got the new gamefont in there?
 
@ Igor, try to download it again (don't replace the old mod, delete the old mod and install the new one) and let me know what files you have. I had to leave at the moment you posted that, and I just wanted to make a priority for the official playtesters. If you want to playtest that's fine, but try it again and tell me which files you have. I already made a post with what the mod should contian. So compare it to that and tell me what you do or do not have.

@ EC; as far as I can tell I have modular loading on. So I'm not sure why you don't, or why the symbols aren't showing up correctly. The only thing I can think of is that you have the wrong gamefont (or maybe no gamefont) file present. Could you confirm that you have the correct gamefont with all of the new religion symbols and bug symbols?

@ Everyone; a few people are reporting different problems. I'm thinking that, for some reason, a few of you didn't download the entire mod. Madman reported this, and as far as I can tell EC and Igor have the same issues. A bunch of others have confirmed to me that they have a completely working mod. So I'm not really sure what to do, I suppose I could upload it to FileFront, but for the time being just compare what you have to the post I have made.
 
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