[BtS] Diversica

Honestly, it's SO good to see this great mod progressing steadily...

I'm currently playing a Marathon under 0.80 with patches, so I have no idea if any of those things were fixed with 0.90, but since none of them was mentioned in the history section:

1. Celtic war elephant displays famous red blobs both in the game and in the editor. Doesn't crash anything though.

2. I like the idea of new resources, but I wonder if they work as intended; firstly, even those that are not "local" by definition (meaning they provide global bonuses, not just minor boost to city output - I assume some of them are supposed to do just that) cannot be linked by creating plantations/mines; the only way I can link them to the trade network is by building a city/fort on top of them. Is that how they are supposed to work? Second thing is some weirdness with tech requirements - I understand coffe or cotton requiring calendar, but amber and salt? Are they really seasonal things?

(OK, I'm aware those things are either intended or result some obscure bug that noone else heard about, but confirming my suspicions can't hurt).

3. What's with the "gunnery control" promotion? It seems it gives exactly the same benefits as "blitz", and that's still aviable for my ships. Am I missing something?

Finally, since you asked (well, several pages ago... I'm slow to react at this time of year) about ideas for future additions, I wonder if it would be possible to apply some form of "research limiter" to Diversica? I was thinking about something like this one, by Jeckel:

http://forums.civfanatics.com/showthread.php?t=237067
The config file control system used there seems a simple and elegant solution.

While playing all the way to Next War is fun, there are times when I'd rather stay in earlier eras (if only to make real use of all those units that normally become obsolete in just a few turns... pre-industrial units are so pretty;)). As Diversica has uniqe tech tree, merging aforementioned mod with yours is waaay beyond me.
Any chances for something similar?
 
Honestly, it's SO good to see this great mod progressing steadily...

Thanks, for the most part this is due to the great unit makers out there though ;)

1. Celtic war elephant displays famous red blobs both in the game and in the editor. Doesn't crash anything though.

No, I guess I'll have to fix that (wasn't aware of it yet).

2. I like the idea of new resources, but I wonder if they work as intended; firstly, even those that are not "local" by definition (meaning they provide global bonuses, not just minor boost to city output - I assume some of them are supposed to do just that) cannot be linked by creating plantations/mines; the only way I can link them to the trade network is by building a city/fort on top of them. Is that how they are supposed to work?

No, I guess I should remove them again as I have no idea why they are not working, their xml looks just like that of any other resource ;)

You can simply delete the resources dir so they will not appear any more (but not for a game in progress)

Second thing is some weirdness with tech requirements - I understand coffe or cotton requiring calendar, but amber and salt? Are they really seasonal things?

well, I could use another tech for them, I just went with what most of the others are using :)

3. What's with the "gunnery control" promotion? It seems it gives exactly the same benefits as "blitz", and that's still aviable for my ships. Am I missing something?

ask Wolfshanze ;) actually yes, it is very much the same as Blitz, except that you do not need as much experience to get it, which for ships isn't as easy to get as for melee units

Finally, since you asked (well, several pages ago... I'm slow to react at this time of year) about ideas for future additions, I wonder if it would be possible to apply some form of "research limiter" to Diversica? I was thinking about something like this one, by Jeckel:

http://forums.civfanatics.com/showthread.php?t=237067
The config file control system used there seems a simple and elegant solution.

I will take a look :)
 
Version 0.90b released, fix for Celt WarElephant.

For version 0.80, get the file Celt_WarElephant_CIV4ArtDefines_Unit.xml and put it where its current version is (i.e. Assets\Modules\Custom Units\Celt).
 
No, I guess I should remove them again as I have no idea why they are not working, their xml looks just like that of any other resource ;)

Would be sad, I like those apples ;). Besides, they DO work - they give "global" and "basic" (raw unimproved terrain) bonuses. They can even be traded. While I have no real knowledge of resource mechanics, I can guess a few things:

1. Some resources (i.e. pearls) lack "global" health/happy bonus. This looks like an xml thing in resources themselves. I guess I could try fixing this myself, though with my token skills it takes lots and lots of trial and error.

2. Linking is the main issue; new resources have no "improved" (terrain with appropriate building) bonus entry in the 'pedia, and no plantations/mines/workboats can be placed on top of them. However, linking via forts works OK, perhaps because fort improvement doesn't have specific terrain requirements. I guess this has something to do with improvements entry in Civ4ImprovementInfos, as every possible improvement there has a specific resource type listed, but no entries for new ones exist. Perhaps adding new resources under their relevant improvements and adjusting YieldChange accordingly would fix this (I cannot mod this, I know only how to work on base files, and YieldChange info is a mystery to me).

3. Another issue - new resources don't work with building bonuses (grocer, forge, marketplace...). This may be intended, as sheer amount of new resources coupled with building bonuses could unbalance the game (much more overall health possible), but again, relevant resource entries in Civ4BuildinInfo seem missing.

4. The same could probably be said about new resources and corporations, but as I know nothing about corporations (never used them in game, they require extensive trading, and usually every other surviving civ hates me by the time they become aviable), naturally I have no idea how bad this would be.

(OK, now feel free to :lol::lol::lol: if this is all very very basic - I'm rather green when it comes to modding - but your qouted comment made me think perhaps you missed something this time... this is a massive mod after all).

well, I could use another tech for them, I just went with what most of the others are using :)

Well, as both salt and amber are basically new type of gems in the game, I guess mining would be more natural.

Don't know if my ramblings will be of any help, just trying to save the new resources, they are a welcome addition to the countryside ;)
 
3. What's with the "gunnery control" promotion? It seems it gives exactly the same benefits as "blitz", and that's still aviable for my ships. Am I missing something?
ask Wolfshanze ;) actually yes, it is very much the same as Blitz, except that you do not need as much experience to get it, which for ships isn't as easy to get as for melee units.
Actually in the Wolfshanze Mod, I deleted the "Blitz" promotion for naval units... they may only get "Gunnery Control"... and only more modern (turreted) ships can get it at that (Pre-Dreadnoughts or newer vessels).

In my mod the Gunnery Control promotion replaces the Blitz promotion, but it's more focused to certain ship classes and (as mentioned) easier to get experience-wise, since experience comes more slowly to ships then to land units.

I'm not sure how Mamba implemented the promotion in his mod, or if he had it replace "Blitz" as it does in my mod.
 
Is there anyway to start this mod up through a shortcut on my desktop?
make a shortcut to BTS. Then change the target to something like:

...\Civ4BeyondSword.exe" mod=/Diversica

just add mod=/Diversica to the end of the target in properties for the shortcut.
 
Hey guys! I made a little patch to get all those modular resources working in Diversica! Ok, I lied... I still cant get Potatoes and Pearls to work but everything else does.

Just unzip into your mods folder and it should add 1 XML file to the terrains folder of your Diversica Mod.

Also any chance you can make a modular TEA resource? That's the one thing missing from my mod and I really like the modular way you are handling things.

- Javier.
 

Attachments

Hey guys! I made a little patch to get all those modular resources working in Diversica! Ok, I lied... I still cant get Potatoes and Pearls to work but everything else does.

I won't be able to test that for myself for some time, but it looks solid :goodjob:. As for potatoes and pearls, they are the only new resources that are missing "global" bonuses; my guess is they need to have those added first, by modifying their basic file in "resources" folder within Diversica (all from memory, I cannot access game files at the moment).

Hope this helps Mamba to keep those new resources in Diversica 1.0.
 
I have been working on resources a bit myself, so they should finally work in the next release.

As to potatoes and pearls not working, that is due to some of the xml in NextWar.

Delete Assets\Modules\NextWar\_woc\NextWar_CIV4ImprovementInfos.xml if you use your XML\Terrain\CIV4ImprovementInfos.xml

Looking forward to WoC for truly modular xml, then stuff like this won't cause any problems ;)
 
I get red blotches for Mongolian spearmen on 9.0 with patch.
 
Dang, I should not do some last minute changes (or rather, I should test any last minute change).

Here is a small fix. The upside is that the Siam leaderhead for Ramkhamhaeng now is fixed as well (thanks to the version in Amra's mod).
 
I am using 9.5.

I want to make ocean terrain passable for galleys.

I go Civ4 UnitInfos and change 1 to 0 for galley impassable terrain, than paste this into the Diversica XML Unit folder, but to no effect.

It works for the workboat, but it does not work for the galley. Nor if I change the galley cargo limit from 2 to 4 does this show up.

I can do this with other mods, and could do it in the past with Diversica, I believe. I imagine I can't do it now because of the modules. I have looked everywhere and tired everything I can think of to make this rather simple change. Could someone possibly give me some advice?
 
You can do it in non-modular xml only, and in modular xml which does not redefine the unit, if the unit is redefined, you need to change that redefinition.

These units are redefined in the modules, so your changes to Assets\XML never survive long enough.

They are in Assets\Modules\ModernUnits\_woc\SailShips_CIV4UnitInfos.xml

In general, if your change does not work, search for that unit in the modules structure and change the definition there, chances are it is underneath ModernUnits.
 
Do you have any plans to incorporate the modern era exp for VD?

(my main desire for Civ5 would be a modding system that makes it easier to pick and choose and combine mods, so you don't have to choose between different but equally good mods like this)

Also, although the new resources look really good, good enough to be in the original game, and I wouldn't want to see them go, would they not unbalance things a bit, in their global effects on heath and happiness?

I was trying to think of a way round this, but couldn't come up with anything much (new buildings with negative health/happiness effects that the new resources are needed to counter? Or limits on the benefits you get from resources in the same 'category', e.g. if you have apples you get no extra benefit from having lemons as well, something like that?)
 
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