[BtS] Seven05's World Piece

hrochland, the Ioncross.com mirror works now, try again and see if you can grab the file :)

I started work today to get the climate based terrain working on all map scripts and met with dismal failure... I can modify CvMapGenerator.py to use them, but then the only scripts that work using the default functions are Big_And_Small and Medium_And_Small, all of the rest crap out trying to import a function that I can't even find in any of the python files to begin with. Unfortunately, even if they did work the results aren't terribly impressive with the way Civ4 handles terrain placement in the first place. Since everything is based on latitude only for the defaul map scripts it's very difficult to get enough of each terrain on them. They end up looking pretty ugly and very short on resources. So, this bit's going to wait until I can re-write the core functionality for generating plot types. Of course, when I do that you won't really need multiple map script because with that change in place I can just add a pull-down menu for the World_Piece map script to control the landmass distribution and climate and it won't take 5 minutes to create a map.

I'll post 0.2 later when I've finished making all of the game rule changes optional including the changes to traits, naval movement, tile stack limits and game speed (turns per era).
 
Just curious -- if your mod mainly focuses on the larger maps, have you considered re-adjusting the air/missile unit ranges? Four squares just isn't much on a large map, let alone huge.

Check out the pending updates post on the first page, the extended air range code is completed and naval movement is now based on map sizes. In both cases the change only affects maps bigger than standard size, nothing is reduced on smaller maps. On large maps you'll see an increse of 50% so galleys will move 3 instead of 2 and airships will have a range of 6 instead of 4. On huge maps everything is doubled so the same galley will move 4 instead of 2 and airships will have a range of 8 instead of 4.

I've also added in-game options to control almost all of the rule changes, such as these movement scale adjustments. In theory, you could run my DLL alone without any of the XML changes or mapscripts to just enhance the vanila game with some additional options. I'll have to test that theory and possibly release a 'lite' version. Now that I've nailed down how to get the game options working flawlessly (it's incredibly easy) I'm going to look into merging SDK code from other popular mods such as Revolutions so if anybody has any request feel free to ask away.
 
Check out the pending updates post on the first page, the extended air range code is completed and naval movement is now based on map sizes. In both cases the change only affects maps bigger than standard size, nothing is reduced on smaller maps. On large maps you'll see an increse of 50% so galleys will move 3 instead of 2 and airships will have a range of 6 instead of 4. On huge maps everything is doubled so the same galley will move 4 instead of 2 and airships will have a range of 8 instead of 4.

Whoo-hoo!

By the way, what is the size ratio of the different map sizes? Is Huge 2x the size of Standard, for instance?

I've also added in-game options to control almost all of the rule changes, such as these movement scale adjustments. In theory, you could run my DLL alone without any of the XML changes or mapscripts to just enhance the vanila game with some additional options. I'll have to test that theory and possibly release a 'lite' version. Now that I've nailed down how to get the game options working flawlessly (it's incredibly easy) I'm going to look into merging SDK code from other popular mods such as Revolutions so if anybody has any request feel free to ask away.

I was going to merge my EVENTS component with your mod, possibly my NextWar mod, if I got around to it. Neither of them have any SDK code, so there shouldn't be any issues.
 
Whoo-hoo!

By the way, what is the size ratio of the different map sizes? Is Huge 2x the size of Standard, for instance?
Some mapscripts use different sizes but the default sizes put a huge map at about 150% of the standard map size. You get a little less than a 25% increase per map size in general. Terra maps, and the World Piece map script, generate larger maps though so a huge map generated with my map script is almost twice as large as a standard map.

I was orignally going to scale movement by the grid size exactly, but with small differences it had some odd results like no increase in movement for a galley but a caravel gained 1 movement point. Using +50% and +100% makes an obvious difference without really breaking the game.
I was going to merge my EVENTS component with your mod, possibly my NextWar mod, if I got around to it. Neither of them have any SDK code, so there shouldn't be any issues.
I should check out your custom events and look into adding them, you can never have too many as it reduces the repetativeness of them :)
 
v0.2 is posted. Lots of changes in this, mostly focused on giving the player in-game control over which options to use. Should make for a good LAN game tomorrow which will give me a chance to test the MP support again to make sure I didn't break it (yet). :)
 
hi,

I had someones vassal demanding a tech from me, with the new dip system i thought id share

In my 0.1 game Roosevelt won a cultural victory in 1804. 2 of 3 cities had just 2 cathedrals and their religious buildings but no wonders, it caught me by surprise really. If this is the new ai then hats of, but could it be the new 100 turns per era after which culture from buildings increases? just a wild guess.
I still think the 50k limit should be increased.
 
Been floating around these forums for about 3 - 4 years, and you've finally given me a good reason to register lol :)

Great work :) amazing mod, just enough twist in the mod to keep me hooked till 5am, without bogging it down with a billion changes

Very solid and well thought out mod, instantly became one of my favorites, especially when combined with Veritas Delectat.
 
One suggestion- on the global warming, have the icy tiles turn standard due to the warming, yeah it makes them better- but global warming has its positive externalities as well.

One question- would shoving a non-SDK mod in with your mod affect anything? I want to combine your mod with Wolfshanze's for its naval units and unit changes.
 
hi,

I had someones vassal demanding a tech from me, with the new dip system i thought id share
I still have to work on some aspects of demands, so far the only diplo code I've edited is their descision to ask you to join a war or stop trading so they're less unreasonable. I can certainly work on demands, anyone have any ideas on ways to improve their choices for damanding things?

In my 0.1 game Roosevelt won a cultural victory in 1804. 2 of 3 cities had just 2 cathedrals and their religious buildings but no wonders, it caught me by surprise really. If this is the new ai then hats of, but could it be the new 100 turns per era after which culture from buildings increases? just a wild guess.
I still think the 50k limit should be increased.
I guess this is what I get for always playing with the cultural victory off :)

I'll increase the requirements for cultural victories to scale better with the extra turns. And yes, this is an effect of the AI changes. Since they no longer 'suffer' from the random chance to build units/wonders they only build them if they need them. This allows them to focus on what they think is important, so if they decide to improve culture they'll focus on that rother than spitting out extra units or buildings wonders that don't benefit their strategy. You should see a similar effect with space races, military production before and during wars and general empire building. Most of the time it works well enough.

Thanks for the heads-up, I'll get that fix in for the next version.
 
Been floating around these forums for about 3 - 4 years, and you've finally given me a good reason to register lol :)

Great work :) amazing mod, just enough twist in the mod to keep me hooked till 5am, without bogging it down with a billion changes

Very solid and well thought out mod, instantly became one of my favorites, especially when combined with Veritas Delectat.
Ah, flattery will get you everywhere! :D

I've been resisting adding a lot of 'fluff' to the game, I'm glad somebody appreciates it. I'll probably be playing... err... testing, yes testing it toady for most of the day in a MP LAN game with a good friend. Not until 5am or anything, maybe 2 or 3 am though. Glad you're enjoying it, feel free to offer suggestions or make requests if you find something that seems a bit out of whack like the cultural victories.

Oh, and I forgot the obligitory Welcome to CFC!
 
One suggestion- on the global warming, have the icy tiles turn standard due to the warming, yeah it makes them better- but global warming has its positive externalities as well.
I have some plans for extending global warming a little more. I was working on code to remove ice tiles from the ocean slowly with a chance each time of 'raising' the sea level and absorbing some coastal land into the ocean. I wasn't planning on touching tundra/snow land tiles but I should be able to get some code in so they receed quasi-naturally rather than having random ltiles changed, come to think of it I should probably do that everywhere.

One question- would shoving a non-SDK mod in with your mod affect anything? I want to combine your mod with Wolfshanze's for its naval units and unit changes.
Depending on which files the other mod modified it may just drop in with no work other than moving the files around. Several of the AI changes I made are dependant on changes to the UNITAI values in the units so you don't want to simply replace the units file (although you could, it wouldn't really break anything). There is a free program out ther call 'WinMerge' that you can grab to help you merge files together like this.

There are only a few files that my modified DLL requires to function properly:
GlobalDefinesAlt.xml
GlobalTypes.xml
CIV4GameOptionInfos.xml
CIV4ArtDefines_Terrain.xml
CIV4TerrainInfos.xml (anything in the xml/terrain folder really)

The new terrain (and all of the files in the xml/terrain folder) can actually be removed if you're not using the new map script and DLL changes like global warming will fall back to only using the default terrains. So it's pretty flexible, all things considered. If you have any questions or need help with merging them feel free to ask and I'll give you a hand with it.
 
Now that I've nailed down how to get the game options working flawlessly (it's incredibly easy) I'm going to look into merging SDK code from other popular mods such as Revolutions so if anybody has any request feel free to ask away.

I'd definitely be happy of you could merge Revolutions in the code. I love that mod so much it's hard for me to play the game without it.
 
Ideas on diplomacy system.. at least not vassals demanding anything ;)

What i think is that they should be inline with their masters on foreign policy. Puppets shouldnt have a mind of their own. Usually i hate the vassal system, if not for the colony stuff, but then i rarely release a colony since i usually build the forbidden palace there, if there is enough reason to, state property will do the trick usually.

I'd love to see the revolution mod included. If it wont be so extreme as it is now.
Its a bit to linear now, grow a city, more unhappyness, there you have a revolt.

The ideal situaltion would be the other way around, begin with lots of small city states to kingdom to nation to empire. Im influenced by paradox interative games btw. I guess the ideal mod is your own mod... :)
 
I have some plans for extending global warming a little more. I was working on code to remove ice tiles from the ocean slowly with a chance each time of 'raising' the sea level and absorbing some coastal land into the ocean. I wasn't planning on touching tundra/snow land tiles but I should be able to get some code in so they receed quasi-naturally rather than having random ltiles changed, come to think of it I should probably do that everywhere.

OMG this would be so awesome! I've wanted this for ages but I thought it was impossible to do.
 
What i think is that they should be inline with their masters on foreign policy. Puppets shouldnt have a mind of their own. Usually i hate the vassal system, if not for the colony stuff, but then i rarely release a colony since i usually build the forbidden palace there, if there is enough reason to, state property will do the trick usually.
That's very doable. It's a little tougher to enforce for vassal's to human players. Maybe I could start by not allowing vassals to enter diplomacy with anybody except their master or 'fellow vassals' under the same master. I should also look into the vassal code itself a bit and try to encourage the AI to break free, or try to build itself up to where it can break free.

I'd love to see the revolution mod included. If it wont be so extreme as it is now.
Its a bit to linear now, grow a city, more unhappyness, there you have a revolt.

The ideal situaltion would be the other way around, begin with lots of small city states to kingdom to nation to empire. Im influenced by paradox interative games btw. I guess the ideal mod is your own mod... :)
I still have to look into Revolutions a bit more to see what the best way would be to get it in as an optional component. I guess it depends on how much is in Python, how much of that I can move to the SDK and what other assets it has.
 
OMG this would be so awesome! I've wanted this for ages but I thought it was impossible to do.
Oh, it's definately possible, it just requires a bit of work. The climate terrains will be a huge help because it means I can make the whole world seem warmer or cooler without really changing a whole lot. For instance I can shift temperate grasslands to warm grassland to simulate warming or to cool grassland to simulate cooling without the drastic effect of changing grassland into desert. This also means we can warm up the world without turning it into a desert making it 'global warming' instead of 'global drying' :)

To really do this right is going to involve changing a lot of core behavior like global warming being changed to be affected by something other than just nuclear explosions and meltdowns.
 
Hi ! i will give a try :)

Civ4+Warlords+BTS = 10/10 :goodjob: + mods = 15/10 :nuke:

EDIT : i played a few with 300turns per era on standard map = WOW ! Nice changes...
Game is more fun but a few graphical bugs...

Like red thing who circle around a city and a red thing in forest, i reloaded, same type of things...
 
Oh, it's definately possible, it just requires a bit of work. The climate terrains will be a huge help because it means I can make the whole world seem warmer or cooler without really changing a whole lot. For instance I can shift temperate grasslands to warm grassland to simulate warming or to cool grassland to simulate cooling without the drastic effect of changing grassland into desert. This also means we can warm up the world without turning it into a desert making it 'global warming' instead of 'global drying' :)

To really do this right is going to involve changing a lot of core behavior like global warming being changed to be affected by something other than just nuclear explosions and meltdowns.

Just some wild thoughts...

Perhaps add up unhealthiness added by Factories, power plants, airports, Industrial Plants from all civs...and once a certain threshhold is reached, an instance of global warming takes place?

It would be neat to leave the present mechanism in place (where nukes = climate change), except in that case, have it change terrain into tundra & ice, simulating nuclear winter.....
 
That seems like it would be...
-The global warming terrain changed to tundra or ice with a text change from "global warming" to "nuclear winter" and:
-The new global warming system with the "global warming" label

That would probably be better, as otherwise there would be two global warming systems running at the same time.
 
A few suggestions:

I would be nice if you could rework diplomacy a bit more so that civs won't ask you do declare war on a civ that's distant (either far away from you on your continent or on another continent) until sometime in the industrial age or so. I hate having a civ ask me to declare war on someone when it's obvious that I can't do anything about it. Also, when you refuse to declare war, it would be nice if you got a +1 "You refused to declare war on us" modifier with the other civ. Ditto for trade embargoes.

Also, it would be cool if you could have the score bar on the side break up into civ clusters by continent. So rather than one big mass of civs, the civs of each continent would cluster together with small breaks between continents.
 
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