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C2C Advanced Civics 2.0

I PM'ed SO about adding this as a module, so you might want to upload it in modular format. Do you know how to do this?

I don't know how... I followed Dancing Hoskuld's instructions above, but I got a error just as he did. Take a look at his instructions, and see if something is wrong?
 
So... Is it preferable then to establish an Advanced Civics gameoption and let it all get modded in conditional on the option being selected? (I'm asking everyone here... if we have a general consensus that this is the best way to approach this, then I'll set up the option. That's fairly quick and easy. The rest is all in how the XML is tagged as conditional to the option being on.)

My view is that having mod mods (and yes they are just modules and use the MLF to activate them) allows people to build and refine their ideas getting feedback from people. So far I have seen many people saying this is great and yet I have not managed to get it working as a module. So what have they done differently and where did they find the time to test every variation?

If it does turn out to be an excellent mod then we can look at other things like merging it into the main mod if most people agree it is an improvement over the existing stuff or making it an optional mod via a parameter if some people are totally agin it.

I believe you are getting ahead of yourself.

I don't know how... I followed Dancing Hoskuld's instructions above, but I got a error just as he did. Take a look at his instructions, and see if something is wrong?

The only error I had was with the leader head stuff and the fact that you are resetting some text to an earlier version. Give me 30 mins and I will post an alternate to your mod for you to compare. ;)
 
here are the civics, text and buildings part of your mod. They show up in game if in the incorrect order sometimes. I could probably cut down the civics file a bit but I was not sure what it was you were changing. i would also split the new civics groups into separate files but that is just a personal preferance forr modularity. ;)
 
DH said:
My view is that having mod mods (and yes they are just modules and use the MLF to activate them) allows people to build and refine their ideas getting feedback from people. So far I have seen many people saying this is great and yet I have not managed to get it working as a module. So what have they done differently and where did they find the time to test every variation?

If it does turn out to be an excellent mod then we can look at other things like merging it into the main mod if most people agree it is an improvement over the existing stuff or making it an optional mod via a parameter if some people are totally agin it.

I believe you are getting ahead of yourself.
I can agree with that ;) Fair'nuff. I'll hold off on that for now then.
 
here are the civics, text and buildings part of your mod. They show up in game if in the incorrect order sometimes. I could probably cut down the civics file a bit but I was not sure what it was you were changing. i would also split the new civics groups into separate files but that is just a personal preferance forr modularity.

Thanks for looking things over but... what did you change? So far everything seems intact...
 
Oh, thanks but, I thought you had to put in the leader head, because some of their favcivics are no longer included:)
 
Oh, thanks but, I thought you had to put in the leader head, because some of their favcivics are no longer included:)

You only need to include those that you are changing not all of them. I probably did not have any problems with my test because none of the ones I got had non existing civics. You also had 2 leader head files in your original download.

Blast that is a point! You can't remove civics if you are making a mod. :( I don't think force over write tag works either to remove a civic.
 
Uh oh... What should I do then? I don't really like the idea of putting the ones I took out back in... It won't fit right.:help:
 
First I would make a mod mod of your new civics. Then I would make a patch with your changed civics.

The patch would contain the files you are replacing in the core C2C with your changes to them. You would have to warn people that they would probably have to apply the patch every time they updated from the SVN and you would have to keep your patch in line with the SVN when changes are made to parts which are not yours.

Edit The electricity is about to go off here for the rest of the day. So I am going to be no help for awhile. I don't like the idea of making your stuff the default C2C without some trials and there is already discussion on some of these civics and more else where.
 
Okay I'll do it, even if it means downloading that darn SVN. BTW, I think I'am in support of Thunderbrd's proposal to make this a game option. It's a lot more...accessible.
 
Okay I'll do it, even if it means downloading that darn SVN. BTW, I think I'am in support of Thunderbrd's proposal to make this a game option. It's a lot more...accessible.

In which case it just becomes part of the core and "we" need to merge your code into the core code prefixing each bit "civic" definition by if the option is set. It will naturally make balancing stuff more difficult:mischief:. Civic balancing even more so.

Your "Soldiers", "Currency", and "Politics" can still be a mod mod or even three, since I really dislike your currency one. I can't see where things other than coins that were/are used as currency fit in eg cowrie shells, coco beans, pig tusks (actual currency in use today) and so on.
 
Can I vote as simple player of c2c since version 6 and huge fan of this mod, and heavy user of SVN updates For this mod mod to be included in mod itself as an option? Becouse I've tried to make this work, but I failed :) also the fact that it doesn't work with svns is a bit discouraging, cuz SVN updates sometimes save your current game :) thanks guys !
 
Well, currency I added to find a home for coinage, as it doesn't really belong in Economy. And yeah, I can foresee the drastic changes in gameplay with making this an option. But I don't know about you, but when I see a option that has 'advanced' in its name, I click it!:lol: Gregori, don't worry, I'm soon going to make it compatible with SVN, but first I have to change a few things. Wait, you failed to? Hmm... I might have to rename some stuff. And Danxing Hoskuld, when you say they don't play nice, do you mean they get errors a lot, or it's a challenge?
 
Well, currency I added to find a home for coinage, as it doesn't really belong in Economy. And yeah, I can foresee the drastic changes in gameplay with making this an option. But I don't know about you, but when I see a option that has 'advanced' in its name, I click it!:lol: Gregori, don't worry, I'm soon going to make it compatible with SVN, but first I have to change a few things. Wait, you failed to? Hmm... I might have to rename some stuff. And Danxing Hoskuld, when you say they don't play nice, do you mean they get errors a lot, or it's a challenge?

In this case they don't appear in the correct order.
 
Well, currency I added to find a home for coinage, as it doesn't really belong in Economy. And yeah, I can foresee the drastic changes in gameplay with making this an option. But I don't know about you, but when I see a option that has 'advanced' in its name, I click it!:lol: Gregori, don't worry, I'm soon going to make it compatible with SVN, but first I have to change a few things. Wait, you failed to? Hmm... I might have to rename some stuff. And Danxing Hoskuld, when you say they don't play nice, do you mean they get errors a lot, or it's a challenge?

Thx man for making the additional stuff for this awesome mod :goodjob:
Yeah, well id say i failed rather due to my own innability to make it properly work, or due to brokenhands.dll of mine :D, but i guess its easy as it is for more advanced folks. I mean i am sure i can manage to make it work after some time, but i am tooo lazy to dig into it right now. But thx again.
 
Oh, well I actually didn't set them in order... I can set them in order for the next patch though, won't be hard at all! And Gregori, believe me, I ain't advanced at all in this stuff. I still have a lot to learn.
 
@all modders If we are going to have this mod as core Advance Civics option then can we change the existing ones to be almost as simple as vanilla Civ IV? There is no point in having an advanced set ehich is not much different to the normal set.
 
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