C2C Advanced Civics 2.0

Out of curiosity - how well is the AI handling the new civics?

They're doing pretty good, I can see they're diversifying and not just going with Despotism, but then again, I haven't gotten too far.

I just started a NEW game (so dont have an opinion yet) and well there is alot of changes that will have to be made alone in just the CivilizationInfo (and Custom Civ in the modules area) each civ anyways because of these changes.

Well, there wasn't too much, I just had to remove Nobility, Parliament, and Banditry from their fav civic.

What is svn?

Take a look here. http://forums.civfanatics.com/showthread.php?t=429816
It's basically where the developers can make daily changes to the mod, as opposed to waiting two months for each new version.
 
They're doing pretty good, I can see they're diversifying and not just going with Despotism, but then again, I haven't gotten too far.

Well, there wasn't too much, I just had to remove Nobility, Parliament, and Banditry from their fav civic.

Well actually as i said, there IS alot of work to do YET!! Each and every civ listed in C2C has to be changed.

But as far as i can see the AI is handling it quite well as you explained (see attached) when the new civic became available to them they took it, and when a better one came along they moved out of your civics and back to some of the older ones again, so doesnt look to bad yet, but i am not out of the Prehistoric Era yet?????
 
Each and every civ listed in C2C has to be changed.

What do you mean?

when the new civic became available to them they took it, and when a better one came along they moved out of your civics and back to some of the older ones again, so doesnt look to bad yet, but i am not out of the Prehistoric Era yet?????

I AI autoplayed a couple of games to medieval era, played a game to classic, and am in the ancient age now in my game, they seem to be stable, and adjust their civics to their needs. :whew:
 
What do you mean?

Meaning this: (CivilizationInfo)

Spoiler :
Code:
			<InitialCivics>
				<CivicType>CIVIC_ANARCHISM</CivicType>
				<CivicType>CIVIC_OLIGARCHY</CivicType>
				<CivicType>CIVIC_PRIMITIVE</CivicType>
				<CivicType>CIVIC_COMMUNALISM</CivicType>
				<CivicType>CIVIC_BANDITS</CivicType>
				<CivicType>CIVIC_IRRELIGION</CivicType>	
				<CivicType>CIVIC_SURVIVAL</CivicType>
				<CivicType>CIVIC_NOTRASH</CivicType>
				<CivicType>CIVIC_NOBORDERS</CivicType>
				<CivicType>CIVIC_IGNORANCE</CivicType>
				<CivicType>CIVIC_NO_SPEAK</CivicType>
				<CivicType>CIVIC_NOFARM</CivicType>
			</InitialCivics>

Has to be changed for each and every civ including the module ones for NO conflicts arise.

Also you put the CivicInfo (the one you made back into the XML folder, no need for it, its included in YOUR CP8_CIV4CivicInfos already.

Plus no need for others to place stuff anyplace, you can do it for them, thats how i had it set up, just take out the stuff that isn't change, ie ArtStylesInfo etc , if you make others do it, they will sooner or later mess it up, look what happened when i just had 2 parts of a main mod to do, it was a nightmare. I was just giving you an example is all.
Just put everything in its place and people can do an override, thats why i started it with a main folder Caveman2Cosmos, 10 times easier that way, IMHO.

But its your modmod, have at it.

EDIT: Another thing, make this YOUR modmod, place the NEW civics were they belong, if they belong on the top of the civic, PUT them there, in the middle do the same etc etc, make it YOURs, you control all aspects of it, make it the BEST you can, and people would appreciate it more if you do, just some words of advise is all, just trying to help you out, thats what Kael did for me, when i first started out.
 
Wow, Kael mentored you!? :eek:

Yeppers, he was the one that first encouraged me to do stuff in FfH1, he said if i didnt like the way things were the way i liked them do a modmod, which i did, and HE was the one that got me into making 100's of maps for CFC.
 
there are some small problems with some pars of the mod. for example standing army belongs to the military civic while volunteer service belongs to soldier civic which is the opposite of standing armies and it should be in the same category.some also also soldier civic has many civics that doesnt match its other
 
Meaning this: (CivilizationInfo)
Oh... This'll take awhile.

Also you put the CivicInfo (the one you made back into the XML folder, no need for it, its included in YOUR CP8_CIV4CivicInfos already.
I know. :) I did it on purpose, it is the only way to remove civics no longer needed, such as Patrician and Parliament.

Plus no need for others to place stuff anyplace, you can do it for them, thats how i had it set up, just take out the stuff that isn't change, ie ArtStylesInfo etc , if you make others do it, they will sooner or later mess it up, look what happened when i just had 2 parts of a main mod to do, it was a nightmare. I was just giving you an example is all.
Just put everything in its place and people can do an override, thats why i started it with a main folder Caveman2Cosmos, 10 times easier that way, IMHO.
Well, it is necessary (I think) to place the ROM_GameText in the XML, not the modules, because some would be named wrongly (Like Totalitarianism would be named Fascist, which is not what it is) and the Pets one I did because there would be some weird error, it would show an invisible Power civic. But I agree with you, I might just put everything in its place like you said.

place the NEW civics were they belong, if they belong on the top of the civic, PUT them there, in the middle do the same etc etc
I would like to, but the thing is, I don't know how :( I tried rearranging their order in the CivicInfos, but to no avail.

for example standing army belongs to the military civic while volunteer service belongs to soldier civic which is the opposite of standing armies and it should be in the same category
Are you sure you downloaded it right? I took out Standing Army. Also, please explain what you mean here:
also soldier civic has many civics that doesnt match its other
Thanks for the feedback :)
 
Double Post :mad:

standing army civic and volunteer service are both a military system so they should been in the same civic category. in m games they are not together
for civic inconsistency . for example in military civic standing army civic is a military system but the blitzkrieg one is a tactic the germans used in ww2 . the same with formation
 
@StrategyOnly The main reasons this can't be a stand alone module but must replace the core files are

- some civics are moved between catagories
- some are removed.

This would require the WoC system to either set back to default or delete parts of the original which it does not. So if you tray it as a module you end up with currency (iirc) in two civic groups.
 
Yeppers, he was the one that first encouraged me to do stuff in FfH1, he said if i didnt like the way things were the way i liked them do a modmod, which i did, and HE was the one that got me into making 100's of maps for CFC.

That's so cool! Then again I was mentored by Afforess which is also a CFC legend. Its amazing how helping someone can lead to them doing great things.
 
@StrategyOnly The main reasons this can't be a stand alone module but must replace the core files are

- some civics are moved between categories
- some are removed.

This would require the WoC system to either set back to default or delete parts of the original which it does not. So if you tray it as a module you end up with currency (iirc) in two civic groups.

I understand what your saying and agree.

It HAS to replace the core C3C files, thats ok, but the rest then can be in the modules area, or just completely change the core, which i recommend doing so, and keep only the regular modules (ie Hydro's Pet stuff) in the modules area only.
Thats fine with me, like i said, its his modmod.
Also this way if "we" decide its a good idea for his stuff to be in C2C the transfer wouldn't be that hard to do then either.
I hope i explain this good enough, i am not that good with words.:blush:
 
One problem is that it is called "Advanced" which means there should be a "simple" also. One in which the civics only affect one or two things not multiple stuff all over the place. Eg the religion civics would only affect religion, not gold, not science etc. they may have a flow on effect because of the buildings and units but not any direct affect.
 
So what IS your opinion of this modmod?:) At the least, I could take over the Civic modding for C2C, because our last guy left.
 
I am getting an XML CIVIC_BANDITRY (sp?) not found. I also notice it is used in parts of the civics definition that are not checked. I am assuming that your first post contains the latest version of this modmod. I have a few suggestions on a better way of presenting this modmod for instal but that will have to wait til after my appointments this morning. ;)
 
Oh don't worry about that error, if it is the one I'm thinking of. It checks Custom Civilizations before CIVPlayer8, an shows an error. Then it checks my module, and it corrects the error,(I think) so no harm is done, just the message. And believe me, I'm all ears on a better installation. :)
 
Recently installed this and besides getting some error messages when booting up (something about conflicts or not finding leaderheads, I'm not sure) it worked fine for the most part. The default civic for Power seemed to have no entry or name or information besides enabling construction of the Field of the Cloth of Gold Gold. Nothing went wrong for some time but some turns the game just aborts without so much as a warning message. Nothing, it just ended.

I went through the files to see what might have gone wrong. I was suspicious of one before I started - CIV4CivicInfos is broken. I knew I should have been more suspicious when I noticed that the file was 6kbs compared to the original file's 566kb. I've switched back to the original file and whilst the unnamed default civic for Power is still set (hey, turns out it was Nobility), I no longer get the initial messages at the start about missing files or whatever.

And then it wordlessly crashed anyway when I tried to move a unit. Or sometimes half way through changing turns - as is, its finding new reasons to crash just about every turn.

I really like the idea of this mod, applying ever increasing complexity and choice which, for me, is part of what made RoM and C2C so darn intriguing but since installing it, the game has gotten ever more unstable for me. Is there anything I can do?

Edit: Am I supposed to have the SVN installed? As is, I'm seeing things in the tech tree I hadn't seen before and I don't know much about the SVN.
 
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