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City State Diplomacy Mod (Updated)

If I place an updated lua file in the modmod I suppose it would override the ones from these mods?

Unfortunately the "depends" and "references" only affect database load order, the VFS loading (and also InGameUIAddIn et al execution) order is still determined by mod load order - but it's a pretty safe bet that unless someone deletes mods from the MODS sub-directory and then reloads them you'll get the desired load order.
 
Unfortunately the "depends" and "references" only affect database load order, the VFS loading (and also InGameUIAddIn et al execution) order is still determined by mod load order

Ok, so I suppose the way to go would be to make an updated file in my mod and delete the ones in CEP and CEP?

\Skodkim
 
Ok, so I suppose the way to go would be to make an updated file in my mod and delete the ones in CEP and CEP?

\Skodkim

See the edit (I just "did a Thal" :lol:)
 
As of now, I don't have much to say because in the latest full version everything works good, so I'll just say that you're doing an awesome job.

About Embassies, the idea is quite awesome and better than my initial idea to give them resting influence boost. Just make sure they don't give votes until CS give votes themselves, otherwise it may seriously unbalance the start of WC, where the only votes you can have are your own (for being there, for having the seat, for Forbidden Palace).
 
Alright, here's v.15.whatever (5? 6?) of CSD. I'll be brief:

1.) Great Diplomat works perfectly now. Expect to see AI-built embassies in each city-state. Make sure to read the civilopedia page for the embassy to see how it works!

2.) Completely re-wrote AI for great and normal diplomats to intelligently seek out beneficial city-states. No more 'closest=best' logic for us!

3.) Separated merchant AI from CSD, so merchants behave like vanilla merchants now (minus their CS influence, which they no longer receive from trade missions. added gold boost to compensate).

Latest version is attached to this post.

If no one encounters any major bugs, quirks or balance issues, this will become v16 of CSD. It also, critically, marks the end of my to-do list for CSD. No more ideas for now, lest you tempt me back into the dll! :)

Just make sure they don't give votes until CS give votes themselves, otherwise it may seriously unbalance the start of WC

Perhaps, though in the test games I've seen only two or three embassies have been built by that time, and not usually by the same player. Besides, a little imbalance might be nice- would be fun to see a diplomatic player actually wield power for a change.

Cheers,
G
 
Hi G

Any chance of help on merging your cityview.lua with CEP's?

We're planning a new CEP release after the weekend and it would really be nice to have it in place so that people (inclusing myself) can play with both. If I succeed I'll try posting some help for other users on the CEP forums. I'll include the merged file if that's ok with you?

Edit: If it helps I've just attached the lua file from CEP 3.13 to the post. A comparison raises some questions. It seems there is only on change marked with Gazebo in your file. CEP marks (or should mark) changes with a CEP tag in but there are a number of lines which are different but marked with neither CEP og Gazebo in the files. Did you only make a change in one location?

\Skodkim
 
Hi G

Any chance of help on merging your cityview.lua with CEP's?

We're planning a new CEP release after the weekend and it would really be nice to have it in place so that people (inclusing myself) can play with both. If I succeed I'll try posting some help for other users on the CEP forums. I'll include the merged file if that's ok with you?

Edit: If it helps I've just attached the lua file from CEP 3.13 to the post. A comparison raises some questions. It seems there is only on change marked with Gazebo in your file. CEP marks (or should mark) changes with a CEP tag in but there are a number of lines which are different but marked with neither CEP og Gazebo in the files. Did you only make a change in one location?

\Skodkim

I'll be in and out of the house this weekend, but I'll do what I can. The changes are easy. Just search for the words 'civil servant' and 'great diplomat' and copy those sections over. Should only three or four places. Sorry for not marking. :) eventually we could just have a folder with CSD and non-CSD luas in it that you can enable by changing the folder name. Not ideal, but it works.

G
 
Hello there and thanks for your mod. I was used to play with it since vanilla and it's really great ! :D
However I have a "little" issue with my current game : I can build the CSD special buildings (School of scribes, Guttenberg Press, etc), but the diplomatic units don't show in the unit list. I can create them by using IGE (which tells me they require 0 hammers to build) and the Civilopedia entry says Writing unlocks the Emissary, but I'm strangely unable to create them.

Do you have any idea on this issue ?
Thanks :D
 
Hey ! Thanks for replying :) You mean make it first in the list ? Because that's already the case :(
 
So no bug reports on the newest version yet. Does that mean that we're ready to call it a stable release and that Whoward can merge changes into the combined dll?

If so it would be timed perfectly with the newest release of CEP, which should now have full CSD compatibility inclusing an updated cityview.lua file :)

\Skodkim
 
Whoward can merge changes into the combined dll?

Which was finished last night ... at least it was until Gazebo sent me another update this morning ;)
 
Just had a thought in regards to a new mission...as well as a possible request from & to major civs....don't know how realistic it is, though.

-So I was thinking of a mission relating to Social Policies. Either a direct mission (advance Social Policy X by Y spaces, in Z turns, in order to gain the extra influence) or a global mission (the civ that advances in Social Policy X, the most, in Y turns gets the influence). The Social policies could relate to the City State in question (Militaristic City-States will want you to advance in Honor Policy & the Autocracy Ideology, Mercantile City-States will want you to advance in the Commerce Policy & the Freedom Ideology, Religious City-States will want you to advance in Piety, Cultural City-States will want you to advance in Aesthetics, Maritime City-States will want you to advance in Exploration) with specific City-States also wanting you to advance in random policies or ideologies (so Monaco would most often seek advancement in Aesthetics, but might also pop up, occasionally & ask you to advance in Rationalism or Liberty).

I was also thinking that major Civs could ask something similar...sort of like what happened in Civ4 with adopting a Civic. It could use a similar mechanic to promising not to settle near their borders, or not spying on them.

Also, quick question....is this mod compatible with the Civ4 diplomacy options mod? I think you might have already answered this question, but can't recall.

Aussie.
 
Actually, this question is more directed at WHoward than Gazebo. Aside from the Civ4 diplomatic options Mod, I think it would be great to merge this mod with the "Health & Plagues" mod & the "Corporations" Mod (not certain, but am pretty sure these are both .dll based mods). For the first time in playing Civ5, with mods, I've run into compatibility issues...but these are two features I would love to have in my games. I realise I'm asking a HUGE AMOUNT, & if its not possible then I'll understand, but please let me know either way.

Thanks in advance :-).

Aussie.
 
Actually, this question is more directed at WHoward than Gazebo. Aside from the Civ4 diplomatic options Mod, I think it would be great to merge this mod with the "Health & Plagues" mod & the "Corporations" Mod (not certain, but am pretty sure these are both .dll based mods). For the first time in playing Civ5, with mods, I've run into compatibility issues...but these are two features I would love to have in my games. I realise I'm asking a HUGE AMOUNT, & if its not possible then I'll understand, but please let me know either way.

Thanks in advance :-).

Aussie.

The amount of work is directly related to how stable the source code bases are. Both CivIV Diplo and CSD seemed stable, but they are both changing, so adding other DLL changing mods into the mix is NOT something I will be taking on.
 
Not directly as they both include a custom DLL, and you can only have one mod with a custom DLL active (that is if you expect the mods to work), which is why there is ... http://forums.civfanatics.com/showthread.php?t=518556

Fantastic...thank you for this. I'll get the correct files tomorrow :-).

Aussie.

P.S: Double checked, & neither of those other 2 mods have .dll changes...so my incompatibility issues are solely down to trying to run CSD & Civ4 Diplomacy together!

Aussie.
 
P.S: Double checked, & neither of those other 2 mods have .dll changes...so my incompatibility issues are solely down to trying to run CSD & Civ4 Diplomacy together!

Or more than one of those mods are changing core files, eg CityView.lua
 
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