Civics rework 2.00

I know it's in the same forum but would you like me to link your mod in the first posts of LE's thread? :)

Btw, why did you created your mod with LE? I mean, it's nice, but I still wonder. Was it because of the Hated civics? If so, they will be in Orbis .24 :)
 
I know it's in the same forum but would you like me to link your mod in the first posts of LE's thread?

Btw, why did you created your mod with LE? I mean, it's nice, but I still wonder. Was it because of the Hated civics? If so, they will be in Orbis .24

If you want; yes, of course.

Because I already had it installed when I started tweaking civics :lol: And it was a pain in ass adding and changing favourite civics twice. The simplest answer is usually the correct one :lol:
But yes, I liked all the features, the hated civic system and the new leaders (portraits) so I thought it was a must have anyway, I doubt anyone playing Orbis does it without leaders enhanced because you, for now, only add things but do not remove or change original Orbis features (such as original civics, for example), at least generaly speaking, therefore your mod does not make anyone strongly disagree.
 
If you want; yes, of course.
Great :D

Because I already had it installed when I started tweaking civics :lol: And it was a pain in ass adding and changing favourite civics twice. The simplest answer is usually the correct one :lol:
:lol: Okay!

But yes, I liked all the features, the hated civic system and the new leaders (portraits) so I thought it was a must have anyway, I doubt anyone playing Orbis does it without leaders enhanced because you, for now, only add things but do not remove or change original Orbis features (such as original civics, for example), at least generaly speaking, therefore your mod does not make anyone strongly disagree.
This is certainly going to change. Well, not really (can't say why now) but still, I have some changes planned and some removing too. This is why I thought of creating plug-ins, in order to provide a much more add-on oriented base mod and some more things that tweak the game more than the base mod. I think it will be a bit of a pain if you want to mod my mod... But maybe the plug-ins thing won't work well with the players and I'll bundle it all eventually :lol:
 
Guess that would easen my life if I were to import it but first I'll have to learn python and it still requires meddling dlls to make it apper in civilopedia.
Right now, after managing to make everthing required to edit .cpp and .h files work, I'm trying to add three XML tags to buildings that would allow to vincle them to civics. Guess I'll have to ask some orientation sooner or later.

Updated.
Actually it doesn't require changes to dll to make the modifiers appear in pedia - I've done that also through python. ;) Also you can add new information to civic option's help tag - those are shown in pedia and in civic screen (in BtS they haven't used them).
 
hi need to update ur mod , its going a little conflict with the new version of orbis with patch 3.19
 

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hi need to update ur mod , its going a little conflict with the new version of orbis with patch 3.1
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Yes, I'll update it in some days, maybe tomorrow.
 
Minor UIF problem: when you hover over a Civic to see what it does, you can't move the mouse pointer down to scroll the description. (See Bureaucracy)
 
Well, this is a problem that existed since vanilla Civ, isn't it? To scroll down, you have to be able to click on the civic... That's a bit tedious when the effects aren't shown. If you can't scroll, use the pedia ;)
 
Updated to orbis 024b+leaders enhanced beta 3.

Actually it doesn't require changes to dll to make the modifiers appear in pedia - I've done that also through python. Also you can add new information to civic option's help tag - those are shown in pedia and in civic screen (in BtS they haven't used them).
Im initiating in python from this tutorial. If you know of more tutorials that would suit my level and are related to civilization, I would thank if you let me know here.
 
What is the thing you want to do with civics and buildings?
And what modifiers do you want to show in the pedia?
 
What is the thing you want to do with civics and buildings?
And what modifiers do you want to show in the pedia?

I want the tag from Unit Infos than makes a unit require a civic (Royal Guard) plus another tag that would do exactily the same (So a building could require up to two civics, similar to what is happeinng with promotions, which can have lots of promotion prereqs Ors and Ands)
That is, something like CivicPrereq and CivicPrereqAND. If you don't have the civics, ou can't build it. If you change the required civics, it either becomes obsolete just like wonders or magically disappears from the cty screen.
I want to make it show either like in RoM whith red text behind buildings' special abilities or direcly in the same line as Tech and Resource prerequisites, below "Requires" word.
 
I want the tag from Unit Infos than makes a unit require a civic (Royal Guard) plus another tag that would do exactily the same (So a building could require up to two civics, similar to what is happeinng with promotions, which can have lots of promotion prereqs Ors and Ands)
That is, something like CivicPrereq and CivicPrereqAND. If you don't have the civics, ou can't build it. If you change the required civics, it either becomes obsolete just like wonders or magically disappears from the cty screen.
I want to make it show either like in RoM whith red text behind buildings' special abilities or direcly in the same line as Tech and Resource prerequisites, below "Requires" word.
Rather easy to do. The only thing I don't know yet is creating arrays (for CivicPrereqAND) but I'm going to learn that anyway... Are you already creating the tags?
 
Rather easy to do. The only thing I don't know yet is creating arrays (for CivicPrereqAND) but I'm going to learn that anyway... Are you already creating the tags?
No.
Initially, I was tracking PrereqCivic(Or it was CivicPrereq?), PromotionPrereq and PromotionPrereqAnd making copying the way they wered done, eventually I got lost and later on I was pointed that CivicPrereqs for buildings could be done whith python. Nevertheless, I had the source Orbis files in Orbis directory so I deteted them without realizing it when I deleted old Orbis and installed the new 024 version.
 
Just checked what you're talking about xienwolf and those look very more complicated than the usual stuff... I guess copying them isn't a big deal but they're troubling :)
 
waiting for version .36 of leaders enhanced, uh? :p I gotta say, Orbis+LE+civics rework gets truly awesome. Opera should merge this in LE imho :D
 
waiting for version .36 of leaders enhanced, uh? I gotta say, Orbis+LE+civics rework gets truly awesome. Opera should merge this in LE imho
Right now I'm doubting between leaving the basic frameworks and only keep adding civics and changing it's effects or removing Government branch and make a new branch called Leader's Role.
I mean, lately I've been playing Rise of Mankind mod and Ive been thinking about civics finally reaching the conlcusion that leaders are far more important in Fall from Heaven. What government when all civs are ruled by leaders? (Faeryl has everyone believing that Svartalfar are ruled by Esus itself, Einion has some kind of council, Flauros/Alexis have they elitist government etc...). Leaders already conditionate your alignment and your historical relationships in case of leaders enhanced, why not making a civic branch appointing what are their role in their civ?
 

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Interesting idea. However, if you do that, you may want to tie it more to leaders than to techs. What could be interesting is to add a Leader's Role category on top of the others (not removing Government) and tie it to specific leaders.

Some events could enable other civics in that category (by using the new PrereqTraitNoTech field I added), so that a Dictator could switch to a Prophet or similar when founding a religion?

And you could tie Government's civic to your Leader's Role's civic... Like if using God King, you can only choose between God or King, or the other way.

But that's just rambling :lol:
 
I'll have to play with civics screen first to see if I can make it bigger and apperar in a higher position (Just below Autosaving...) first.
 
you could check FF 051 when it comes out, they have incorporated WoC Lite which has an improved civic screen that can display pretty much anything you may want to throw at it
 
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