Dawn of Civilization General Discussion

Given that this is the general discussion thread, how do I update my game with Git? I have read a lot about it throughout these forums but I can't find where does it say how to update your files.

I often have to delete and reinstall my files to solve this problem.
 
You're using Tortoise Git right?

Simply right-click the DoC folder and select "Git Pull ..." and confirm.
 
Regarding Mercantilism:

Does the reduced stability bonus apply to already established colonies or only to colonies founded after adopting civic?

Another question, let's say I'm playing as Ethiopia, the text clearly says 'overseas' but would that apply to founding cities outside the core, like in South Africa and Madagascar?

If it helps any, I'm running v1.12.
 
Mercantilism applies to all cities regardless of when they have been founded, including conquered cities.

Overseas always means on a different landmass. This definition of landmass counts islands with 20 tiles or less as part of the nearest continental landmass (e.g. Britain and Ireland are the same landmass as continental Europe). Note that Africeurasia and the Americas are artificially split into multiple landmasses, leaving the following major landmasses:
- western Eurasia (including the Middle East, Russia, Siberia and cis-Saharan Africa)
- eastern Eurasia (the rest of Asia including Indonesia)
- sub-Saharan Africa
- Australia and Oceania
- North America
- South America

In consequence, every city on another landmass than your capital's counts as overseas.
 
Thanks for answering my questions! So, by that definition, Cairo (Niwt-Rst) and Alexandria (Buto) are technically on a different landmass than Aksum?
 
I'm not entirely sure where the boundary goes but I think that is the case! Egypt being in western Eurasia and Ethiopia in sub-Saharan Africa.
 
I'm not sure the exact root cause, so I'm needing to ask here. I'm running a 3000 BC Marathon game using the Persian Civilization. Arabia had spawned in and had largely conquered my cities, but I narrowly managed to push them back and capture Mecca itself. Just as I am about to enter the process of reorganizing everything at around 770-780, the game stated my civilization was destroyed and all my cities are transferred over to either independents, barbarians, or back to Arabia. Is this supposed to happen? I admit, I was a bit on the unstable side, but that was my best game I had played...ever, I believe. So was the tradeover a glitch, intended to happen when on low stability for a certain period of time, or something hardcoded into the mod?
 
I'm not sure the exact root cause, so I'm needing to ask here. I'm running a 3000 BC Marathon game using the Persian Civilization. Arabia had spawned in and had largely conquered my cities, but I narrowly managed to push them back and capture Mecca itself. Just as I am about to enter the process of reorganizing everything at around 770-780, the game stated my civilization was destroyed and all my cities are transferred over to either independents, barbarians, or back to Arabia. Is this supposed to happen? I admit, I was a bit on the unstable side, but that was my best game I had played...ever, I believe. So was the tradeover a glitch, intended to happen when on low stability for a certain period of time, or something hardcoded into the mod?

That's happened to me before. I love playing Persia well past the Mongolian invasion (the seljuk usually will kill you off)

Anyways, that happened because your stability went down the drain.
 
If you are not collapsing, you should not just lose all your cities. In any case the game is supposed to tell you why you lost your game. If you still have a save from before the collapse I could take a closer look at it.
 
Hey, I was playing an Aztecs game and sent a galley to the Caribbean to meet try and stop the conquerors from showing up. I bumped into a Spanish caravel in 1405, somewhere between Hispaniola and Puerto Rico (so far away from my territory). Got the conquerors anyway, 22 turns after the start of my game.

What's the way to avoid them, playing as a new world civ? and could we do anything to not have the Spanish so early around there? Because, unless there's something I'm missing here, this is frankly unplayable.
 
Making caravels require Gunpowder could do the trick. :mischief:
 
That would solve the second part of the issue (delaying their arrival), but honestly, as a player, having no options to avoid the spawn of the conquerors (and especially in such a condition where you don't have enough time to prepare defenses) and just relying on luck, hoping the Europeans decide to sail elsewhere is not fun at all.
 
That would solve the second part of the issue (delaying their arrival), but honestly, as a player, having no options to avoid the spawn of the conquerors (and especially in such a condition where you don't have enough time to prepare defenses) and just relying on luck, hoping the Europeans decide to sail elsewhere is not fun at all.

What I do is building an army intensively. If you want to go for the UHV building sacrificial altars and pagan temples, they can wait. Build at least two archers per city (much better if you can make it to Feudalism), some catapults for collateral damage, and as many Jaguars and spearmen as you can.
 
If you are not collapsing, you should not just lose all your cities. In any case the game is supposed to tell you why you lost your game. If you still have a save from before the collapse I could take a closer look at it.

From the closest save I have it looks like I had the 'collapsing' stability. Managed to eventually get a handle on it and nearly get the tech to get to the New World half a millennia before anyone else, but the Seljuks spawned in with several dozen soldiers next to the big cities of my empire. I lasted about 4 turns before complete collapse.
 
The Madrassa has as free start era Modern while for regular Libraries it's Renaissance. Now I know this is completely inconsequential because it has no actual effect on gameplay, and I could have just changed this myself and made a pull request, but I'm apparently too stupid for Git*. Also apparently most XML tags in BuildingInfos.xml are now optional and have been removed when they contain the default value, which means merging Dawn of Knoedel with the latest version of DoC is now no longer a simple sequence of "Alt+Down, if I want that change Alt+Right then Alt+Down otherwise just Alt+Down" but instead "Oh for crying out loud, what exactly did I change about this building again? There's this huge gigantic block of tags shown as difference, do I have to look through all that to see if I actually made a change somewhere? Urgh, let me consult my Changelog text file and then copy and paste what I want." So I figured the least I could do is waste a minute or two of your time as well, considering how much more time I now have to spend merging.

Also dear lord please tell me the same thing didn't happen to Unitinfos.xml as well or I'll be merging all day long.

*I did try changing one file (the 3000BC scenario to add a forest in the Netherlands) after jumping through the usual "delete my fork and make a new one because I'm too stupid to find out how else I'm supposed to keep my fork up to date", but somehow the site always froze when I actually tried to edit it, so I gave up on that.

Edit: It seems all unique versions of the Library have the same problem as the Madrassa. Also sweet Marx you did the same thing with Unitinfos. And the stupid sun is blinding me. That's it, I'll go out for a walk! All you seem to be doing with every new update is making my life harder! When have you ever done anything for me? Apart from introducing me to Winmerge. And telling me that my old approach of just copying and pasting files is bad. And answering various modding related questions. And developing this mod in the first place.

...

But what have you done for me recently? :mad:
 
Edit: It seems all unique versions of the Library have the same problem as the Madrassa. Also sweet Marx you did the same thing with Unitinfos. And the stupid sun is blinding me. That's it, I'll go out for a walk! All you seem to be doing with every new update is making my life harder! When have you ever done anything for me? Apart from introducing me to Winmerge. And telling me that my old approach of just copying and pasting files is bad. And answering various modding related questions. And developing this mod in the first place.

I also did it to the CivicInfos and PromotionInfos files.

The way I used to change the BuildingInfos and UnitInfos text files in the first place was to use notepad++'s replace all function to replace every tag labeled >NONE< or >0< with nothing. Then use the remove blank lines command to remove the gaps. This would leave all your changes intact.
That was how I removed all the optional tags in the first place.

Edit: I uploaded the unique library free era fix to github for you.
 
So you were the one responsible for it!

That's all fine and dandy, but where do I get that one single file?
 
I also did it to the CivicInfos and PromotionInfos files.

The way I used to change the BuildingInfos and UnitInfos text files in the first place was to use notepad++'s replace all function to replace every tag labeled >NONE< or >0< with nothing. Then use the remove blank lines command to remove the gaps. This would leave all your changes intact.
That was how I removed all the optional tags in the first place.

Edit: I uploaded the unique library free era fix to github for you.

I didn't know such a function existed. This is really useful.

So you were the one responsible for it!

That's all fine and dandy, but where do I get that one single file?

Just copy paste.
https://github.com/SgtBears/Dawn-of...es/Assets/XML/Buildings/CIV4BuildingInfos.xml
 
Winmerge should still be able to identify the differing lines and allow you to merge your changes.
 
Winmerge should still be able to identify the differing lines and allow you to merge your changes.

I'm sure there were a bunch of differing lines that were hidden in the middle of large blocks full of 0 or none tags, even though curiously enough I can't find any example of that in Unitinfos.

At any rate, thanks to Bears for sharing that function with me, this is gonna save me a lot of time. :goodjob:

Edit: Aha, I found such a situation in CivicInfos! Can you tell me within ten seconds of checking the attached screenshot which tag apart from upkeep has a different (that is non zero) value in the left half? And how I am supposed to merge this without just copy pasting the relevant tag? I tried just selecting the offending tag and hitting Alt+Right but it would move over the entire block instead of just the one change I want.
 

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