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Dawn Of The OverLords

Discussion in 'Civ4 - Modpacks' started by keldath, Aug 7, 2007.

  1. keldath

    keldath LivE LonG AnD PrOsPeR

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    new version of DoTo is in the making :)
     
  2. brun58

    brun58 Chieftain

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    Happy to hear that, I do enjoy this mod, thanks for all the work you have put into it over time.
     
  3. keldath

    keldath LivE LonG AnD PrOsPeR

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    ill upload the new version soon.
     
  4. keldath

    keldath LivE LonG AnD PrOsPeR

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    hi,
    is there anyone who would like to join and help updating Doto?

    im in the middle of merging the mod with advanced civ mod with tremendous support from f1rpo the advciv creator.
    if so, please contact me privately :)

    cheers.
     
    f1rpo likes this.
  5. keldath

    keldath LivE LonG AnD PrOsPeR

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    New Doto Advc Remastered is up! enjoy!
     
    SupTo likes this.
  6. keldath

    keldath LivE LonG AnD PrOsPeR

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  7. keldath

    keldath LivE LonG AnD PrOsPeR

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    well, nothing passes free of bugs,
    i accidentally removed fresh water from rivers...
    ill re upload the version once i fix it....

    sorry...

    edit:
    attached the fix -
    it does not break
     

    Attached Files:

    Last edited: Jun 1, 2019
  8. Sword_Of_Geddon

    Sword_Of_Geddon Mysterious Jungle Warrior

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    Mistakes happen, its nice to see you still working on this Keldath my comrade.
     
  9. keldath

    keldath LivE LonG AnD PrOsPeR

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    thanks pal :)



    ***
    some of you downloaded the mod and i hope you like it.
    i want to work on a patch, id love to hear some suggestions for desired changes.

    cheers.
     
  10. keldath

    keldath LivE LonG AnD PrOsPeR

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    well, i see around 40 downloads of the mod along with the patch.
    that makes me happy :)

    im working on the new version, that will include many changes:

    Spoiler Version 2 :

    Doto-Advc-Remastered version #2:

    more fixes by f1rpo to dll
    less banana
    less salt
    maintenance for some basic civics
    maintenance for some buildings
    fixed hermitage
    added a must have state religion for all temples and religions
    RE-HALL FOR RELIGIONS:
    each civ can found 1 of 2 religions
    each civ are forbidden to convert to only 2 religion (was over 5 per civ)
    reduced religion and holy victory religion demand to 50% - due to my religion system
    added limited religion python mod - not sure it works properly, played a game , it did not auto converted me to the religion,
    but, i was able to manually convert...so thats ok, need more tests - can be removed from init.xml in config folder.
    reduced bananas
    raised horse a bit
    reduced crab
    reduced dye
    pyramids cost reduced + changed effect - now uses duomo python wonder by platy + added negative maintenance
    changed speed names
    added a speed - jogging / epicplus 1000 speed - accurate speed calc.
    fixed a population limit bug by f1rpo (thanks)
    added an option to play without population limit (thanks again f1rpo)
    reservoir improvement can now be built out side borders + and on more terrain
    fort cannot be built near another fort



    the changes are derived from my test games and f1rpo sdk help.

    i still hope to get some more feedback from players :)
    if not, thats fine. i happy to see some downloads of it....
     
  11. keldath

    keldath LivE LonG AnD PrOsPeR

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    almost 50 downloads , how lovely.

    work is continuing on the new version. as i said above lots of really impotent changes.
     
  12. keldath

    keldath LivE LonG AnD PrOsPeR

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    well, no comments,
    ok, play on...

    ill upload a new version by this weekend, im sure whoever plays, will enjoy it much more ( i play it mulit player now).
     
  13. Drakarska

    Drakarska Epic Dadness

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    Oh, goodie, an update :D. For some reason your fresh water patch seemed to have broken my previous version. I'll wait until you have all the new bells and whistles added bore I DL the new version. Keep up the good work!
     
  14. keldath

    keldath LivE LonG AnD PrOsPeR

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    hi Drakarska,
    thank you :)

    working on rebuild of the civics.
     
  15. keldath

    keldath LivE LonG AnD PrOsPeR

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    hopefully,
    ill release new version in a couple of days, got to finish the civics.

    expect much changes.
     
  16. keldath

    keldath LivE LonG AnD PrOsPeR

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    hi all,

    new version is up,
    many important fixes.

    https://forums.civfanatics.com/resources/dawn-of-the-overlords.8170/


    change log:


    many advanced civ fix commits.
    fixed hermitage
    added a must have state religion for all temples and religions
    REDONE RELIGION SYSTEM:
    each civ can found 1 of 2 religions
    each civ are forbidden to convert to only 2 religion (was over 5 per civ)
    reduced religion and holy victory religion demand to 50% - due to my religion system
    added limited religion python mod - not sure it works properly, played a game , it did not auto converted me to the religion,
    but, i was able to manually convert...so thats ok, need more tests - can be removed from init.xml in config folder.
    resources changes:
    all starting resources are now revealed on the start - same as original bts - its important for ai settling (thanks f1rpo)
    reduced some appearance rate for some bonuses.
    pyramids cost reduced + changed effect - now uses duomo python wonder by platy + added negative maintenance
    changed speed names
    added a speed - jogging / epicplus 1000 speed - accurate speed calc.
    fixed a population limit bug by f1rpo (thanks)
    added an option to play without population limit (thanks again f1rpo)
    reservoir improvement can now be built out side borders + and on more terrain
    fort cannot be built near another fort
    CIVICS REDONE:
    all civics have been completely changed.
    more emphasis on civic category theme.
    more xml balance changes
    extensive rework.
    raised some war handicap parameter
    raised create time for some improvements.
    raised growth threshold for cities.
     
  17. Roamty

    Roamty BTS

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    Hello keldath I like your mod
    In CyUnitInterface1 CPP of the cvgamecoredll You might want to change and fix

    .def("canRecon", &CyUnit::canParadrop, "bool ()")
    .def("canReconAt", &CyUnit::canParadropAt, "bool (CyPlot* pPlot, int iX, int iY)")

    .def("canParadrop", &CyUnit::canParadrop, "bool ()")
    .def("canParadropAt", &CyUnit::canParadropAt, "bool (CyPlot* pPlot, int iX, int iY)")
    I'am not able to make a new dll
     

    Attached Files:

    f1rpo likes this.
  18. keldath

    keldath LivE LonG AnD PrOsPeR

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    hello Roamty,
    glad to see you still around, your a fanatics civ4 veteran as me :)
    plus your compliment.

    thank you fir this fix, we did see some errors in paratrop issue befire (me and help from f1rpo )
    how did you notice it ?


    why havnt you managed to create a new dll?
    you got some errors maybe?

    thank you very much for the help!
    please provide any feedback you feel.
     
  19. Roamty

    Roamty BTS

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    I use old codeblock and with any thing that has k-mod sdk I have problems making dlls I found that using WinMerge 2.12.4
    with my old sdk changes from Unofficial 3.19 Patch that I have
     

    Attached Files:

  20. keldath

    keldath LivE LonG AnD PrOsPeR

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    well, strange kmod didnt include those lines.
    what do they actually do?

    i see, suggest you use visual studio ( i use 2017, its free).
    the project is ready with all the files, thanks to f1rpo, just load the solution, and run.

    thanks for the fix again,
     

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