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Dawn Of The OverLords

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

  1. Conqueror Worm

    Conqueror Worm Warlord

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    Recently, I tried Increasing/Flexible Difficulty in A New Dawn, but I had no idea what boxes I should check or how it really works, so that's not much fun if I don't know what is going on or why.

    I was mistaken and you are correct, Keldath, Dynamic Difficulty was indeed in RevDCM, which is another mod I played of ton of back in the day.

    I'm not at all clear by what you mean by a tech cost rubber band, f1rpo, but it sounds interesting. I can say that with the proper role-playing and self-restrictions, the AI in AdvCiv is so competent that I've been having lots of fun simply playing on Prince level, something that I was never able to do before.

    Once again, I am very much looking forward to playing the next version of DOTO when it is ready, particularly because I haven't played a mod with faction specific unit models and more than 18 civilizations for quite a long time now, so that will be lots of fun.

    Thanks again to both of you for all the work you are doing providing my all-time favorite game with certainly one of the very best AIs in 4X!
     
  2. keldath

    keldath LivE LonG AnD PrOsPeR

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    hey friend,

    thanks for to kind words, appreciated.

    each civ have 5-6 unique unit models with different strengths.
    so, not all unit models are different, but the main ones are.

    still working on the mod, i have a development version based on f1rpo advciv up and running.
    only one part i have not merged yet, which is the ranged attack.
    but once i will, ill be on some changes and such, along with updating the version up to advciv build.
     
  3. f1rpo

    f1rpo plastics

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    :yup:
    I meant it (vaguely) in the first sense given here:
    https://en.wikipedia.org/wiki/Rubber_banding
    As a player gets ahead technologically, the dynamic tech cost adjustment is supposed to pull that player back a bit, like a rubber band.
     
  4. Conqueror Worm

    Conqueror Worm Warlord

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    Yes, that is clear now. Rubber banding the tech cost sounds like a straightforward and effective way to somewhat level the playing field to keep a game more interesting in the later stages.
     
    f1rpo likes this.
  5. keldath

    keldath LivE LonG AnD PrOsPeR

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    update,
    with the impending release (hopefully) of official advciv 097,
    im too making effort to finish Doto 105.

    i just finished the beta design of the Ranged attack feature, based off Vincentz, DCM, archer Barrage and the help of f1rpo.
    i now turn to do the ai part of it, somehow :)
     
    devolution likes this.
  6. keldath

    keldath LivE LonG AnD PrOsPeR

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    ok, so ill layout the Ranged mechanics thus far:

    there are 2 types of bombards:
    1.ranged field attack
    2. ranged city attack and bombard
    3. bombard.

    1. a siege unit will have a ranged...area which it can attack.
    most units, all units, will have collateral damage limit, number of hit units, combat limit and max collateral damage.
    field attacks are as obvious.

    2. cities - if a city has defenders - regular ranged attack
    if a city has both defenders and both defense - the ranged attack - will do both attack the units and reduce city defense.
    if a defender has reached his combat limit - the city bombardment can continue
    if a siege unit do not have ignore building defense - it wont be able to do collateral damage.(my tweak of city defense)

    3. almost normal BTS bombard - closest city attack. (although i added range to that option - best closest reachable city within a range. (this will only be used by the ai i think...)

    ranged units can only attack by ranged mission attack, they cant do normal head on attack.

    game options:
    ranged attack ends moves (Land / Sea)
    random ranged attack chance to hit
    random ranged attack damage
    random ranged bombard chance to hit
    random city bombard damage
    random air bomb attack damage.

    ill also add some more options - control if you want to use all the rules i listed for city attack or not.

    for AI:
    i overwritten all existing calls for bombard with ranged. if Ai unit has ranged - that is the action it will do .
    the ai functions all will direct to the range attack login and it will be checked.
    city bombardment - best city, that unit can reach (generate path), with defenders or not.
     
  7. keldath

    keldath LivE LonG AnD PrOsPeR

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    Last edited: Jun 2, 2020
  8. keldath

    keldath LivE LonG AnD PrOsPeR

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    Hi all,

    Doto 1.05 is finally officially released.

    i worked on it on the past year; the build is motly an update to advciv 097b which contain almost a complete re code of numerous parts (see advciv thread).
    along the way many bugs were fixed with the help of f1rpo.
    i changed some xml stuff and fixes.

    im sorry i didnt document much , i had a busy good year...and i try to stay here and keep the updating alive.

    ranged attack- i could have meddled with it for longer, but i decided to remove it until im sure of the way it works.
    now that im relaxed about 105, i cant start focusing on ranged.
    hopefully , ranged will come as a patch later on.


    i wish to thank f1rpo with all my heart.

    ------
    dear Doto and advciv loyale civ4 players,
    please, drop a comment, feedback good bad, anything, thats the motivation to keep modding, that evern 1 person enjoys this mod (plus myself :))

    yours,
    Keldath.
     
    kaltruhe, Drakarska and f1rpo like this.
  9. keldath

    keldath LivE LonG AnD PrOsPeR

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    ***NOTE: dont play with culture control - i forgot a small part, fix will come soon***

    sorry ...
     
  10. keldath

    keldath LivE LonG AnD PrOsPeR

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    no feedback yet :(?
    FYI - im taking content requests if someone asks.

    anyway my dear players,
    im working on 106 and ive made much progress with ranged attack as an optional component.
    i wonder if anyone would like to help with some tests.

    cheers,
     
  11. tantanmen

    tantanmen Chieftain

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    Hello keldath!

    Woo-hoo! Thank you for continuing to update this great classic!

    EDIT: I'm glad you decided to keep Forbidden and Limited Religions. I was wondering, how do you implement these features?

    Thanks!
     
    Last edited: Jul 13, 2020
  12. Sephykrowd

    Sephykrowd Chieftain

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    I launched the development version and got a gfc error. Any possible solutions?
     
  13. Sephykrowd

    Sephykrowd Chieftain

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    Nevermind
     
  14. keldath

    keldath LivE LonG AnD PrOsPeR

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    Hi,
    The dev is missing out on a dll key file.
    I will add it today.

    Dev version is updated to the e latest advciv.
     
  15. keldath

    keldath LivE LonG AnD PrOsPeR

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    hello my quite friends,

    i found some issues with 105 version,
    such as icons issue along with some more minor issues.
    in addition, many issues were fixed so far in advciv.

    so i will soon have version 106.
    but i wanna do some more stuff before, but it is close.
    my development version gets updates all the time if anyone wants.
     

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