[DOTO] Dawn Of The OverLords

very very odd.
i can see that the special building main xml entry has scientific method.
not sure why it does not take effect.
this is advc code which i have not changed in anyway.
i do see some hard coded entries for shrines and some other.

ill look into it and provide a fix.
 
hey

giorgio1234


here is the fixed dll.
i updated the main download as well.

i tested and saw that after i passed 1 turn the monastery of Amon Ra gets obsoleted and the science 10% is rendered off causing a drop of 20 research points (160+-).

if you see any issues, im here.
 

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hey

giorgio1234


here is the fixed dll.
i updated the main download as well.

i tested and saw that after i passed 1 turn the monastery of Amon Ra gets obsoleted and the science 10% is rendered off causing a drop of 20 research points (160+-).

if you see any issues, im here.
Hi @keldath ,
thank you for the fix.
I see that the monasteries are now obsolete, and they can't be built anymore.
They don't produce research as well, but they still produce culture.
Not only the monasteries, it seems that all obsolete buildings keep producing culture (i.e. the castles).
I don't know if it's a bug or a feature, I don't remember what was the behaviour in the previous versions.

Thanks againg.
Bye.
 
Hi,
Im happy to serve amd give you a proper game experience.

Indeed i saw that the yields are still given.
I looked over the code and checked if that issomething that needs to be obsoleted but there wasn't any. I compared to advc org and to vanilla.

Then, i thought ,historically, even if a building goes obsolete, why shouldn't it keep providing culture as a part of its civs heritage.
(Or other yields).
So it looked thematically descent.

Thought,
Perhaps i can add this as a game option.

But,
If you prefer to continue your game where the outtput is completely taken out, ill be happy to add this to another dll so you can enjoy what you prefer.


As always,
Ill be happy to do any requests ir suggestions and Fixes.
 
Hi,
Im happy to serve amd give you a proper game experience.

Indeed i saw that the yields are still given.
I looked over the code and checked if that issomething that needs to be obsoleted but there wasn't any. I compared to advc org and to vanilla.

Then, i thought ,historically, even if a building goes obsolete, why shouldn't it keep providing culture as a part of its civs heritage.
(Or other yields).
So it looked thematically descent.

Thought,
Perhaps i can add this as a game option.

But,
If you prefer to continue your game where the outtput is completely taken out, ill be happy to add this to another dll so you can enjoy what you prefer.


As always,
Ill be happy to do any requests ir suggestions and Fixes.
Hi @keldath ,
you are very kind.
I'm happy even with the current situation, and, to be honest, I'm not sure that in vanilla the obsolete buildings don't add culture (I remember so, but I could be wrong).
I can play a fast vanilla game and let you know what I find.
But I confirm that I'm happy anyway, if I try to understand the right situation it's only for bug fixing, not because I expect any change. :thumbsup:
Bye.
 
well, anyone who plays my mod is giving me fuel to mod and fix.

i checked the issue,
the culture in the case of monesteries is protected after obsolete:

from the modding wiki:
ObsoleteSafeCommerceChanges Additions to commerce outputs that aren't affected by other changes and the building going obsolete. Used primarily for culture per turn, this relies on the iCommerce integer tag.

:)
 
well, anyone who plays my mod is giving me fuel to mod and fix.

i checked the issue,
the culture in the case of monesteries is protected after obsolete:

from the modding wiki:
ObsoleteSafeCommerceChanges Additions to commerce outputs that aren't affected by other changes and the building going obsolete. Used primarily for culture per turn, this relies on the iCommerce integer tag.

:)
Hello @keldath ,
I confirm that, even in Vanilla, Castles Monasteries and Wonders don't lose culture outputs after going obsolete.
It's great my fault that, after twenty years, hundreds of games and thousands of playing hours, I STILL don't know a basic rule like that. :wallbash::wallbash:
Sorry for that. :dunno::worship:
 
@giorgio1234
hi,

i can say the same thing....i didnt remember those obsolete tags...
so, yeah, also forgot this and more basic rules :)
no worries, thank god you gave me all the feedback above. you have done Doto a freat service!

----

All,
i have updated the mod download file.
apparently there was a delay on city screen in and out due to a mix up i did with advc recent fix.
thanks to @giorgio1234 , this one is fixed as well.

--
I have more ideas for doto 114.
More enrichments to city states.
Create some district system for city builds.
Some unit limitations (limit per tile or unit amout extra maintenance thresholds, stack limitations)
 
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@<Nexus> ,
Tile isnt worked?
You mean if road isnt worked and not had a movement on?

This might disconnect cities though, foreign.
So maybe its not such a good idea. will dwell on this more.

--
Huh!
Refinment:
If a road is not used x turns (50 for example) (cached tag, activeroad),
The road will down grade to a path.
A path will not poses movement points.
It will be able to be re improve to be a road/train.
Path cant be built directly.
Path can be pillaged.
 
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No. I meant:
If NEITHER a unit has stepped on the road NOR is it worked by a city.
Perhaps your inner cities won't see much unit movement, but the improvements will be worked by a city, so it wouldn't be nice to lose connections.
 
Ermm, lol a major headache? You know how hard it would be to have a unit move along all roads on a huge map and up?
 
hi folks,

Updated the download link with new updates:

- fixed a small issue in City States
- new game option (that is not implemented yet, but functional):
Obsolete Improvements by tech ->
each improvement (and its build command) can go obsolete by a tech (new xml tags).
if obsolete. the improvement is deleted from the plot.
- added Doto Concepts under BTS concepts in the Pedia.

--Also,
i forgot to mention that civ4 art remaster is included as a patch for anyone who wants it. I think its great.
 
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