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Diplogame community needs help! UN / Tech mod requested

Robert Plomp

Apolyton Admin
Joined
Jun 15, 2004
Messages
59
Hello fellow modders,

I'm a part of the diplogame community.
We play laaaaarge multiplayer games with much roleplaying and storytelling. Our current game lasts already for 17 3,5 hour sessions. We're playing an 8 player game and look for starting a 12 player game soon.

We have two issues and we hope that anybody of you can help us to fix this.

United Nations
We want the following changes for the UN:

- all nations should be electable, not only the builder and the one with the largest population
- the UN-builder, the one with the largest population and the one with the largest landmass should have a veto
- UN resolutions should be able to be ignored by nations. This must be made known to all nations of the world
- Possibility to enforce a trade embargo on any nation (close borders, no trade possible in any way)

Tech Trade mod
We currently have a fair policy: only trade techs that you invented yourself or got for peacenegotiation. Is it possible for anybody to mod this into the game? Thus: only if you did research a tech for 100% yourself you can trade/give it to other, or if you had a war with a civilization which surrenders and gives you a tech (or more) in exchange.

If anybody could make such a mod for us that would be awesome!
Your name will shine for always in the history of Diplogaming!

CyberShy
 
Apart from the first change (all nations should be electable), which is rather easy to do, all your requested modifications are pretty complex and time-consuming. I'm afraid you'll be hard pressed to find anyone willing to realize such a mod.
 
I'm interested in several of the changes you've described for our single-player mod, but these changes are not on our immediate list of to-dos. From my cursory examination of the code, diplomacy seems to be the most obscure and opaque parts of the system. In fact, from what I understand the diplomacy UI is actually hard-coded and beyond the reach of Python / C++. Still, I would like for the UN leader to be elected from among the most popular, not the largest, though for your game that would be meaningless.

So, no ETA from us, but if someone else beats us to it, all the better for everyone.
 
Thanks a lot. I understand that it's pretty difficult. I'm looking into the SDK myself as well already (no C++ experience, other programming experience though)

If someone can help me by pointing out where the code is that needs to be changed, that would be a great help!

And if things can't be changed then so be it.
 
Most of the UN code is in the CvGame.cpp (isTeamVote, isChooseElection, isTeamVoteEligible, countVote and so on).

I guess you can make all teams eligible for the vote if you just reprogram isTeamVoteEligible to always return 'true'.

Other than that, I don't know what could be implemented.

For the tech trade mod, you'd first have to program a new variable that is only set to true when you have researched a tech youself (dunno how much you have to change in order to do that), and then check for this variable in canTradeItem in CvPlayer.cpp.
 
ozzykp: wouldn't that be open to a fair amount of abuse? who would be controlling these units? the sec-general civ? what happens when the leadership shifts? would they be able to pillage etc. with impunity?

a nice idea, but i found those questions leaping to mind almost immediately. not sure what that says about me.
 
I've been able to make everybody electable, thanks Teg_Navanis for your directions!!
Now I'm busy trying to make it so that you can vote for everybody except yourself. It's a little bit harder :D
 
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