Doto [AdvCiv ModMod]

:wavey:Just greetings and successful labors. It's a pity that I can't participate meaningfully in the discussion yet. There is a time pressure at work - and, unfortunately, I am extremely single-minded. I'm slowly switching between topics for reflection😭
 
well been doing some updates.

i went back again for my ranged immunity instead of ranged attack.
also,
ive been fiddling with the idea of , routing units.
meaning after n attacks, there is a chance an attacking unit will route to the nearest city or the origin city that build it,
force attackers to back down a bit.
as a game option,
 
Anyone has an opinion about my unit cap system?
Im thinking on going over to change it to ammo based where several resoources will add up to the same ammo , regardless of the bonus type.

Also more on my route units ideas:
Routeed unit -> will be removed and spawned
in the ciry where it was built or nearest.
The goal: make stacks of doom snowball harder.
- x chance for a unit to be routed instead of being destroyed.
- each attaking unit will have fatigue metric.
Like 5, once reach it will be routed.
- route improved by promoting .
- a repawn delay .
 
Anyone has an opinion about my unit cap system?
Im thinking on going over to change it to ammo based where several resoources will add up to the same ammo , regardless of the bonus type.

Also more on my route units ideas:
Routeed unit -> will be removed and spawned
in the ciry where it was built or nearest.
The goal: make stacks of doom snowball harder.
- x chance for a unit to be routed instead of being destroyed.
- each attaking unit will have fatigue metric.
Like 5, once reach it will be routed.
- route improved by promoting .
- a repawn delay .
Original Civ had a good way of preventing stacks of doom. Each military unit is associated with a city (By default, the city that built it) and deprives that city of production. I think that could be a good way to reduce unit production, more so than a financial penalty. Each unit produced will reduce that city's ability to produce more units or build anything else. Each city could be able to maintain a certain number of units based on population, technology, civics, unit type, etc.

Alternatively, one of the mods included with the civ4 complete edition also had a pretty good mechanism . . . each tile could hold a certain number of units. Every unit beyond that number reduced the power of every unit by a percentage. The number of units that could be maintained in a single tile could be modified by tile type/improvement, civics, techs, great generals ets. This would effectively combat SOD but not the problem of over-production of military units.

And you've been busy since the last time I played your mod, about a year ago now.
 
Hi @Zomgy ,

My mod theme is being close to vanilla in terms of structure. To be honest, surrounding the tech tree mostly.
Aside from that, i added a substantial amount of game mechanics that will make the game more rich with gameplay features.
My mod is built on advciv, which is an ai focused mod. Do im using the best ai code for civ4 with my own enrichments.

RI is a larger mod as you know and highly polished. But the theme is similar. Keep things normaol and not bloated.

Many of my features are unique, such as city states, my civics and other. Some o refined with my own ideas.

Mr Smith
Thank a lot, ill go over and reply.

Realism invictus doesn't use AdvCiv, right?
 
@TheOtherOne
hi
well,
i have now a unit cap based on the bonuses. the city limit is not bad.

the percentage is quite cool. but the AI is the issue, a human player can abuse any tile limits and the ai can get stuck. thats the only reason i never went to limiting units on tiles or stacks.
but a percentage might be a nice take, AI can see which tile is giving him a higher value strength. so , this might be a very nice lead to explore. thanks

RI uses mostly kmod.
it borrowed chunks of code, but much less the full advc.
thats why i stick with advc as i think it has the best ai code in the whole civ4 mods.
 
Anyone has an opinion about my unit cap system?
Is it new or was it around a year ago? Hasn't noticed or didn't turn on if it's BUG-enabled.
ive been fiddling with the idea of , routing units.
Honestly, I think you should finish your old features before adding new, it feels like you hoard them instead of integrating.
maybe sometime ill review the changes he did between 1,24 and 1.25
Btw, could you find some time for HR maybe? Diplomacy is a dire problem, some turn time optimizations wouldn't hurt either.
I can proofread your texts and help adjusting design/balance in your own mod to pay back.
My friend @Fester91 has been making a fork of AdvCiv Plus too and I was advising him to work with you instead, he's mostly interested in the Tech tree and extra UUs/UBs, so for what it's worth we could make your mod comparable to others still relevant.
 
Seconded on the HR fix. I really miss playing that mod. Now if only I can figure out how to get rid of the dreaded black tiles in RI, i'd be one happy Old Geezer. :D
 
@Mr Smith
unit cap is from 1.14 i think.
--
well cant say you are right bout finish my old stuff. but its hard since i dont play civ4 . most of the work i did was on tests and ai auto play.
--
HR,
yeah,
the diplomacy he added was a bad idea. i told him right at the start that what he used was broken.
turn time -> most of the work there is on python, which is slower for civ4.
also, the sdk he used is not advciv kmod. but an older version.

there is no need for a pay back, thank you.
its just a matter of time, i dont have much free time with real life back when i was younger and sprouted mods like barsoom, doto or dune wars.
mostly i just update some minor stuff and advc updates.
HR has a great mod structure, wish i started of from it back then...

ill be happy to discuss with your friend if he wishes.

Drakarska

you still have that black terrain in RI?
 
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Yup. Dl'd the new version Walter uploaded, and boom. Dreaded black tiles. I tried all the tricks I used for previous versions, but no luck this time.
I have a new video card, all drivers up to date, and still black tiles. RI is the only mod that I have this issues with. I can even run big games with C2C and have no issues. I don't understand why RI is the only mod that gives me black tiles. Any tips or ideas would be greatly appreciated.
 
I have a new video card, all drivers up to date, and still black tiles.
New machine + old bug?
Maybe some regional settings?
(Just randomly brainstorming)
 
its just a matter of time, i dont have much free time with real life back when i was younger and sprouted mods like barsoom, doto or dune wars.
Well, afaik only breaking agreements early significantly bothers people, so maybe it wouldn't take much time?
also, the sdk he used is not advciv kmod. but an older version.
I know that.

If you decide to poke around, here are sources:
1.25 (with a few changes for my modmod)
1.24.1
turn time -> most of the work there is on python, which is slower for civ4.
Any suggestions what to cut?
Here's Python as well if you or someone else passing by doesn't have it on hand.
there is know need for a pay back, thank you.
Come on, your mod deserves it. I've got lots of nice touches that help things like whipping, while keeping their base strength balanced and healthy. I and Fester could set up the whole infrastructure to bring back sprawling cities. Just those would sway many people (relative of what remained) to your mod from AdvCiv and maybe even bigger mods. The only reason I can imagine for those like Realism Invictus to not include Enhanced Sized Cities is extra turn time estimating settling spots, but you could half-ass that. You could have fun brainstorming, while not doing much work. PM where and if you would like to talk in real time or join any of Discord servers in signature.
HR has a great mod structure, wish i started of from it back then...
Well, anything you could contribute in chunks of isolated code and it's dependencies I'd happily introduce to my modmod, while providing feedback. I still have no idea what I'm doing in regard of DLL, just do my best to carefully transfer simple changes. Not sure if it's in demand for your mod, but I also reimburse AIs 1 rounded down commerce and provide an option to lock Culture and Espionage sliders for them (iirc if not doing big strategies?), pretty sure I'm not the only one bothered by AIs wasting early commerce on those.
 
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@Mr Smith
can you link me the full content of your modmod?
ill consider your suggestions.

i cant tell the slowness issues, nor ill try.
if im gonna go at it, what ill do is build HW ontop of my/advc sdk.

thanks for the kind words.

i need to think, time is a low resource...
 
can you link me the full content of your modmod?
Link was in the signature the whole time. I didn't keep absolutely everything written down, but important things should be there. Some things like slavery discounts aren't documented and I am going to reduce most of those to just 10% instead of 25%.
if im gonna go at it, what ill do is build HW ontop of my/advc sdk.
You know what, that's probably fine too, though would take significantly more time than just fixing agreements getting cancelled and/or penatly being applied on the wrong side. Most of HR is in Python, anyway.
 
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Hey there, Keldath!
I have another feature idea/request if you are up for some challenge. I hope it's an easy one:

State-Corporation
Similarly to State-Religion some civics would let you pick a State-Corporation (e.g. State Capitalism or the more fictional Corporate Government)
  • competing corporations are automatically removed from your civ and replaced by your state corporation
  • no competing corporations spread within your civilization
  • if you owned the HQ of a competing corp. than it is moved to a suitable foreign city
  • your cities yield +1 :commerce: with state corp.
  • if you own the corp. HQ, than it yields +1 :commerce: per city with your state corp. (domestic and foreign alike)
  • non-competing corporations aren't affected at all
and if you are willing to touch revolutions' python stuff too:
  • owning state corp.'s HQ decreases rebelliousness
  • not owning state corp.'s HQ increases rebelliousness
What do you think? :)
 
Just a thought, but that may give Oligarchy a much needed boost. IIRC, E-W Trading Comp is the 1st available corp, correct?
 
But that's peanuts by the time corporations are available =/
Since it would need a new xml tag modders could go for +2, +5, +10 or whatever. Just example ;)
 
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