Doto [AdvCiv ModMod]

@<Nexus>
Well,i bet this is one simple change.
Like i did with the capital for you.

Ill take a look.
I decided to remove my city states components.
Its awesome,but i never liked city states.
I prefer to clean my code and focus on improving the more commonly played features i have.

Ill do the others i mention above with time.
But natural wonders is next.
 
@Mr Smith
I looked over several times on History re,
I thought more on what you said.

Xyth write tons of python code there.
It hard for me to stray from my mid concept of speed and slow code parts. As python in this case.
If i would to take hr, i woulda first used my dll and components (removing some unused).
Then try to move stuff away from python there to sdk.

Do you think that hr is well balanced?
If i were to basically create hr based on advciv, do you think it would have a player base that will provide support feedback?
Im not lying, would be hard to leave my doto.
 
Well,i bet this is one simple change.
Like i did with the capital for you.

Ill take a look.
Thx. I wonder why no mod ever implemented it? It was requested in AND2 a few times for sure.


I decided to remove my city states components.
Its awesome,but i never liked city states.
Yeah, good idea.
I like the general idea of small civs that have some reason not to be steamrollered over (quests, bonuses) but not the implementation: a civ limited to just one city for eternity? Athens and Rome were city states at first but they grew and expanded.

I was thinking a lot on how to create a mechanic that encourages larger civs not to destroy city states ASAP. So how about imitating ancient Greece' league of city states? I imagine it like this:

In my there's a civic category for Territory (Chiefdom, City State, Republic, Monarchy, etc.) The first two won't let you expand and settle more cities but the new ones allow more and more.
For civs in Chiefdom and City States you are limited to one city or a few and when you settle a city above that limit the city is automatically is given to a newly created player. If possible this new player controls the same civ as you do but with a different leader.

Example:
You play Greece with Alexander and you are blue. When you settle a new city above the limit a new player is created: Greece, Pericles, brown. It starts with a reasonable amount of units. The two civs start with a Peace Treaty if in Chiefdom and a Defensive Pact if in City States.
Later you can reassimilate these cities of course.



I'm not asking you to implement this, just brainstorming. Would it be hard to do? What are the downsides of this idea?
 
Do you think that hr is well balanced?
Not civics-wise, but I like it's techs a lot, though I made later more costly. I also duplicated some Python effects for extra traits, so if those are going to DLL, I'd like them repeated. I don't think traits are particularly balanced, but better than in BTS. Units are a bit hard to balance with just the basic mechanics, but I also did a lot for that, including counterbattery you probably remember.
If i were to basically create hr based on advciv, do you think it would have a player base that will provide support feedback?
Well, I don't get much feedback myself, but I know a lot of people still play both HR and my modmod. They keep joining discord and not saying anything, too :confused: What kind of feedback you'd like to see, anyway?
I wonder why no mod ever implemented it?
 
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Well, Super Spies are part of AND2 for a very long time. This may be either a newer version or that part is broken. Nevertheless thanks for linking it in, I'll try to compare the code to see whether the two are the same or not.
 
@Mr Smith
I looked over several times on History re,
I thought more on what you said.

Xyth write tons of python code there.
It hard for me to stray from my mid concept of speed and slow code parts. As python in this case.
If i would to take hr, i woulda first used my dll and components (removing some unused).
Then try to move stuff away from python there to sdk.

Do you think that hr is well balanced?
If i were to basically create hr based on advciv, do you think it would have a player base that will provide support feedback?
Im not lying, would be hard to leave my doto.
I'm curious:
Is it that simple to rewrite a mod to be based on AdvCiv? I mean it would be probably beneficial for CoM too to have AdvCiv in its core but how much work would it be?
Or are you willing to take HR because it changed only a few things in the dll and most changes are python?
Just curious :)
 
hey,
this sits on my mind a lot i must say.

HR, didnt do much dll stuff. it mostly took kmod and advanced diplomacy.

xyth wrote, tons of tons of code in python, everything hard coded variables .
i brosed through a lot.

say i take it, i just take my dll, adjust the xml schemas first.
then use My python first.
then , i look into the different modules he created:
i cant just take them and merge them one by one -> import them.
then, convert slowley some stuff to sdk.

the amount of python he did must have hindered speed and performance.

ive done many many merges to all the mod basis before, i used afforess dawn of man 2, revdcm, kmod until i found salvation with f1rpo.
i work very methodologic in my merges.

Com i thin kis also built on c2c / dawn of man 2 right?
it comes with overwhelming changes.

a merge of yours would be form scratch, then cutting parts you use to advciv.
but, its not straight forward. f1 changes lots of the code to be very different.

FYI,
never was a fond of super spies.
they had Multiplayer issues so i passed on it.
 
Com i thin kis also built on c2c / dawn of man 2 right?
On the first mod there came to be RoM by Zapara. And than he hath rested and it was good.
On the second mod there came to be AND by Afforess. And than he hath rested and it was good.
On the third mod there came to be C2C and everyone thought it was good until some hath not rested.
On the fourth mod there came to be AND2 by 45 and Vokarya because they thought C2C wasn't all good. But C2C was still good and some of its goodness was merged into AND2. And it was even more good.
On the fifth mod there came to be CoM because AND2 was good but it could be even more good. And since than I hath not rested.
:)

a merge of yours would be form scratch, then cutting parts you use to advciv.
but, its not straight forward. f1 changes lots of the code to be very different.
Okay, just as I thought.
Maybe I'll try to merge some parts of AdvCiv at some point int the future.

FYI,
never was a fond of super spies.
they had Multiplayer issues so i passed on it.
I think @45°38'N-13°47'E had worked a lot on improving AND2's MP stability, so I guess he may have solved (most of) the issues about Super Spies.
 
FYI,
never was a fond of super spies
That’s okay but I really like that my spies return to the nearest border crossing. Better and more natural. Lemon Merchant fixed this:
Tired of having your spies have to trek back to your capital? Are they grumbling from being so tired after traveling though your massive empire? Ever wish that they would just return to the nearest city that you own?

Well, now they can!

This is an SDK/XML mod that creates a game option that allows spies to return to the nearest player city, instead of going all the way back to the capital. It's pretty simple, straightforward, and is made for merging. Read the included text file and you should be fine.

Note that the only the changed files are included.

You can find the download here: http://forums.civfanatics.com/downloads.php?do=file&id=19414

I must thank Afforess for showing us all how to do this. ;)
 
I must thank Afforess for showing us all how to do this.
That's weird. Afforess is the author of AND and he also worked on AND2, yet this behavior is not present in that mod. I wonder if he never added it or is it broken?
Thanks @Major Tom for digging it up 🙂
 
Well, you good always imply: :scan::coffee::badcomp:
 
@Mr Smith (and everyone else)
Can you confirm whether or not wonder movies for Natural Wonders work in HR? I can't get them to work. I already have tried a lot of things but nothing gets it to work. Other movies work but not the Natural Wonders.
 
hey fellows,

ok first,
thanks to the god send skills and kindness of f1rpo, he helped my case and now my mod runs smooth with no errors .
(there was a miss addition of content by me that cause a memory leak issue that resulted in funky errors).

Although i play civ7 here and there.
im not leaving civ4, probably ever looking how things are :)

@<Nexus>
Natutal wonders,
i will add them in the next 2 days or so and look at the movies.(send me the python you merged and where did you place the files of the mod).

On the first mod there came to be RoM by Zapara. And than he hath rested and it was good.
On the second mod there came to be AND by Afforess. And than he hath rested and it was good.
On the third mod there came to be C2C and everyone thought it was good until some hath not rested.
On the fourth mod there came to be AND2 by 45 and Vokarya because they thought C2C wasn't all good. But C2C was still good and some of its goodness was merged into AND2. And it was even more good.
On the fifth mod there came to be CoM because AND2 was good but it could be even more good. And since than I hath not rested.
a most accurate civ4 lesson :).

Super spies,
yes it went through some fixes, also my old crew in dune wars they have brought it also to mp and stability
nearest city, well i guess i could add it to my to do list at some point.

@Mr Smith
hi,
i am looking at HR often, even yesterday, went over the code.
its really , amazing the amount of work xyth did. the amount of code he wrote, wow, impressive.
but,
most of his mod core is python based and contains tons of logic and such.
so slowness , in late games, are bound to happen.
many years ago i decided to not overload my mod with content , so loops and save files wont become large to impact the game.
i intend to try to keep it up.

i want to extract stuff from HR to doto (now that i cleaned lots of my code also).
i got my eyes set on the tech tree, buildings and the great city screens he did.

as my first task after the natural wonders,
im gonna try to see how i use his tech tree .
i think my aspiration is to build my mod from HR now.

any help, from anyone, is always welcomed.
 
many years ago i decided to not overload my mod with content , so loops and save files wont become large to impact the game.
i intend to try to keep it up.
Please notify people if you decide to cut or simplify some features. I also repeated some mechanics like free buildings from traits for other traits and would like to keep the possibility.
any help, from anyone, is always welcomed.
Well, I already listed what I could offer, but I'm not sure how many of your original extra buildings you would keep. Or civics. Your system is interesting, I wonder what you will do with transfer of HR's crucial mechanics. Perhaps some extra categories?
 
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