Doto [AdvCiv ModMod]

Okay. Well, now it's back to doing it again. Every time. No matter what the map or players or anything. It happens during cpu turns, so I'm thinking it's an action the cpu is taking or trying to take. Is anyone else having this problem?
 
is there a file that i can open to take off the cap on planes in cities? and if so, anyone know what to change? im not as great a player as most here and that handicap is killing me. Anyone know if theres a simple way I can fix it on my end? im using the 2.3.1 patch. Thank you for any help.
 
hey people,

ive been reading everything you guys are writing, and ill use all feedback in the next patch.

i have updated ol2 with revdcm 2.72, but i might wait on the upload to get more stuff reported by you guys.

also,
ive been working on another code to add better bug ai 1.00b. as a temporary version until revdcm will be updated as well.

vicdad99999, welcome to the thread,

im sorry about that, but my mod is shaped as a very difficult one...
but -in light of you and others, i think ill add afile with a more ease temper leaders.

in order to raise the plane cap in cities - you need to edit the file - civ4globaldefines.xml under the xml folder of ol2 mod, there look for something named city air capacity - cant remember now the exact name - but youll find it if you go through the file. just change the number there to your preference.

tuxu buddy,

great feedback,

the limited religions and holy city - you are right, this was screwed up in revdcm, in this new version of it - 2.7.2 - it was taken out for now.
so i have a fixed version of ol2 with it as i wrote above.

im happy you like the stratigic techs cost more, i tried to make that, when you play, youll be able to play with units of one era, more, so mostly techs that allows new kind of units, mostly will be harder to learn/get. if you think some other tech cost or even prrqeq should be changed - i would be happy to hear.

also, quests,
i hope for future version ill add some more events.

along with some new cool wonders with python codes.


loserfry,
hi there,

i know about the spelling errors, this is one of my weaknesses....im sorry, but i try to fix every error reported here.

donshmiddy,

hi...sorry to hear bout you cpu, thats annoying...
the reason i got my first cpu - was civ1 + xcom, those where the times :)


loserfry,

im sorry, what do you mean by its happening again?
are you having crashes?


*****
aggressive ai,
well after further reading of your posts.
ill just note that i made the ai harder by changing several things,
first of all - i raised the war probability in the handicap.
also - i have made the leaders to be upset by more stuff for a longer period of time, and plan for war more likely,
moreover, ive made them attack close ai/human if its stronger then itself - many tweaks to each leader in that area.

i will work on a more subtle version for you guys.
(im listening to my clients right? :) )

waiting on more feedback,

cheers ,

keldath.


p.s.
just want to ask something - which civ did you guys enjoyed more - civ3 or 4? where was war a funner thing?
 
Keldath,
I have another remark: while playing Mali, I couldn't convert to Hinduism, my neighbour's religion. Is that intended?
 
hey people,

tuxu buddy,

great feedback,

the limited religions and holy city - you are right, this was screwed up in revdcm, in this new version of it - 2.7.2 - it was taken out for now.
so i have a fixed version of ol2 with it as i wrote above.

im happy you like the stratigic techs cost more, i tried to make that, when you play, youll be able to play with units of one era, more, so mostly techs that allows new kind of units, mostly will be harder to learn/get. if you think some other tech cost or even prrqeq should be changed - i would be happy to hear.

also, quests,
i hope for future version ill add some more events.

along with some new cool wonders with python codes.

..
..

p.s.
just want to ask something - which civ did you guys enjoyed more - civ3 or 4? where was war a funner thing?

*bug*
I suspected the revdcm and was 99.9% sure but couldn't really tell because i do not code anymore and am not up to date.
Do the revdcm dev know about that? maybe they are working on it so it might save you some work? are you in touch with them?
Anyway, thanks for letting me know i helped, it's always good to feel appreciated. :goodjob:

*techs cost*
Two things about that;
1. I'd increase stratigic techs costs even more, at least 5 times then they are now.
2. Kill barb research - Barbarians should get the same tech as an avarage of the 5 weakest factions, to my opinion. it will reflect 3rd\2nd world countries selling armament to terrorists. It doesn't have to be an avarage of the 5 weakest nations but you probebly get the idea... I think this is critical to the gameplay since in my games the barbarians are always the first to reasearch liberalism. Not fun.

*answer*
About your question; i liked Civilization: Call to Power, then BTS came along and I liked all its new features and the way the engine worked so I kinnda let go Civ3:CTP and its great concepts, i still miss the bioterrorist and the Plasmatica, I also miss the PW points :(
It's a shame that the game(CTP) failed to have to have a continuation due to lawyerzzz cr@p.
What I liked about the CTP war style was that inorder to have an over ocean trade route you had to send ships(each had a cultural border like a new city) to fill the gap between the continents with your culture - so if you raided these ships you were actively preforming piracy against a civ and effectivly blocading the mainland from resources that its colonies could supply. This simple fact took the battle out of the cities and into the battlefield, the borders if you'd like, and it was great! and yes, you could form up armies up to 9 units(no no stacks of doom strategy here) and yes you could fortify units in your cities up to a certain amount(9 units top, as well, i believe) so no need for cities HP.
*related rant*
I just hate the hippy-fest that jon shafer is making out of CIV5 to a point that i seriously consider not to buy it, the guy simply has no clue about how a game should look like or how change bad game elements without nerfing good game features. If only he was aware of the CTP game mechanics he would see that his ideas were inadequate. I dont get it why they entrusted a mega-title like civ5 in the hands of such a novice.
I mean, just by the list of features i am more inclined to play overlord then i would be to play civ5...
 
hehe you made me laugh tuxu,

well - i agree on the new stuff on civ5 - why take a successful formula of civ, and changing it? why not look at the modding community - and get ideas from there to civ5?

see what the fans want,

i have no idea how their new combat system will work, common - one unit on one tile? its not total war here or anything,
but still, who knows - it could be fun, and im sure that once its out, it wouldn't take long until guys like dale will release mods that change the whole game.

the hexagon system - well that might be really nice,

i really hope that they put some work on the ai, and maybe finally guys with "normal" CPU can actually play huge maps.....

ill probably could deny my self of civ5, cause it im weak,

but i can say for certainty that ill buy the new star-craft :).


so about what you reported,
as for revdcm, not sure, but it gets better and better with every version so i guess they will fix it soon.

tech costs,
5 times more?? humm that's really a lot, but ill raise them a bit and see how it goes.

barbs,
im afraid i don't know how to control their tech advance, ill take a look.


call to power.....i remember that i really admired its graphics, it has a good game mechanic yeah, shame indeed shafer wont take a look at it huh?,...:)

hanibalbarka,
thanks buddy, il have a look tomorrow.

***
update if my recent work,
well on the new version which i have merged in bbai 1, im having trouble with dales ranged bombardment, i cant seem to merge it right,
so i think i will use an earler code of dale, or how about this -
maybe ill use the range bombardment settings to the siege units, like the system i used in 2.3 for the archers - you know line of sight bombardment - the only bad thing about it i think, is that it bombards only one unit in a stack right?

also, i have merged in revdcm 2.72 in 2.3, but i dunno if i should upoad it - it change some files and i dunno if it suitable on another patch, ill see what ill make of it in the coming days.
 
If you are using RevDCM as your code base, I think you should wait for version 2.8 instead of trying to merge in BetterAI 1.0 on your own.
 
the hexagon system - well that might be really nice, i agree, that was the only good idea in civ5 and even that is not original...

i really hope that they put some work on the ai, and maybe finally guys with "normal" cpu can actually play huge maps.....amen to that brother, it would also mean that we could play on a multi-leveled map like in civ2 tot.

so about what you reported,
as for revdcm, not sure, but it gets better and better with every version so i guess they will fix it soon. yea, better wait for 2.8

tech costs,
5 times more?? Humm that's really a lot, but ill raise them a bit and see how it goes.maybe you can right a script that would make these techs turn-depent rather then point(research) dependent:
1. What if it would always take +x turns to research these techs even after you have completed the points quota required? If "tech_waffles" cost 100 research points you(or the ai) would have to research it and then wait for x turns, the amount of turns(X) could be set in the game options or world creation menu.
2. Have long research time and once it's done everyone will have access to the units(like the Manhattan Project) but the player who researched it will have a permanent bonus of xp to his units or bonuses to his production\cities\whatever, depends on the tech.


barbs,
im afraid i don't know how to control their tech advance, ill take a look.
This is a modified copy-paste from fall from heaven 2 CIV4CivilizationInfos.xml file, i've copied more then needed so you can easily see where this was taken from in the xml code. they solved it that way:
Spoiler :
Code:
            <freebuildingclasses>
                <freebuildingclass>
                    <buildingclasstype>buildingclass_palace</buildingclasstype>
                    <bfreebuildingclass>1</bfreebuildingclass>
                </freebuildingclass>
            </freebuildingclasses>
            <freetechs>
                <freetech>
                    <techtype>tech_exploration</techtype>
                    <bfreetech>1</bfreetech>
                </freetech>
            </freetechs>
[b]            <disabletechs>
                <disabletech>
                    <techtype>tech_RELIGIONZZZ</techtype>
                    <bdisabletech>1</bdisabletech>
                </disabletech>
            </disabletechs>[/b]
            <initialcivics>
                    <civictype>civic_despotism</civictype>
                    <civictype>civic_religion</civictype>
                    <civictype>civic_tribalism</civictype>
                    <civictype>civic_decentralization</civictype>
                    <civictype>civic_no_membership</civictype>
            </initialcivics>


EDIT:
I was just going trough your own code when I noticed this:
Spoiler :
Code:
		<CivilizationInfo>
			<Type>CIVILIZATION_BARBARIAN</Type>
			<Description>TXT_KEY_CIV_BARBARIAN_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_BARBARIAN_SHORT_DESC</ShortDescription>
			<Adjective>TXT_KEY_CIV_BARBARIAN_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_CIV_BARBARIAN_PEDIA</Civilopedia>
			<DefaultPlayerColor>PLAYERCOLOR_BLACK</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_BARBARIAN</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_BARBARIAN</ArtStyleType>
			<bPlayable>0</bPlayable>
			<bAIPlayable>0</bAIPlayable>
			<Cities>
				<PLACE-HOLDER>
			</Cities>
			<Buildings>
				<PLACE-HOLDER>
			</Buildings>
			<Units>
				<PLACE-HOLDER>
			</Units>
			<FreeUnitClasses/>
			<FreeBuildingClasses/>
			<FreeTechs/>
            [b][SIZE="5"]<DisableTechs/>[/SIZE][/b]
			<ForbiddenReligions>
				<PLACE-HOLDER>
			</ForbiddenReligions>
			<InitialCivics>
				<CivicType>CIVIC_DESPOTISM</CivicType>
				<CivicType>CIVIC_BARBARISM</CivicType>
				<CivicType>CIVIC_TRIBALISM</CivicType>
				<CivicType>CIVIC_DECENTRALIZATION</CivicType>
				<CivicType>CIVIC_PAGANISM</CivicType>
				<CivicType>CIVIC_ROUGE</CivicType>
			    <CivicType>CIVIC_SHAMANISM</CivicType>
				<CivicType>CIVIC_IGNORANCE</CivicType>
			</InitialCivics>
			<Leaders>
				<Leader>
					<LeaderName>LEADER_BARBARIAN</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
			</Leaders>
			<DerivativeCiv>NONE</DerivativeCiv>
			<CivilizationSelectionSound/>
			<CivilizationActionSound/>
		</CivilizationInfo>
	</CivilizationInfos>

i show you this so you'd know that the problem had been dealt with however i have no clue about script dependencies, you'll have to ask premission from the FFH2 dev team.(EDIT: no need to go for the FFH2 team now, right? you have been servedv :cool:)

I hope we would not discover that the barbs are getting techs through scripts becaus that would be a major clusterfu¢k for us, that would mean that the XML's "<DisableTechs/>" feature does nothing and would require even more revdcm\whetever_script editing, i hope that is not the case.

<filler>
 
Just wanted to say thank you Keldath for telling me how to change the plane cap, didnt affect my save. Your a genious, thank you soo much. I upped it to 5 and finally having a chance. Thank you again so very much.
 
thanks tuxu for the info,

il use the disable tech thing,

and thus, i have decided to bring back the building base religion foundation, since you guys say thay system worked well.

I saw this post while at work and was waiting to get back home so I can post and tell you that you've just made my day. ^^
Thanks mate!
:king: <- iz u

Check your PMs. :)
 

Attachments

wow.. ive been playing on prince level,

16 ai's, and just wow, i didnt realise i made the game so harm, im under constant attacks and barley can advance,

i gotta reduce the ai aggression!


LOL!
One game doesn't count...
I've sent a bug report to your inbox regarding the upload, i had an idea that might solve all of our issues with AI aggression.
PUSH THE BUTTON![&#9617;&#9618;&#9619;&#9619;&#9619;&#9619;&#9619;&#9618;&#9617;]
Naa, not really.
 
hey people,

just wanted to write you the stuff Ive been doing for next release, some of them i think, will improve the mod a lot.

-removed sdk code for forbidden religion
-added back religion system based on buildings, along with barb limitations.
-added revdcm 2.721
-reduced archers ranged b - make it so it cant kill units
-raised costs for important techs
-moved oil well earlier to compounds
-renamed a few techs
-changed slope mine (also shaft mine a bit too) to be more usful and mainly to be an alternative to mine
-added 30%+ combat against melee to all rifleman, musket,cavalry and CUIRASSIER units - they first gunpowder units must have an advantage against swords..
-changed values and parameters for most early ships with some of the modern ones
-changed speed values - mostly for wonder cost, unit cost and growth.
-religion techs cannot be traded,and hopefully - no religion choosing after one has been founded.
-fixed some text issues of religions
-raised a bit the horse appearance
-change some of the leader threshold for making diplomatic deals.(not many)
-reduced ai declare war probability on handicap
-change art for slope,shaft and grove
-removed 1 of the road type (the modern one) and moved road to invention - dont think that it was needed...right?
-added 3 more difficulty levels - with higher war probability
-removed all collateral damage to every tank type (except a few unique ones)
-removed city attack bonus form markv
-ai attitude towards stuff like close borders, same religion - all now have been changed to vanilla (much nicer leaders)
-reduced ai war declaration probability - instead as said - 3 more difficulty levels with less war.

and this is my current to do list:
-make a wall type building for rifle age
-add an artillery unit for mid tanks
-reduce ai trade gold for resources
-add a few techs before tanks mkv -to make the rifle age longer (ive been wanting to do this a long time ago)
-mix the promotions a bit
-add random events


i would be happy to hear what you people think of the changes.

thanks in advance,

kel.
 
-added back religion system based on buildings, along with barb limitations. Keldath, I dont think there's a prob with a barb holy city, only with the fact that they could research. If its easier for you to have them not researching in that way, so be it but bear in mind that there could be some very interesting scenerios with a barb holy city, firstly - all the leaders are at war with this city and secondly - if the *conquest Priority* of the "found religion" building is high enough there could be some cool "crusaders race" scenerio, I think that it has to do with <iConquestProb> or <fVisibilityPriority> but i haz no clue :rolleyes:

-reduced archers ranged b - make it so it cant kill units My archers at Mount&Blade may bag to differ. ;)

-raised costs for important techs Good.

-moved oil well earlier to compounds Great, it sould be visible to the AI so they can zero in on the resources and start fighting on them.

-added 30%+ combat against melee to all rifleman, musket,cavalry and CUIRASSIER units - they first gunpowder units must have an advantage against swords. I'm not sure... Early gunpowder units were quite horsehockey in terms of a face to face battle against cavalry or good moraled melee units for the reason that once you have shot the first volley you cant do anything for whole three minuts, the time that took to reload. so maybe they should get first strike and fortification (the F key, not the terrain feature) defence bonus increase instead?

-changed values and parameters for most early ships with some of the modern ones I always wanted an Ice-Breaker... I can model+texture one if you'd want to make it :mischief:

-change some of the leader threshold for making diplomatic deals.(not many) I saw your PM and hopefully ill get to it this week

-reduced ai declare war probability on handicap
-change art for slope,shaft and grove
-removed 1 of the road type (the modern one) and moved road to invention - dont think that it was needed...right?
-added 3 more difficulty levels - with higher war probability That's evil, in a good way :devil:

and this is my current to do list:
-make a wall type building for rifle age
-add an artillery unit for mid tanks(maybe just a mortar team?)
-reduce ai trade gold for resources
-add a few techs before tanks mkv -to make the rifle age longer (ive been wanting to do this a long time ago) I encorage you to do so with all the ages^^, I mean think about for how long people have fought with clubs only then swords only, after that came the knights, the ships ect. and all these ages took a while ;)

-mix the promotions a bit YES! Finely I get my Blitz workers!! we will shuvel our enemies to death! Muhahaha! :crazyeye:

-add random events Do you know in what file the rand events scripts are? i think this will be a great study case for my py attempt because they're suppose to be so small


i would be happy to hear what you people think of the changes.

thanks in advance,

kel.

People who still think that the leaders are too hard, please play on chiftain's level. :\
 
hey,

30% is too much you think?

im not sure about first strike since that it will apply to any attacking unit - and i want gun to be Superior to swords - footmans only - since riders can get to them fast before reload right?


i have completely changed the structure of the area techs between gunpowder to mech warfare tech (first tank), ive added a few techs in between and besides, rebuild the entire tree there, in order to prolong the gunpowder era. not sure what to put on those techs but..we'll see.


the event are located in the event folder under the xml,
i think when making an event people aded the scripts to the random event python in entrypoints folder under python folder.
 
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