Doto [AdvCiv ModMod]

thanks :)
glad to hear.

it only took me 7 years :)


anyway - tomorrow ill upload a new version.
the cool thing is that i use the same core for both ,y barsoom mod and doto and sotm2,
so im adding mod parts to all three at the same time (with a bit variation).
so tomorrow im updating both mods with some sdk parts.

:)

ty drak :)
 
hey all,

doto version is ready to be uploaded,


changes made:

1. added 4 sdk mod parts:
- jculture and improvement mods
- mountains back to service
- fresh water mod
- hated civs (not yet implemented)

2. lowered barbarian power.

some units cannot go on mountains.


link will be available later on today ( 12-07 ).
__________________
 
hey all,

doto version is ready to be uploaded,


changes made:

1. added 4 sdk mod parts:
- jculture and improvement mods _details plz :)
- mountains back to service usable mountais?
- fresh water mod - oasis/lakes?
- hated civs (not yet implemented)

2. lowered barbarian power. - YAY!

some units cannot go on mountains.


link will be available later on today ( 12-07 ).
__________________


nice Keldath, will check it out when I get time.
 
hey all,

version doto 1.4 is up:
http://forums.civfanatics.com/downloads.php?do=file&id=8170

drak,
jculture and improvement mods - is a set of mods that apply some rules to improvements.
in this mod youll see that fort have cuktule borders, and you can build one next to the other.

resh water mod - it allows chosen improvements to give fresh water at a chosen radius (also not implemented - maybe i shouldnt have written it - i use the code for barsoom).
 
hey all,

after getting thi smod to be very stable,

ive decided to develop the mod more, im adding new mod parts, and soon ill ad a lot of platypings python things, a lot of buildings, traits, proms, and his cool mod parts.


***

well im working hard on the next update - im adding platy python wonders and projects,
it takes time cause theres tons of them.

i wish someone could help me..:( its really easy work, just takes time.

****
adding tons of python wonders.. wow theres a lot and i cant stop adding :)
 
@gfurst,
Unfortunately you hit the peak download time for atomicgamer. This morning it took me (on a wireless IP with less than 2 MB speed) about 40 minutes.

JosEPh
 
hi wolf,

no dear sir, at one time ive made a world map for the mod, but other then that i ddi not create a scenario.

soon ill begin work on a scenario mod of american civil war, and ill introduce many of doto ideas into it.

if you want scenarios - there are many good mods - like travel through time for instance.
 
I downloaded the mod yesterday and played a couple of turns.
Barbarian uprising is still very "tough" as it comes really early with massive numbers (around 8 units mixed between archers and warriors with tons of promos).
There is also one thing that I can't find in the Civpedia: what civ discovers which religion. I was playing Brennus on monarch and someone took druidism 2 turns before me but i couldn't guess who were the possible civs to do that.
oh and thanks again for all the work you're putting into this, I left Civ5 BNW for it ;-)
 
hello my friend,

yeah i know the barbs are hard with that platyping pesky barbarian mod - i think i lowered it much, but i guess i didnt fully understand how to make them more logical, more research is needed, if you gonna start a new game you can:
1. turn off barbs
2. edit the python file peskybarbs.py for its values.

as for religions - yes - i had it writted down somewhere - i can remember where - it was in ol2 in one of the versions, ill try to check for the text. anyway - you can learn ingame what religion your civ can learn through the tech tree - since the techs with the religions you cant learn are marked in a red color - and the religions that belong to your civs are regular studiable techs - take a look at it before you beging advancing ingame and see what path you need to take in order to get at least one religion.

civ5 bnw? that bad?
i wondered if i should try it, but i dunno, civ5 doesnt feel right i think, its less civ atmoshpere, nothing like a good stack of doom :)
also, i think civ4 graphics, are way better and fun like, more colored and vivid map.
and above all - civ4 has endless replaybility due to this massive modding community and the abundance of new ideas.

:)


****
so about new version - i got over 50 wonders and projects made by platyping (python based with cool effects).
if you people have more requeasts, mods i should put in, units i should change and what ever comes to your mind , feel free to tell me.

for now im focusing on my new project - ttt:american history mod.
(when i finished barsoom mod i thought ill have time to play, how wrong was i...)
 
Take note that when you add too many wonders at 1 go, it boosts industrious trait indirectly.
And of course, since wonders and projects are my earliest works, some of them may not be up to standard.
Those that made it into the terapack are the ones with minimal performance issues because no turn checks or no python callbacks etc
 
well, i tried to add "safe" wonders".
the terra pack was a bit hard to merge since i want to hand pick the wonders.

i ran a few test games, had 2 python errors with 2 wonders - so i removed them. other then that it seemed i merged good wonders :)

thank you platy for the interest.
 
Wonders that don't generate errors do not mean they are good for performance.
They may still involve tedious checks.

Certain wonders conflict with each other.
Placement of code orders also affect end results greatly.
That is why separating python in modules is suicidal.

Gigapack arranged them in order they should be to be logical and provide additional codes for conflicting ones
 
mmm...
so you say to me.. better to merge the gigapack then sperate ones?

i guess i can tell which wonders wont check every turn, i can take those who ad stuff, like more that more this, simple coded ones .
the gigapack i think is harder for me t merge with your uuuu, maybe ill check it out again.


il try to tell you which 2 wonders errored :)
 
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