Doto [AdvCiv ModMod]

well i did a couple of test games.

im going to change some ranged attack code.
i feel the ai makes siege units the main part of stacks.
need to tone down some of the code.
its not too bad, ai did some nice stuff i must say.
but i saw some over usage of siege units.

also some other tweaks to civics.

also -
im thinking,
maybe i should make missionaries with hidden nationality?
not to be dependent on open borders for religion spread?
 
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also -
im thinking,
maybe i should make missionaries with hidden nationality?
not to be dependent on open for religion spread?
Doesn't it mean barbarian and always considered as an enemy?
 
Yeah your right,
I should have write, invisible.

I found religion spread isnt high and i dont want it to be dependant on open borders.

So, i think, making the missionaries roam free,
Would allow for some religion gameplay.
To compansate, ill increase religion decay.
 
You could rather increasethe chance of religious buildings (temples, monasteries, etc) spread rate. I think it's 0 for those in BtS and only shrines are spreading their religion.
 
Mm ok ill take it into accout, interesting.

Ty
Rom-AND/CoM (and probably many more) have it that way and it works pretty well. Religion is spreading through trade routes and often there is little or no need for missionaries.
 
Well,
Im having my first successful game in doto.
But thats cause i made some code changes to ranged immunity, which made the ai some what weaker.
So ill have to revisit it.

Also, i found that there are almost no health or happiness problems. Ill mend that also.
 
hi all ,

92 downloads for doto 110, not bad. better then i expected.

anyway:

Doto 1.11 is here :

- updated to advc 1.07
- removed super forts - too much code that slowed game down.
- re added culture control
- new logic for bonus / terrain unhealthiness (will affect only if the city works the tile its on)
- removed bonus converter code
- remove dom pedro maintenance tags
- tweaked some city states stuff
- reworked ranged immunity code - mostly on importance of ai build siege
- some bug fixes

link on the main page.

thanks to my mentor, the one and only, f1rpo.
 
Hello! Dodo is throwing me a GFC error. I had the same error with AdvCiv but got it working by moving everything into the steam common>BtS>BtS>MOD folder.
This is not working in your mods case. Also tried running it from the Documents>My Games>BtS>Mods folder to no avail. Not sure if it matters but the only other mods i have in my folder are AdvCiv 1.07 and Invictus
 
Hi there,
The error is due towrong path.
Iassume you extracted the zip like
/doto-1.11-ready/Doto...

The mod folder must be like this:
/Doto
Under doto, make sure there isnt a double folder.
Which means that under /Doto you need to see Assets, private maps, settings, resource ..etc
Some files- doto.ini, doto.icon ..etc.

Place the mod where you got the gfc error, it means the location is right.
 
One of the paths in Resource\Civ4.thm is incorrect ... This one.
@keldath: I understand that you include the version number in the mod folder name during development. I've been wondering if that can't be avoided somehow as renaming the folder (for a release or for the next internal version) is pretty tedious and error-prone. I think there are 7 places where the name needs to be changed: The actual mod folder, the .ini file, Art\Interface.xml, two in Civ4.thm and then, for development, in Makefile.settings and in the .ini file used for debugging.
 
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