Doto [AdvCiv ModMod]

Hi @<Nexus>
Sorry, was busy RL.

So, i dont mine chatting here,its fine. Nothing interesting else is going on here anyway:)

So, anarchy,
I have a vague memory on it.
Didnt i add an xml entry that manages it?
If not, we just need to add a line of code that sets the anarchy. Ill revisit the code today i hope.
 
Hi folks,

In the passed days i came back to continue my v1.14.

Im trying to adust the ranged attack.
Changing ai code and more.
Its challenging, but i hope to get around it soon.
Also helping out my dear friend <Nexus>.
 
if anyone likes to,

here is a beta of Doto 1.14:

there will be a formal version later on.
there are many changes.
 
im still here, adding stuff from advc, running ai debugs and fixing.

ill release when im positive i covered as much issues and asserts as i can.
pretty sure version 114 will be the last for feature wise.
just fixing every x months and advc updates,
 
erm... why am i getting sent here when i try to download the file?
 

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download link fixed , i hope:
 
So,
Im gonna do some features for realism invictus i hope and might add them to mine as well.

Anyone has some suggestions for a cool feature?
I was thinking around city development.
Improvement that are district like?
Wonders on tiles?
Building tree? (Something i had in mine, meaning you can build building a or b but not both).
 
Request: Civic requires X tiles of terrain. I'm thinking about some legacy civics, like Beduin, if you have a lot of Desert tiles in your starting are; Eskimo, if start in Snow terrain; Mare Nostrum, if you are by the sea. It doesn't have to check it every turn, only before adopting. So you may lose your desert tiles but can remain a beduin. After all, you can reconquer that area a few turns later.
I hope I got you hooked 🙂
 
hey,
nice idea. not hard to apply :)
ill add to my list.
buddy, what do you think of my civics ? would you mind giving an opinion and check it some?
I wanted but I had no time to check them :blush:
I didn't even have much time to play/mod my own mod these days :blush: :blush:
 
Got ya man.
My fire for civ4 is back.

So,
Doto 1.15 in progress:
Extended unit cap -> per domain .
New golden age game option, based on excess happiness in the empire.

Im thinking on bringing my long tech tree which i was super happy with years ago.

Thinking about:
Health exess and threshold for some benefit.
Evolving traits per leader
Wonders on land
Building path choices.

---
also, i have been thinking about stacks of Doom, 1upt, the new civ7 commander mod (which is quite interesting).
i wrote down all of the ideas to make it better in civ4:

- same unit stack type: a stack will only be able to be a stacked with of the same unit type.
each unit will basically merged with the lead unit and get a stack id , where the strength will summed together for the stack strength and all the combat calcs.
another take is that a unit can be merged up to 10 times with another same type unit.
for example a warrior with 1 strength moved on another warrior . it auto merge them into a warrior with 2 strength.
up to 10 times.
all units will have a tech rank, a unit with lower rank will suffer penalties X the stack merge that unit has.
- no heal on war time / near enemy units
- limited stack sizes?
- limit attacks per stacks? 20 units, only 10 will be able to attack.
- stacks cannot be broken? once a unit is stepping on another, it is permanently merged.
- limit attack from tile / to tile ?
- attack points vs player -> each player will have a pool of attack points vs another player.
can be based on different parameters like resources, espionage size , culture and more.
each turn it will accumulate more points up to the threshold.

more ideas are welcomed.
 
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