Doto [AdvCiv ModMod]

I just thought that @ChrisLV might want to double-check that he has enabled the right options. "skip combat animations" isn't what the option is called in BtS or Doto/AdvCiv – indeed they're really two options –, so that made me a little suspicious. But it's quite possible that he meant "Quick Attack" and "Quick Defense" by that and, with those two unchecked, combat animations should work. If you can't get combat animations to appear through those two either, then apparently there is some other problem. I don't think there's anything on the BUG menu dealing with combat animations (apart from nuke explosions).
 
@Castor_Troy
hi ,
thanks for the post.
actually i sort of implemented a very similar system as you describe, in my previous version of Doto 1.13.
though only for ranged attackers. each unit had 3 points of attack. each attack , drained one. on the zero the unit could not attack and had to wait for the numbers to replenish.
each none attack turn of a unit, would have risen the score by 1, i think it worked well. but then i decided to implement true ranged attack.

@ChrisLV
hi,
i usually dont play with the animations on and such.
(though in my last game , i turned it on actually).
try to see if what @f1rpo wrote might help.

if not,
try to rename this file -> CivilizationIV.ini (under documents folder something, you can access the path through one of folder links in the beyond the sword folder).
when you load the mode, lots of the options should reset .

if that doesnt help, write me back here.


@f1rpo
oddly, i missed the post from Chris :)
 
so,

i have been thinking and thinking:

- a building build tree progression,
i wanna have a building path that a player will choose from, building A OR B, lead to building path C or D.
how? i had a code i did that check if a building was built, another building cannot be built.
how the tree will show up? hack. have a promotion upgrade tree to show the paths (using promotion dummies to show the relevant building info.
would add more strategic path and city building specialization right?
- been reading more on combat, seems alpha centaury had something good, damage to all units on a tile , regardless of the unit count.
in civ4 implementation -> each unit will have collateral damage. the damage amount will vary from unit strength.
range units will be as they are now in my mod , or will simply have a stronger bonus to all units.
maybe add a total tile strength bonus? number of units?

tell me your thoughts.
 
- a building build tree progression,
i wanna have a building path that a player will choose from, building A OR B, lead to building path C or D.
how? i had a code i did that check if a building was built, another building cannot be built.
how the tree will show up? hack. have a promotion upgrade tree to show the paths (using promotion dummies to show the relevant building info.
would add more strategic path and city building specialization right?
I don't really like the idea. Why couldn't a city have both a Factory and a Theatre (for example). Too artificial for me. Would work in a fantasy mod where you have to choose between Life and Death, Fire and Water, Air and Earth elements.
Or... maybe you just need to give a good example.

- been reading more on combat, seems alpha centaury had something good, damage to all units on a tile , regardless of the unit count.
in civ4 implementation -> each unit will have collateral damage. the damage amount will vary from unit strength.
range units will be as they are now in my mod , or will simply have a stronger bonus to all units.
maybe add a total tile strength bonus? number of units?
Collateral damage to all? Nah! I wouldn't want that.
 
Keldath - Could you please tell me a little more about the No Ranged Collateral in the set-up? Obviously, it is no doubt pretty straight forward in that catapults, trebuchets, cannons, artillery, tanks, and maybe even Chokonu, do not do any collateral damage, (though siege must still be fully able to reduce walls to zero effect, I suppose). But you also added that it may be overpowered. I suppose this might be because the AI may not know how to handle this effectively. So I wonder, have you or any of Doto's players used this set-up in game before? And if so, I wonder if you could possibly provide a little more insight as to how you think it plays out in game. Btw, I've always wanted to try something like this. I've played the Reimagined mod, which nerfs collateral and siege damage to a degree as I recall (I last played it a few years ago). I'm planning to play that mod again soon as well. Anyway, any further insight is much appreciated. Thanks.
 

<Nexus>

well just theories for now.

Conqueror Worm

hi,
im quite fond of the system in reimagined. i thought of using it. though i didnt like they took out the actual siege units.

No Ranged Collateral,
its basically a relic from my previous iteration of the mod version where i used another system. i felt like leaving it as an option.
i figured. ranged units, cannot be harmed when they are striking other units. unlike normal battle.
so , i decided to give an option to make is so that ranged units wont have, collateral damage.
cause it would make the ranged units the best units to buy and spam.

im always convoluted about ranged implementation in my mod.
 
@f1rpo and @keldath, thanks for the tips. I did indeed have quick attack ticked, and now that I've unticked it, animations play when I attack. However, I didn't have quick defence ticked, and my defending animations still won't play, so I'll try resetting my Civ4.ini file to see if that works.
 
Thank you for your reply, Keldath. So I got it backwards. It's not that ranged units do not cause collateral damage, but that ranged units do not receive collateral damage. That makes sense from a realistic perspective, though it's not what I was looking to achieve. I was looking for the opposite, as when I play on a high difficulty I find that the best strategy when I am outnumbered by huge stacks is for me to simply vacate a city, let the huge AI stack take the empty city, and then retake the city with my siege units leading the way, thereby easily destroying an enemy stack that would otherwise be nearly impossible to defeat. But I find this method to be quite the exploit, so I was thinking to try to remove the collateral damage caused by siege units. Don't know how that would really work out for the AI though. One option is for me to simply not allow myself to use siege units except maybe to reduce walls, so maybe I'll just try a little self-limitation house rule in that regard for my next game. Anyway, thanks for the clarification.
 
@Conqueror Worm
Thanks for the info.
Let me please ask you this.
What do you feel would make things better?
You can form a suggestion that you thing would work for battles and u can implement it.
It can also be optional for choosing.

Im always up to improve or change what i have at a given version in terms of better combat.
 
Thanks for the kind offer, Keldath, but I will need some time to think about that. Maybe I should play a little of Reimagined again to refresh my memory with how that worked. Right now I'm in the midst of an Emperor level game where I am simply not allowing myself to use ranged units. I'll get back to you if I can come up with anything that might possibly be worthwhile.
 
@Conqueror Worm

ok friend, thanks for stopping by , enjoy your next game.

one more thing,
i rechecked my collateral damage code, what i wrote you sounded odd to me.
turns out, what the option does is to deny collateral damage from ranged units to CITIES , if a city defense % exists. like walls and such.
i forgot that :)
wanted to reduce to over power of ranged units vs cities.
 
OK, so on quick attack and defence, I've unticked both, deleted my ini and started a new game, but I'm still getting the combat animations for attack only. When I defend, it's treated as a quick defence regardless of whether the box for that setting is ticked. Is there an ini file somewhere where I can set quick defence to false/0?
 
Hi, decided to try this even though I was sceptical about Advanced Civ. Got some questions:
  1. Why the hell Granary is enabled only by Corn?
  2. Did you backtrack on implementing Mylon's Enhanced Sized Cities?
  3. Why is there so few buildings to raise population limit?
  4. Why hills get extra commerce that stacks with rivers!? Mines are already the most OP early improvement.
  5. Is culture cost for the first expansion so high to make religions better?
Also, you've got a copy of CivicInfos in GameInfo, depending on alphabetical order it could override the original.
 
Hi there,

Thanks for the feedback first.

1. Cant recall,its been many years. But ill be happy to change it in the future version.

2. What do you mean?
I had mylon's on a very early version of the mod. I found it to gravely unbalance the game.

3. Pop limit is a mod i merged long ago as is.
Personally i didnt play with it. Ill review its buildings for the future. Thank you.

4. I assume i changed it due to some economy mitigation i tried to do at some quick and dirty changes.

5. Not intentionally. Suggestions?
 
What do you mean?
I had mylon's on a very early version of the mod. I found it to gravely unbalance the game.
CultureLevelInfo still has Mylon's iCityRadius tag. Actually, it would balance in favor of investing in Culture - could have been an alternative to Golden Age from culture. By the time you would work non-resource tiles from 3rd/4th ring cost of growing a pop would become high enough to make it not OP at all, meanwhile helping AIs whose settling is atrocious.
Pop limit is a mod i merged long ago as is.
Stonehenge raises population limit by 10 alone, while non-wonders can raise it by 8.
I assume i changed it due to some economy mitigation i tried to do at some quick and dirty changes.
It is dirty, alright. Mitigation of what?
Suggestions?
Divide it by 10? At least 5. I can understand design behind postponing second ring, since non-creative AIs originally didn't consider what's in the second ring (and looks like they still don't), but 120 at normal speed is huge even if you get 4:culture: from monument, missionary and library.

Just remembered, font icons also look deformed. And food, hammer and commerce icon shadows are too heavy for my taste, even though I'm a big fan of this set. You can ctrl+C and ctrl+V between 2 instances of Font Editor if you decide to fix it. Religions with non-transparent background like Zoroastrism are especially bad.
 
@Mr Smith hi

Mylon -> you really feel that would be a nice addition?
i dont mind adding it if you want.
FYI, im my latest dev i added a proper excess happiness based golden age.

Pop limit -> okee, ill look for more ways to increase it.

It is dirty, alright. Mitigation of what?
in my tests , while back, there were money/maintenance issues, so i added some in some parts.
i will remove that according to your suggestion.

culture, will also consider that. good chance i already updated it in my latest.

fonts -> could you point me to what do you mean? maybe a screenshot?
i can try to improve some.


thank you so much for the lovely feedback.
im on a modding break, but ill get back to it soon.

cheers.
 
Mylon -> you really feel that would be a nice addition?
i dont mind adding it if you want.
FYI, im my latest dev i added a proper excess happiness based golden age.
I do, but since it's a way to make culture more attractive, it's better off locked behind an option. Same for yet another source of GAs.
Then again, as a multiplayer person I'm not very interested in AI mods. Yours is ambitious and nice, but not refined enough as shown by population limit.
So I don't really want it, but I recommend it. It can be a deal breaker for players who are used to it. Less stress from ophaning resources is great and AIs' terrible settling can be at least redeemed by unlocking 3rd ring. Naturally, it also needs adjusting the settling spot formula, but even I managed it and I know nothing about C++.
in my tests , while back, there were money/maintenance issues, so i added some in some parts.
i will remove that according to your suggestion.
Honestly, extra commerce on city plots also feels terrible, since you can multiply it. You would be better off adjusting the maintenance formula itself or just WorldInfo values. Here's free insight - shift it into upkeep/pop in UpKeepInfo, it's also a powerful tool to balance strong civics. It's supposed to rely on higher improvement/terrain/specialist yields.

On the topic, I came to enjoy extra 1F1H1C on city spots instead of 2F1H1C minimal, it adds variety and compensates for settling on any resources (AIs still do it). In History Rewritten they only provide 1 extra yield on tile and 1 extra with an improvement, so that's a half available immediately.
fonts -> could you point me to what do you mean? maybe a screenshot?
i can try to improve some.
1727769554443.png
1727769611723.png
1727769658118.png

Compare with
1727769812643.png

And check how Zoroastrism looks in the scoreboard, alpha channel shades are screwed up.
Also here's unshaded yield set to consider (\Assets\art\interface\symbols\).
 

Attachments

Hi all, can anyone tell me what thsi mod does and what does it do compared to Realism Invictus? Short explanation is fine. This mod only focuses on AI/expanding AI capability?
 
Hi @Zomgy ,

My mod theme is being close to vanilla in terms of structure. To be honest, surrounding the tech tree mostly.
Aside from that, i added a substantial amount of game mechanics that will make the game more rich with gameplay features.
My mod is built on advciv, which is an ai focused mod. Do im using the best ai code for civ4 with my own enrichments.

RI is a larger mod as you know and highly polished. But the theme is similar. Keep things normaol and not bloated.

Many of my features are unique, such as city states, my civics and other. Some o refined with my own ideas.

My mods art is not perfect, youll see buttons that repeats and such.
I didnt invest in it cause my goal was to keep the mod on lower memory usage and to keep it light in size .

Download it and check what uts got.
Im open to any feedback.

Mr Smith
Thank a lot, ill go over and reply.
 
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