Doto [AdvCiv ModMod]

Well,
Initially,i think ill dry merge stuff,
More like the structure of hr.
Il start off tgectechbas mentioned.

Moat of my stuff are the vanilla content.
I dont mind replacing and removing my changes.
Hr has a design im very fond of.

The civics / tenets,
Thats more complicated and heavily relys on hr python.
Meantime ill keep my civics and government (which i want to grow more).

I think hr can be my goto goal along with my doto.
As i go i can adopt more and more, via dll instead of python.

But , gotta start somewhere...
So tech and natural wonders.

If you want to help on xml merges, im on board with anything you suggest on my xml schema. And we can discuss what to keep from mine. (Im not attached to my current).
 
Natutal wonders,
i will add them in the next 2 days or so and look at the movies.(send me the python you merged and where did you place the files of the mod).
I merged platyping's stuff:
And here are the python files I tweaked:
i am looking at HR often, even yesterday, went over the code.
its really , amazing the amount of work xyth did. the amount of code he wrote, wow, impressive.
Yeah, I also love and envy a lot of things in HR. Especially it's Tenets system.
I can't recall why I chose to mod AND2 and not HR back than... Probably AND2 had more stuff I liked and was more stable at that time (on my old pc of that time).

I wonder if you really gonna merge HR and Doto what will CoM have in its AND2 core that this new merge won't? 🤔
I may even decide to rebuild CoM2 on a New ground 🙂

I remember you wanted to rename Doto some time ago. This new merge-mod will certainly need a new name. Maybe:
Dawn of History
Down the Path of History
Advanced History Rewritten

This last one doesn't sound that cool, I admit but I'm just brainstorming 😁
 
Oh, and about my trouble with Natural Wonders: I have also asked about it in Quick Modding Questions:
If you want to look at that too.
 
Hey,
Yeah the tenets are very cool.
Yet, complex.

In my view, advciv core has the best code, the best ai and more and its light.
And2 has loads of possibilities to play with.
Buolding ftom grounds can be hard but dooable, i did it.

You got good memory,i was thinking of a change.if i will succes with porting some hr, than i should and would rebrand.

Yes saw the post you did. I read most of the stuff on civ4 threads ;)
 
@Mr Smith
Hey,
Well, i merged the hr tech tree to doto.
Used some python scripts to help me with it.

Im positively thinking to merge most of the xml to doto.
For now, im using my units and civs.
Next, i think ill try to use the buildings.
Its hard to do it on my own, every once in a while, im thinking, maybe ill just stick to my mod.
 
Its hard to do it on my own
Well, list new tags and I and probably Fester can handle XMLs. I changed a lot of buildings and units, would like to keep it in the new version if possible. Is DOTO order-sensitive? I know C2C made order of tags in XML irrelevant, but maybe F1rpo hasn't picked up this convenience?
Well, i merged the hr tech tree to doto.
Are they exactly the same? I wasn't satisfied with pace and made later techs about x1.5 more expensive.
 
My xml schemas are all set to optional tags.
I took the tech as is , it can use your file just the same.

A lot of the xml conraon stuff for the various special python scripts.
I dont want merge yet all of these specials.
Just for now, vanilla features to my xml schemas.
Id civics id like to keep.
Later ill create the needed code in the dll.

I guess my doto schema new tags, can wait. Stuff like civic tags post merge.
 
@<Nexus>
Hey buddy,
Fi
Funny you wrote,just got back yesterday to do some modding after a while.

Had real life stuff plus some civ 7, wh3 ttw,
Sleep and my usual nodding breaks.
Still trying to finish one civ7 game.
But i cant get around how i dislike the ages.
Bang,age ends,bye bye conquerored cities.

I saw you have been busy....
 
But i cant get around how i dislike the ages.
Bang,age ends,bye bye conquerored cities.
Yeah, it's...
For me Civ5 was: "Oh, I love how the map looks with the clouds and the diplomacy screen is finally looking right but... 1UPT? No! And in general too simple for my taste. "
Civ6: "Has some really good ideas I want to adopt to my mod and I love the music! But... It's too board game-ish. "
Civ7: "What?! It doesn't look like Civ anymore! "

There are a very few good ideas in it though: I like the city and towns concept.
Do you think that could/should be adopted to Civ4? I already thought about it a lot, so I'm just sharing my brainstorming:
Cities could become Masters or Satellites (maybe with better names?)
A Satellite city sends 50% of its :hammers: and :commerce: to the Master city and also 50% of its surplus :food: (so it can still grow just slower).

What do you think?


I saw you have been busy....
Not as much as it may seem :lol:
 
It took me 10 years to try civ5, only in mp.
I found it to be,not bad, but, sometimes dull.
But i liked some stuff there though.

Civ6, well, if it had great ai, i would have stayed with it, but no source code, no ai...

C7, an animal from another world.
Cant say i dont like it, its not civ to me. Its some copycat 4x that has great art.
Some nice , not well implemented ideas.
But, i still find myself playing more.

I like:
City cap
Cities and towns, i havnt decided,for now it feels like towns are there to o make money. But i feel an urge yo have them all as cities.

1upt,
I dont think that is the right method for civ.
The clog on the map is ridiculous.
Even with the new commander.
They should made stack of doom limit,
Humankind style or,
Heroes 3 / total war, quick tactical and abstract battle. H3 today is loke 2-5 battle.
Total war style,you only have armies with limited support and size. Its the best.

Adapting towns, dunno, hard task with many aspects and balace work .
 
Small Doto update:
I had to rebuild the gorenment screen.
Since both normal civics and gov will start anarchy on revolution,
I had to find a way to allow the human player to select both governments and civic, from 2 different sceens without each triggering a revolution.

So, i build a middle man screen that will have to buttons for each screen. Only there the revolution button will exist.
Allowing the human to select all civics and then revolution. Like the ai.

Im becoming an expert on the construction of screens :)
 
yes!!! tons of hours, but i nailed it!

1. main screen: display correct selected civics.
leads to:
- government civics
- regular civics

2. government civics : parent 4 civics dependent on it : 2 choices per parent government.
change is capped per era changes.
each civic has its own cap.
if the government cap is maxed and the others are not, changes can happen under the current selected parent government.

selection of a parent auto selects 1 child civic per civic option.
selection of a child that its parent gov is not selected, auto selects the gov parent and the second child civic.
to avoid miss matched selections of cross govs and children civics

3. regular civic screen:
works the same as normal game civics.

revolution can be started only from the main scree,
buttons changed in the sub screens.
added a reset civics button to selected.
prev button changes to last selections.
(easier control).

AI code is written with care for every detail.
it will evaluate groups of civc government parent and the best child civics it values.
with a score compared with all 3 selections.
lots oof accurate ai code to try and mimic the human interface and behavior.
single civics evaluation works as normal to handle changes in already selected parents but changing between the child civics. same as a human.

i wasted unbelievable amount of time on this "simple thing" and ive written mountain of code everywhere.
but, had to make it work.
simple things, can come with a world of code.

@f1rpo i did it :)

main.png
gov.png
civics.png
 
Agree with <Nexus>
Do I need a clean install for the update?
Or is extract into the mod folder ok?
 
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