Doto [AdvCiv ModMod]

Okay, I'm still playing with 1.5 and I have this bug that's only appeared recently:



Basically, whenever I go to city view, I can't get out of it. I can still click on units and other cities, but that city interface is always there. It's gone when I restart the game, at least until I double click another city.
 
Pilotis

1. yes, totally what im thinking bout.

2. sure, fell free to do that.

3. :)

4. i know...but still...

5. humm...interesting, what do you have in mind? i tryed to make it as an "eye candy" to attract players to play it...

man if you have anymore ideas, fixes additions, feel free to post me, heck..feel free to what ever you think is right, im all for it buddy.


zulu,
if your still with 1.5,
try to replace the python files with those form v1.6,
not sure it will be save compatible, or v1.5 compatible....
but ive fixed it for 1.6 anyways...

wohohohoh mama! 93000 gold????? its insane!!!! in 1.6.......youll be poor!
 
keldath

you have a great mod here and i like how there isnt a billion techs to research that you get overwhelmed by the material, but i do have a little criticism/question

I was in the 1700s while I was taking out the Spanish...Isabella was getting annoying b/c she kept warring me. all of a sudden i discovered like 5 of the discover 'religon' technology and then my big happy cities became small and unhealthy b.c of the effects of the +1 unhelathy and unhappy thing. i had the techdiffusion mod on and i was wondering if there was a way to stop that from happening without turning off techdiffusion.

Other than that, great mod!!
 
rhythme and d.jays....like your name :)

thanks for the comment,

well, it was the first version that i added the new religion techs,
so any comment would be accepeted,
i think i indeed over-rated the negetive values there...

you can change it through this file:\overlord2-v1.5\assets\xml\techs\civ4techinfo.xml

there, just look for the tech say druidism, ,
look carfully - see that in this line <description> it says druidism, and not
<description>txt_key_.........

its important,

then look for this <itrade>
<ihealth>
<ihappines>

these three lines - change them to the values you want = 0 or 1 or what ever you wish.

:)
have fun.
 
How to turn other mod options on? For instance civcustomiser? old method doesn't work...(globalalt 0 to 1 ....)
 
thanks for the quick reply :goodjob:

and thanks for the name compliment...just a person who loves music :D

i was also wondering why there was no trade going on in the mid-late game...no trade routes
 
OK, while looking through the 17 resources I've got to add to Genghis Kais map, I found some implausibilities:

1.) barley is used since almost the last ice age, and was the first grain to be farmed. Compare this with wheat (which was cross breed between 7800 BC and 5200 BC) and rice (oldest founds from 5000 BC), and there is no reason to have barley show up with biology. Maybe give barley just a +1 food value (its not as important as wheat, rice and corn), but allow barley to significantly increase the bonus of a ranch (its used to feed cattle) AND add in a brewery (using barley, whine or sugar). ^^

2.) natural gas is basically methane with some impurities. IMO the two resources should be made into one, or at least should be used almost identical. To have a natural gas plant AND a methane plant seems ... redundant. Also all those mechs could use natural gas as well.

3.) coal, oil and methane/natural gas can (partly) be substituted for each other. Though it can be rather uneconomic to do so. Maybe include buildings that can change: coal to oil, oil to gas. Afaik its not possible (nor does it make sense) to change oil and gas into coal. A third building (gas to oil) might also be possible.

4.) kelp and coral. Fishing boats get 1 fodd and 1 coin out of kelp, sea farms 1 hammer and 1 coin. Does this make sense? Also, why does a sea farm get 3 food and 1 coins from coral? Shouldn't that be either money only (coral as a luxury resource) or a complete mix (coral as luxury, building materials and fishing place)?
 
K.
I've made the discover_religion buildings obsolete with the discovery of the relevant religion tech.
(In the game I'm playing it didn't work for Hunduism - I assume because I discovered Hinduism before I changed the xml, although I might have expected the discover_hinduism building to be obsolete and not available when I reloaded BTS-OL. Probably my ignorance.)

Anywayyyy.....I tested it with worldbuilder and it seems to work O.K. with new games.

But the 'poedia' doesn't pick up 'obsolete with Hinduism' for building 'discover_religion6'.

Then I also realised there's a whole other set of 'discover_religion' buildings entries hooked up to 'TECH_RELIGION_FOUND'

<TechInfo>
<Type>TECH_RELIGION_FOUND</Type>
<Description>Religion System Tech</Description>
<Civilopedia>this tech is essential for my religion system to work - its unbuildble - not to worry - your not missing anything...</Civilopedia>
<Help/>

Yeah! <Help/> is dead right!! I don't want to mess up. Do I need to also work with these entires ? How does this work ?
Brain-tangling...... (Shoot! This is FUN!!)
 
Hmmm. Why can't I build caravans? Especially if World wonders are limited to 6 per city, it becomes important....

EDIT.

Nope. can't figure it out. (Duh!)
 
Bastian-B. Good stuff. It would be good (essential?) to build your rational thinking into Keldath's mod.
 
Well, input needed for the giant map. Atm I planning on adding the following resources worldwide:

natural gas (land): 27
rubber: 38
sulphur: 50

barley: 46
potatoes: 32
salt: 21

coffee: 26
cotton: 26
fossils: 25
hemp: 25
lemopns: 33
olives: 17
tea 35:

Any thoughts on that? The more troublesome part is in the water:

On the original map there is approx 1 resource per 6 land tiles (1250/7180). In keeping with this a general amount of 3150 to 3800 resources would be ok. So the oceans should get between 1275 and 1900 additional resources.

coast based:

pearls: 25
methane (sea): 150
coral: 100

ocean based:

kelp: 500
fish: 500

Are this usefull assumptions? And ... do we need fish and kelp in the oceans? Or would it be enough to place some kelp in the closer proxity of the continents/islands?
 
Hi B-B.

I confess the numbers mean little to me - I'd need to use the map to be able to give useful comment. Your reasoning sounds good.

I never did really understand why oceans had all that stuff in. Looks good but doesn't help the gameplay.

Sorry I can't be more definite. Hope that helps a little.....
 
Hmmm. Why can't I build caravans? Especially if World wonders are limited to 6 per city, it becomes important....

EDIT.

Nope. can't figure it out. (Duh!)

O.K. Got that one too. Did a 'compare docs' with another mod and all was revealed. I sub'd TRADE_CARAVAN for CARAVAN in Civ4unitclassinfos and CIV4unitinfos and now I get caravans !!! (I also took off the maxplayer restriction - if your big cities can only build 6 Great Wonders then I think this is fair)

Anyway, let me know if/ what you want Keldath.

I think 'Freight' worked O.K. but I'll check......

EDIT

Looks O.K. The naming convention looks right this time.
 
krushyn
your right, i took out custimiser and changer at the moment, due to revdcm mod...

rhythmandjays
what do you mean by nio trade routes? where in midgame?

im into djs and such....:)

Bastian-Bux ,
well, i totally agree with your logic,
the resources, is the same since overlord 1.......i never did get to tweak its values much,
thanks for all the info about it, ill add it to the todo list for v1.7,
also id be happy if you can say write what values each res should get and revealed with what tech,

about methane, well they are almost te same, i took them from visa mod, and didnt pay much attention,
i just wanted some more res in ol, id acctually like to replace one of those in another future stratigic res, but, im not to good on adding res...
but ill look into it.

Pilotis
ok this is how the rel system works,

there are 10 discover religion buildings set undet religion system tech,
they pose as the the base structure for the uniqe buildings that disperessed amond the civs,
without this, i cant get a uniqe building to each civ,
so it serves no purpose for civs and are not ment to be learnt.

the uniqe discover religion, well you know what the do...
on a side note i can have two techs give a discover religion building, thus increaseing the competition on religion discovery - think bout it...

bout the caravans,
well i didnt know theres aproblem with it......thank god i have pilotis :)
do you have the files....if yould prefer you can concentrate all you ideas and fixes, and when it will contain alot of stuff, you can send it to me :)
as i said feel free to do anything...modding is fun fun ...

bastian!
awesome dude! i cant wait to have a map!

thanks guys,
for all the support,
i mod strickley for the community, i dont play civ :)
 
rhythmandjays
what do you mean by nio trade routes? where in midgame?

... because of the accumulated negative effect of all the techs that have a discover_religion associated with them. Need to look again at the balance here....
 
revolution mod- yes

can i turn it off, w/o starting a new game
 
Back
Top Bottom