Doto [AdvCiv ModMod]

I love overlords! It was one of the first civ4 mods that I played and is still my favorite. I'm looking forward to the next version! I always enjoy changing your build of the DLL to try out new crazy ideas. :)
 
I've found one small change that makes a huge difference. If workers build roads connecting resources and cities first you don't have to micromanage them as much. Then once they finish improving all the tiles they start building roads on improved tiles i.e. everywhere. It makes the map look a lot cooler early game and the workers still travel pretty fast since there are roads connecting the cities.

In CvUnitAI::AI_workerMove() I commented out 4 lines.

Code:
	if (bCanRoute)
	{
		//if (AI_routeTerritory(true))
		//{
		//	return;
		//}

		if (AI_connectBonus(false))
		{
			return;
		}

		if (AI_routeCity())
		{
			return;
		}
	}

There is another AI_routeTerritory call further down so this change causes these to run first.
Code:
AI_connectBonus(false)
AI_routeCity()
AI_irrigateTerritory()

Try it out and let me know what you think.
 
gradbot,

wow thanks first of all,

im really happy to know its your favorite!

so i need to mark /// the section you wrote ?


***
ive found the problem that makes the ai build cities far way from each other,
for now i removed the 3-4 tiles growth - any objections?
 
****
***
ive found the problem that makes the ai build cities far way from each other,
for now i removed the 3-4 tiles growth - any objections?

Not me :D
I agree without that the mod is just not playable. I 've already did that change actually ;)
 
gradbot,

wow thanks first of all,

im really happy to know its your favorite!

so i need to mark /// the section you wrote ?

You're welcome. :)

To try out the smarter workers change this
Code:
	if (bCanRoute)
	{
		if (AI_routeTerritory(true))
		{
			return;
		}

		if (AI_connectBonus(false))
		{
			return;
		}

		if (AI_routeCity())
		{
			return;
		}
	}
to this
Code:
	if (bCanRoute)
	{
		//if (AI_routeTerritory(true))
		//{
		//	return;
		//}

		if (AI_connectBonus(false))
		{
			return;
		}

		if (AI_routeCity())
		{
			return;
		}
	}
It's found in cvunitai.cpp under void CvUnitAI::AI_workerMove()
"I agree without that the mod is just not playable"

huh?

without 1-4 radius its not playable?
I think he means without the fix it's unplayable.
 
I am running a new game with Overlord 2 and I am wondering how you found a religion? What is required?

I have Nature Lore thingy but I cannot found Druidism.

Can someone point out what I need to have to found a religion?


Thanks
 
"I agree without that the mod is just not playable"

huh?

without 1-4 radius its not playable?

Without removing the 3-4 radius it is not playable, sorry for the confusion. To be more clear, you need to put down the max radius at 2. you can keep the condition concerning reaching cultural level 3 or 4 to have radius 2 though :D
 
I am running a new game with Overlord 2 and I am wondering how you found a religion? What is required?
I have Nature Lore thingy but I cannot found Druidism.
Can someone point out what I need to have to found a religion?
Thanks

If you running one of the civ that can found Druidism (see the pedia for that), than you'll see in the list of potential building in any of your cities, a building called "found druidism", build it and you'll found the religion. Well unless someone else has done it before you ;)
 
Ah Ok. Does the 'Pedia' explain correctly how to found one? I thought the tech itself was all that was needed. I have Poly and meditation and druidism but still no religion. I did not know I need a 'building'. Is there some documentation on how relgions work for this modpak? LoL, I am wondering what else I am missing. Is there a way to turn off Mercenaries?

Thanks
 
I never got the fix for the crash. I tried on archipelago and it still did it. Is someone working on this?

However, even with the crash, I still keep starting over and playing. It's pretty neat.
 
hey guys,

ive been working a lot on a new version,

i redid all of the buildings and unit costs, balanced them a lot,
and changed many attributes.

im not adding anything to 2.3, im changing everything to be more balance version then ever.


im thinking of loosing the mercenary system, cause i think, it doesnt add much fun - the ai build alot of them, and also, mercenary system changes the classic civ game - building units via cities only.

what do you guys think?

i will also try to make the version more stable for crashes, i removed some sdk codes, problematic maps.

im basically going through the entire mod.
i will release 2.3 once i will complete an extenssive review of all the mod parts.
 
I like the mercenaries. I've found being able to place some powerful units quickly at a crucial part of the map has enabled me to turn around potential military disasters utterly, or to at least buy time for my real army to show up.

It feels right to me that a cash rich civ can spawn an army quickly, using mercenaries to buff up their meagre forces, even if in the long run a conventional standing army is a lot more efficient. Of course if units have to be thrown away to erode a defensive stack, guess who gets tossed in first. :mischief:

The greatest problem I see is how the AI handles them. They build too many of them when they don't really need them and I imagine the costs the units incur more than outweigh their benefits.

In the end, I suppose if the AI can't deal with it, or be adapted to deal with it, the system should go. But I do love it so very much. :)
 
Maybe bump up the cost and/or upkeep of the mercs? Perhaps this would keep the AI from overbuilding, but still keep them in the game for those "emergencies" where you need a quick army? I have no knowledge of the inner workings of the game, as in Python or the like, that this would accomplish what I am suggesting. I would defer to those modders/programmers there. This is merely an idea.
 
hey guys,

ive been working a lot on a new version,

i redid all of the buildings and unit costs, balanced them a lot,
and changed many attributes.

im not adding anything to 2.3, im changing everything to be more balance version then ever.


im thinking of loosing the mercenary system, cause i think, it doesnt add much fun - the ai build alot of them, and also, mercenary system changes the classic civ game - building units via cities only.

what do you guys think?

i will also try to make the version more stable for crashes, i removed some sdk codes, problematic maps.

im basically going through the entire mod.
i will release 2.3 once i will complete an extenssive review of all the mod parts.

great new keldath, thanks mate
the mercenary system is good, maybe you should limit the number of them per civ so the ai can't buy tons of them, is that feasable?

Is there a way
 
ya limiting them is probably teh best idea.
 
hey folks,

well, actually, i limited all the mercs to around 2-4 memrcs of each class,
so i guess its not enough.

i have two possible "solutions":
1. add a mod comp that will make every ,merc unit to die after a pre determined turn count.
2. use the mercenaries mod comp - http://forums.civfanatics.com/showthread.php?t=329903

which do you guys prefer?


***
gradbot, if your still around,
im added your worker fix, it will be on the next version.
thank you so much.
i haven't got the chance to test it though.

if i got it right? the workers will now connect resources to cities first?
 
The modcomp looks very interesting, as it appears to have a switch to determine the minimum and maximum number of mercs allowed, among other things. My vote would be the modcomp, but either way they need to be toned down a bit IMHO.
 
ya I like the modcomp
 
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