[DOTO] Dawn Of The OverLords

Okay Update time! I finally figured it out. The file you gave me had the CvGameCoreDLL in the wrong place haha. Originally I dragged and dropped the entire folder in the Doto directory. However, the CvGameCoreDLL is supposed to be in the /assets/ folder, along with the XML file included it's respective folder. Loaded up the game and hit Enter, boom. Next turn happened.

Thanks again for your assistance! Cheers.
 
maybe i misplaced the files.
overwrite manually the dll file in your doto folder.
In your attachment, the DLL is directly in the Doto folder; should be in Assets. So, just to make sure, @SalvorSeldon: the updated DLL needs to replace the one in the v1.09 download in Doto\Assets. (Sorry if that was already clear.)

Edit: Never mind, cross-posted.
i have always tried to keep Doto lean, so turns wouldnt be slow. this comes as a hard task since my appetite for adding things over the years, has grown.
If you suspect that one of your additions considerably slows down large games, then I'd recommend running a profiler at some point; perhaps it turns out that most of the time gets spent in a single place that can easily be optimized. But I haven't loaded the save, so I wouldn't know if it's significantly slower than AdvCiv; some ten seconds per AI turn wouldn't be odd in the late game with 18 civs.
 
Thanks again for your assistance! Cheers.
im relived :)
let me know for anything that comes to mind.

'd recommend running a profiler at some point;
oh my, i must do this. thanks.
ill have some tests once i get 110 up.

thanks f1rpo for assisting.
 
Ohhh.. An update? Me thinks I'll wait until such a wonderous event occurs before launching another game then..
Hmnn. I suppose I can finish my RAND 2 game while I patiently wait :mischief:
 
Alright,
Doing some final city states rules by code, this is markup:

- city states are spawned on turn 1, after the civs
- cannot build settlers
- can only raze cities
- cannot build world wonders.
- cannot found religions
- cannot found corporations
- cannot build nukes.
- units can be built without bonus prereq - work in prgress
- free units per city states gets a multiplier of num of cities on the map * modifier parameter (default 3)
- can trade special unique resource that improves trade routes , one per civs. Cannot trade with other states . Ai will trade for nothing in return.
- state is similar to another civ in terms of unit s and buildings, like troy == greece
- upon size 20, instead of population, a city will grow with special great people that adds a yield, dynamic according to city needs.not affected by other gg changes. Consumes 1 food.
- cities spawn amount linked to world size and randomized.
- cities can be chosen manually from custom game in a civ slot. This option cancel s the above random spawn .
- border and area are marked with fill just like air combat range visualization.
- fully custimized as a game option



To do :
- attitude and memory changes for attacking a city state
- tougher culture on plots to be changes for other civs.
- no victory orientation
- add more natural defense for cities, stronger walls effect maybe.


More to come
 
Last edited:
Alright,
Doing some final city states rules by code, this is markup:

- city states are spawned on turn 1, after the civs
- cannot build settlers
- can only raze cities
- cannot build world wonders.
- cannot found religions
- cannot found corporations
- cannot build nukes.
- free units per city states gets a multiplier of num of citis on the map * modifier parameter (default 3)
- can trade special unique resource that improves trade routes , one per civs. Cannot trade with other states . Ai will trade for nothing in return.
- state is similar to another civ in terms of unit s and buildings, like troy == greece
- upon size 20, instead of population, a city will grow with special great people that adds a yield, dynamic according to city needs.not affected by other gg changes. Consumes 1 food.
- cities spawn amount linked to world size and randomized.
- cities can be chosen manually from custom game in a civ slot. This option cancel s the above random spawn .
- border and area are marked with fill just like air combat range visualization.
- fully custimized as a game option



To do :
- attitude and memory changes for attacking a city state
- tougher culture on plots to be changes for other civs.
- no victory orientation
- add more natural defense for cities, stronger walls effect maybe.


More to come
This is seriously fantastic. This will add so much more dynamics to the game, wow. Here comes another easy 1000 hours. Can't wait.
 
Also, I got thinking... In my current game, I began waging a war against Russia, and launched a preemptive tactical nuke on one of Stalin's cities. After capture, I was greeted with a retaliative nuke on my invading stack in the city. I understand this is STALIN we're talking about here, but any civ would do the same. My point is; I feel that civs nuking their recently lost cities should be heavily penalized, unless of course they had a civic which would mitigate such a penalty. From my game above, all of Stalin's cities should have a HUGE anger penalty, because his people just saw him nuke his own city. The anger description could say something like "You nuked our own people! Who's to say we aren't next!?" I think it'd be kinda cool to see.
 
I'm honoured. Yes please!
awesome!!!!!!!!!!!
i will work out a few more tweaks and have a beta ready for you very soon.

nukes ->
the 109 advciv version is 103,
doto 110 will be 106.
between the development - f1rpo completely reworked the nuke code.
so im sure things will be much different with the new version.
nevertheless,
@f1rpo > what do you think about what SalvorSeldon describes?
 
nukes ->
the 109 advciv version is 103,
doto 110 will be 106.
between the development - f1rpo completely reworked the nuke code.
so im sure things will be much different with the new version.
nevertheless, @f1rpo > what do you think about what SalvorSeldon describes?
I don't think I've made major changes to nukes that recently, but one thing I did change for v1.06 is that players are no longer allowed to nuke their own cities. It's a good point about enemy cities with foreign nationality. I'm inclined to treat such cities the same way as friendly cities – can't nuke them at all. I intend to use the same threshold that AdvCiv also uses for city trades: Can't receive a city in trade when having less than 10% culture in the city tile (= nationality), and can't nuke a city with 10% friendly nationality. Will just have to add help text that points out this new restriction when hovering over an invalid city in nuke mode. Sure, would be nicer to let the player do crazy stuff and suffer the consequences, but that's a disproportionate implementation effort.

Hm, in reality, a significant third-party population would also be problematic. Requiring a DoW in such a case seems too restrictive. I guess this should cause a "You nuked us!" penalty, but that'll probably confuse players, so I'll have to add a new diplo memory type "You nuked our citizens!". Including the penalty in "You nuked our friends!" would be a bit misleading because the city owner isn't necessarily a friend.
 
Hi,

There will be a slight delay on the beta release.
Im am merging a part of advanced diplomacy.
There will be s trade agreement with only city states.
Each city will provide a player with uniqe perks.

This is good doto progress, as this excerice on adding advanced diplomacy.
I will be able to add more parts of adv diplo fratures that i loved from a long time ago.
 
update

the last feature of city states is almost complete:



in short:
new Diplomacy Agreement (from advanced diplomacy mod from history rewritten).
each city state has a third unique trait, which provides 2 commerce perk:
rate
modifier
these are given to the trading civs ONLY if there is such a trade agreement between them.
the city state gets the added rate,
the normal civ gets the modifier perk.
both perks are added to the tally of ONLY the capital city (to keep fairness and balance state to civ).

there are other perks to this trade agreement, but i think ill cancel them (taken from advanced diplomacy).
AI uses this Trade.

there are some more tweaks i wanna do before im done .
suck as timer for the agreement, like a peace treaty, more penalty for other civs due to this and some more code tweaks.

once im done,
tests and release.

im not sure ill get the beta before, i think ill focus on finishing this one.

im so proud of the new city states .
couldn't have done it without f1rpo.


update
did some more code cleanup.
tested the effects everything works nice with hover texts.

got some more todo items before readiness on this feature.
 
Last edited:
hey hey,

City States are coming to the Final Stage.

2 pics -
one displays the trade treaty and the unique perks of that city states.
the second is a method i created to color in the city states borders.

also new rules (inspired by Nexus from COM)
City states will not grow above 2 range cross culture (game optional)
"" will not succumb to culture pressure - no reduction of the 2 range cross (game optional).



 

Attachments

  • csBorder.PNG
    csBorder.PNG
    1.6 MB · Views: 290
  • csTradetreary.PNG
    csTradetreary.PNG
    1.1 MB · Views: 286
Last edited:
Neat-O
Looking forward to the update.
 
ok,
i finished the city state border mechanic, its perfect now.

the BETA doto 110 release will happen on Friday.
until then, i want to change my feature of yield specialists instead of population.
i thought of another way.
if it wont be done by Friday, ill do it for next version update or full release.
i gotta write a document about all the rules i put in place...
 
Doto 110 Beta Release !

as Promised,
i give you my new Doto version.

includes:
City states
Advanced Civ 1.06 version
and many code fixes and balance stuff.

as usual ,
i dont do much logging of my version....sorry.

for the city states ill write down a clear rule doc.
meanwhile:

City states can be tweaked and changed in the GlobalDefinesAlt.xml at the bottom of it.
there are explanations per parameter.

- city states will be randomly spawned at turn 1 (only Ancient era).
- cannot grow beyond culture defined limit (parameter).
- cannot grow under defined culture limit (parameter).
- i conjured method to color the inner culture borders to distinct cs area controlled.
- new free trade agreement with CS -> will provide both the CS and the trading civ a Unique Bonus commerce (displayed in the cs Trait info).
- cs cannot build wonders.
- cannot be vassal.
- ai will always raze cs and vice versa (haven't done code for human player , yet).
- new population system - cities beyond parameter defined size will begin getting special specialists named civilians instead of population.
dynamically - there are 3 types, 1 per yield that is given to the city according to its lowest yield output.
these consume food.
there are several parameters - can be turned off as a game option in the GlobalDefinesAlt.xml.
- cannot trade cs in city trade...
- cs build units without Bonus Prereq! (i think i made it also a parameter).
- cs gets a tech diffusion and an enhanced one as well -> is not regular tech diffusion dependent!.
- cs scoring is based off of population and land -> with power ups to compensate for one city....
- cannot build settlers....
- have a unique resource to trade with other civs - provide 1 health or happy (2 per city state)
- amount of cs is adjustable according to world size.
- cs can be random or be chosen in the custom game mode (make sure to define it in the parameter in GlobalDefinesAlt.xml!).
- city states leaders are less inclined for wars, lower attitude thresholds and will not chase war related victory.
- there are 8 city states
- city states unique units are a duplicate of existing similar civs.
- cs palace is unique with some more perks ups.
- cs cannot found religions.
- cs cannot found corporations.

i think thats the summary of the rules - if i missed something ill add it later on.

this Beta is for you my dear civ4 players,
im not playing civ4 basically, just working on the mod for the community.
i hope you can provide feedback, im open to any suggestion and even one like or one feedback provides me with motivation to keep the fire for my civ4 operation despite many
great games that are coming out all the time.
please help me stay here and mod civ4 :)))

Also id like to thank, as usual to the incredible f1rpo , i cherish his un contested work and kind endless help.

here you go :
https://www.mediafire.com/file/pbisycz4unn6ykw/Doto110_Beta_1.zip/file

Enjoy!

 
Last edited:
Top Bottom