[DOTO] Dawn Of The OverLords

Happy to hear that, I do enjoy this mod, thanks for all the work you have put into it over time.
 
well, nothing passes free of bugs,
i accidentally removed fresh water from rivers...
ill re upload the version once i fix it....

sorry...

edit:
attached the fix -
it does not break
 

Attachments

  • Doto_advc_modmod_v1.01_update_patch.7z
    1.5 MB · Views: 415
Last edited:
Mistakes happen, its nice to see you still working on this Keldath my comrade.

thanks pal :)



***
some of you downloaded the mod and i hope you like it.
i want to work on a patch, id love to hear some suggestions for desired changes.

cheers.
 
well, i see around 40 downloads of the mod along with the patch.
that makes me happy :)

im working on the new version, that will include many changes:

Spoiler Version 2 :

Doto-Advc-Remastered version #2:

more fixes by f1rpo to dll
less banana
less salt
maintenance for some basic civics
maintenance for some buildings
fixed hermitage
added a must have state religion for all temples and religions
RE-HALL FOR RELIGIONS:
each civ can found 1 of 2 religions
each civ are forbidden to convert to only 2 religion (was over 5 per civ)
reduced religion and holy victory religion demand to 50% - due to my religion system
added limited religion python mod - not sure it works properly, played a game , it did not auto converted me to the religion,
but, i was able to manually convert...so thats ok, need more tests - can be removed from init.xml in config folder.
reduced bananas
raised horse a bit
reduced crab
reduced dye
pyramids cost reduced + changed effect - now uses duomo python wonder by platy + added negative maintenance
changed speed names
added a speed - jogging / epicplus 1000 speed - accurate speed calc.
fixed a population limit bug by f1rpo (thanks)
added an option to play without population limit (thanks again f1rpo)
reservoir improvement can now be built out side borders + and on more terrain
fort cannot be built near another fort



the changes are derived from my test games and f1rpo sdk help.

i still hope to get some more feedback from players :)
if not, thats fine. i happy to see some downloads of it....
 
Oh, goodie, an update :D. For some reason your fresh water patch seemed to have broken my previous version. I'll wait until you have all the new bells and whistles added bore I DL the new version. Keep up the good work!
 
hi all,

new version is up,
many important fixes.

https://forums.civfanatics.com/resources/dawn-of-the-overlords.8170/


change log:


many advanced civ fix commits.
fixed hermitage
added a must have state religion for all temples and religions
REDONE RELIGION SYSTEM:
each civ can found 1 of 2 religions
each civ are forbidden to convert to only 2 religion (was over 5 per civ)
reduced religion and holy victory religion demand to 50% - due to my religion system
added limited religion python mod - not sure it works properly, played a game , it did not auto converted me to the religion,
but, i was able to manually convert...so thats ok, need more tests - can be removed from init.xml in config folder.
resources changes:
all starting resources are now revealed on the start - same as original bts - its important for ai settling (thanks f1rpo)
reduced some appearance rate for some bonuses.
pyramids cost reduced + changed effect - now uses duomo python wonder by platy + added negative maintenance
changed speed names
added a speed - jogging / epicplus 1000 speed - accurate speed calc.
fixed a population limit bug by f1rpo (thanks)
added an option to play without population limit (thanks again f1rpo)
reservoir improvement can now be built out side borders + and on more terrain
fort cannot be built near another fort
CIVICS REDONE:
all civics have been completely changed.
more emphasis on civic category theme.
more xml balance changes
extensive rework.
raised some war handicap parameter
raised create time for some improvements.
raised growth threshold for cities.
 
Hello keldath I like your mod
In CyUnitInterface1 CPP of the cvgamecoredll You might want to change and fix

.def("canRecon", &CyUnit::canParadrop, "bool ()")
.def("canReconAt", &CyUnit::canParadropAt, "bool (CyPlot* pPlot, int iX, int iY)")

.def("canParadrop", &CyUnit::canParadrop, "bool ()")
.def("canParadropAt", &CyUnit::canParadropAt, "bool (CyPlot* pPlot, int iX, int iY)")
I'am not able to make a new dll
 

Attachments

  • CyUnitInterface1.zip
    4.6 KB · Views: 173
hello Roamty,
glad to see you still around, your a fanatics civ4 veteran as me :)
plus your compliment.

thank you fir this fix, we did see some errors in paratrop issue befire (me and help from f1rpo )
how did you notice it ?


why havnt you managed to create a new dll?
you got some errors maybe?

thank you very much for the help!
please provide any feedback you feel.
 
hello Roamty,
glad to see you still around, your a fanatics civ4 veteran as me :)
plus your compliment.

thank you fir this fix, we did see some errors in paratrop issue befire (me and help from f1rpo )
how did you notice it ?


why havnt you managed to create a new dll?
you got some errors maybe?

thank you very much for the help!
please provide any feedback you feel.


I use old codeblock and with any thing that has k-mod sdk I have problems making dlls I found that using WinMerge 2.12.4
with my old sdk changes from Unofficial 3.19 Patch that I have
 

Attachments

  • SDK Changes.zip
    1.1 MB · Views: 175
  • Unofficial 3.19 Patch 1.7.zip
    3.5 MB · Views: 191
well, strange kmod didnt include those lines.
what do they actually do?

I use old codeblock
i see, suggest you use visual studio ( i use 2017, its free).
the project is ready with all the files, thanks to f1rpo, just load the solution, and run.

thanks for the fix again,
 
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