Empire of Liberty

I'm gonna have to take a look at the mod, before I can start choosing what to work on, and sadly I won't have time for a bit. The big move is tomorrow (been moving slowly but tomorrow is when we switch houses) so everything should settle down after this weekend hopefully. I should probably have time saturday to take a look get some ideas and start work next week
 
hey guys,

been doing some progress, i added many sdk mods - so far this is what we have in:
project free unit
unique civ project
woc tga index
50 civs on a map
super forts
terrain good/bad health
specialist happiness/unhappiness + health/unhealthiness tags
unit prereq civic
influence driven war
mountains back to service (most unit cant move on moun6tains - but its now optional)
mountain limitations for bonuses and improvements
city unit and building prereq (not implemented)
free tech from building tag (not implemented)
deliverator improvement fresh water (not implemented)
dune wars - hated/favorite civilization nation (i made it so now that england have negetive attitude towards 13 colonies ...)

also made so balance issues with xml .

moving forward with more important sdk mods.
 
ok i ran a few hundred turns:

1. the tech progress is to fast, i will make the techs costs more.
2. money levels are too low, i will increase money making stuff.
3. no enough wars - i will change characteristic the proper leaders to produce more war.
4. im thinking of extending the tech tree - adding another 2-3 layers for 1770-1775 - tons of work - and i need names for techs.
5. units values - im not sure the ai uses all the available units. will check their stats.
6. i think i need to put some initial improvements neat cities - along with connecting cities with roads as well as i think for each too cities we need to add a starting worker.
7. i think the low gold output perverts the ai to conquer and attack.
8. im inclining to go for pre positioned resources.

so whos gonna help?
 
WELL,

looks like i fixed many issues.

i balanced the leaders, the money is now pretty good.

i ran some auto games - 800 turns each, twice i saw the same outcome - the american Spanish colonies won the game, they are the most aggressive civ i think.

the two spanish factions conquered most of the us territories, while the Canadian British empire gave them quite a fight.
across the Atlantic - the french was battling queen victoria her self, bringing the fight all the way to Madrid, but, the american Spanish sent help to Europe and took back what was taken.
king George in Britain , was pretty peaceful all game long from what i gather, i suspect he didnt have access to steel and many other important resources......

the game ended where the 13 colonies was no more, along with most of the native Americans .

now running the 3rd game, i watch the replay after the game and analyzable the outcome, units the ai used, improvements it built, wonders, gold levels and overhaul balance.
its kinda fun.
im continuing the work.. solo :)
 
hey dac - if you get time - can you do something about this:
my need is pretty simple to you im sure.

this mod python :
http://forums.civfanatics.com/downlo...=file&id=18546

pre defines war or piece between civs.
its almost perfect, but,
once the war or peace break - it permanent -
all i ask that you make some adjustment so the war or peace can be broken by the civs them selfs, other peace making event,
(maybe add a possibility to for an option that says:
wr/pease: permanent 1 or 0
and if there already a war, make it do nothing

i really
hope for you to help around , its for my american mod.


**********
OK I RAN A LOT MORE GAMES,
im pretty sure its almost ready to be released to the public as a first version.
 
YES!!!!!

I DID IT!!!!!!!!


NO WE HAVE IN OUR MOD THE ABILITY TO PREDETERMINE A WAR BETWEEN LEADERS, CIVS TO EACH SPECIFIC MAP WE WANT (MULTIPLE SCENARIOS) USING THIS MOD:
http://forums.civfanatics.com/downloads.php?do=file&id=21841

YES!


hey drak - maybe for battles -
i can use spawn units in certain locations and times - can you name some?


*****

ok,
ive done tons of progress. the scenario is now very playable guys, ive worked out all the problems, edited the map a lot.

i made it so that in the scenario - none of the civs can build a settler - so no new cities will sprung, to go with it - the "no raze city" option is on.

ive set the pre defined wars:
England on 13 at 1775, France on England and so on.


to do:
- do art for unit art styles of natives
- add 2 or 3 leader arts for the new ones i added in.
- add a few more sdk parts.
- play a full game!


guys, due to the lack of feed back from you, i understand why, no worries,
i think that in a few more days, i will open up a thread named: ttt america: empire of liberty scenario mod
i will upload the latest version, after ill make sure i got to all the important issues,
and let th public start shooting feedbacks.
i hope you guys support me in this.
 
yeah, sorry for the lack of feed back kiddo, but RL has been a bit of a witch lately. I'll try to give you the needed info as soon as I can, but it may be a bit. As much as I love Civ, and want to keep assisting, I have to make sure RL stuff gets taken care of first.

Let's see what Dac has to say, and what we need to do. As for public feed back, Sounds like a good idea but again, Dac's input should be taken into account as well.
 
no need to be sorry my friend, rl is rl.

i just keep pushing since i spend all my free time on civ.

perhaps, what you could do in later stages when you get around - is to fill the pedia with all my missing entries.


dac is even more busy from you it seems :)

i belive a published beta will push the mod a lot and will give us feedback faster then just w8 to do some more.

by my estimates, in 2 days of more working - i will have a great playable version of the american revolution.
so my aim is posting it mid Friday :)
 
K internet is now golden (stopped working couple days back, so comcast had to come out again:mad) officially moved in and 95% settled, and no work today so today is my first day back after a quick lil break.

Where may I get the most recent version? and another to do/done list would be very helpful, and then I can get to work on what we still need to do
 
hey man, ill upload a new version for you now.

link: http://www.atomicgamer.com/files/105683/pre-beta-0-28-ttt-aeol

ok - im really hoping you will get to do some work dude :)


the scenario is up and running, i think its pretty stable - i ran a several autoai plays .

i left a todo list in the mods folder - you can pick something there - or just change/add what ever you like ( the natives art style - i already picked the units, ill do it in a day or two)
theres also an sdk change log file if you wish to get familiar with what i added.

things i didnt put in the todo list :
i forgot to add that we also need to do some leader diplomacy text - some are just txt_key_bla bla bla, and i think Isabella have a missing one.

also : i think i made the ai a bit too aggressive....

also : add patriot gp to buildings.

also: check out the civics.


but first i recommend you get around and feel the mod - see what ive set in the scenario, the civs, the city names, the positions, the teams, the native tribes, the works.



so bottom line - what ever you feel needs to be changed/added, feel free and obligated to do so, ill merge all the work you will do with mine after wards.



p.s.

i made a new opening screen, its just a first draft - so dont be angry about me forgetting to put the "145" in dacubz145, by mistake i made it as dacubaz :) ill fix it dont worry,
aslo i wrote - made by: keldath, contributes: dac draksara
i will change that to : lead designer : keldath other: dacubaz consult: Drakarska.

it was very late at night and i wasnt focused :)

so have fun, im more the eager to see what you will make :)
 
ok ill hope to check it out tomorrow night, otherwise i will check it out saturday for sure.

for diplo text are you goinng to use a generic one or do you gave specific text for each leadehread? otherwise i have a fix that just sets all leaders to generic text and you dont need to worry about missing ones

to counter the AI aggresive couldnt you jsut edit all ai leaderhead xml?

youve done by far the most work, so of course your name should be first, it isnt important that my name is even there. I beleive lead modder: you modteam: me and drak, sounds better then other, but it isnt even important I am in there. you did the mod, you deserve all credit I beleive

Edit: again though my apologies for my little absense
 
hey,

ahh its ok dont apologies. i had much fun making it.

ill set the names like you said.



text for leaders - yea generic will be sufficient for now.


ai - i did edit the leaders, ive edited them to be extra hard....i need to change it a bit.


take your time man, do what ever you feel like needs changing.
 
ok good work, I am downloading it as I type this, will check it out

There's a simple solution for generic text for leaders, I have it somehwere on my computer, you just place it in the file and it sets all the leaders to have random sayings

Ill post what I think once I get a good look through
 
hey,

ive decided to publish the first version.
since yu guys are too busy.

ill post it in a new thread in the main completed mods in a few days once i finish some minor things.

i added in 7 projects:

secret service
Bureau of Engraving and Printing
Bureau of Indian Affairs
Secret Service
Veterans Health Administration
Marshals Service
Internal Revenue Service
National Legacy

all of them are using platypings pythons.

***
now im adding 5 corporations:

EDIT:
ADDED 6 CORPS IN.
 
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