Fury Road LS Mod Mod

I saw lack of religions.

At the moment I want to stick with the Civ influence system that Fury Road has but I will maybe rework it so that the different Civ Influence give different bonuses/penalties. I think this fits in well with the overall fallout theme as all of the groups try to gain control of the wastes.

I have a 'Religious' civ in the game in the form of the Herbologists and i will try to incorporate elements from many of the religious factions of fallout into them, I thought that it was better this way as the religions in fallout seemed to have their own agenda and desire for control. The Hubologists and 'reavers' (or whatever their name was can't fully remember) in particular, the children of the atom maybe not so much but they played a relatively contained role in fallout 3 so I would just put them in with this faction.

I am hoping to invent some corporations in the future, need to think through how each of them will work as I would want different factions to benefit form different corporations in different ways, e.g. 'Jet' as a corporation type would be beneficial to Reno but not other factions. This might be done by giving reno a UB that is linked to the corporation as a prerequiste but not sure if that is possible or not with the basic game engine.
 
I don't know if the religious guys from some religions would work together as a civ... I think it's better to create a civ for the most representative/numerous religion.

If there's going to be corporations, one of them must be Talon Company (allowind the recruiting of Talon Company Merc). Another company could be Regulators Court (maybe giving happisnes and allowing a national unit 'Lawbringer Regulator').

I hope those ideas are motivating... ;)
 
I don't know if the religious guys from some religions would work together as a civ... I think it's better to create a civ for the most representative/numerous religion.

Yeah I'm not making a 100% pure accurate fallout canon game, I thought of blending the various groups together with some of my own ideas just to make a different and fun extra faction, where as if I only picked one I could think of a few ideas for them, but this way I get more variety to work with.

As for Corporations those were the sort of things I was thinking of but at the minute that would be like V. 0.0.6 or 7 probably. if I ever get the brain power to pull it off.

What I would like to do first is give all of the civs UU's, what I would really like to do is have civs with completely different unit 'sets' so, for instance, the survivor, would be different for each civ. For example a BOS one might have better city defence, a Raider one might start with bonus to pillaging, the ghoul would start with Rad. immune, the tribal would perhaps be cheaper and have a bonus against animals, etc.

Right now I am still re skinning civs, with leaderheads and civilopedia entries.

I have made a list of all of the current units in the game, I was going to start by changing those into unique units first, then after all that start thinking of new units and techs etc. to stretch out the technical development.

if you have any ideas for uniques stats and traits for each of the civs/units that would be good to hear.

I see by your corporation desires you are a fan of fallout 3, other corporations might be the NCR rangers, various 'black market' types that populated new reno, perhaps a boxing or cage fight type organisation, 'cafe of dreams', New American Postal Service, Caravan Trade Guild, even somthing like Vault city could act as a Corporation allowing access to the most high tech medical services.
 
Hehe... I played Fallout Tactics long time ago, I can't really remember it. But yes, I played and loved Fallout 3.

Hum...
Lib.Spi't said:
if you have any ideas for uniques stats and traits for each of the civs/units that would be good to hear.
I'm in my way, but you be prepared for anything :lol:
 
First of all, I can remeber a minimod for 'Fall Further 051' that randomly adds a 'nearby terrain promo' to the units trained in all cities. So, if I train a survivor in a city that has hills in the closest tiles, that unit may have a free 'Hills born' (+10% Attacking or defending hills ). Also can generate 'Forest man' and 'Desert walker' (if I'm not wrong)(By the way those are not the real names).

STANDARD--------Survivor 6 +25% City Defence
Tribals > Sentry [free promo, +1 Visibility Range] (They lived all their lives under the wasteland's sky, they can read the sky and feel the nearby lands)
Herbologists > March [free promo, Can Heal while Moving ] (They have a lot of gods to pray at)
Reno > Drill 1 [free promo, +1 First Strike Chance ] (They have a lot to loot)
Raiders > Mobility [free promo, -1 Terrain Movement Cost] (Thay have been lots of years pillaging and enslaving all the wastelands... they are fast thugs)
BOS > Combat 1 [free promo, +10% Strength ] (They received an intensive multifield training)
NCR > City Garrison 1 [free promo, +20% city Defense] (They received intensive defense training)
Enclave > Combat 1 [free promo, +10% Strength ] (They received an intensive multifield training)
Super Mutant > Shock [free promo, +25% vs. Melee Units](Their masters use to hit them a lot, now they don't feel the pain)
Ghoul > Inmune to rad (They took more rad and are still alive)

Is that format ok?
I don't know if you're going to create new promotions for each unit/civ or you'll use existing ones.
 
those are some cool ideas, one benefit of the XML system is that you can modify the units base stats, I can't remember all the options but you can do things like give then a bonus to city defence, strength, skills in certain terrain types etc. so we wouldn't necessarily have to give them a free promo just change the base stats.

not sure about the raider and reno ones, need to think about those, not sure if a first strike is right for the reno's I can see it in some circumstances, but not necessarily all. It's good to share ideas with you though makes it all more interesting.

Not sure if that mod would work I had tried to make a mod element that responded to terrain elements (see previous posts). i could get the idea to work in a normal Civ map, not not with the fury road maps so i am not sure what needs to be done as a solution.

I'll be posting some of my own ideas for the units eventually just need the energy to get it all laid out in my head.
 
I see. So we have more freedom to assign unique traits.

Few ideas about those raiders and renos:
Raiders > Morale [free promo, +1 Movement] (Thay have been lots of years pillaging and enslaving all the wastelands... they are fast thugs) // OR // Each unit (neither beasts nor mech) killed by a 'raider survivor' has X% probabilities to generate a slave.
Reno > Each unit killed by a survivor has a probability to add +X to your treasure.

And about this one, I think the berbologist warriot would be overpowered if it's player controlled. I just have to hit once and flee until I'm fully healed, that strike again and flee again... So I'll be leveling much more than other survivors...
Herbologists > March [free promo, Can Heal while Moving ] (They have a lot of gods to pray at)
 
hi anyone with experience, I have just reawakened my desire to try and make a unique set of civs that can only found on certain tile types, e.g. Post-Apoc City Ruin, in Fury Road V3.19.

Here is my code:
Code:
def cannotFoundCity(self,argsList):
        iPlayer, iPlotX, iPlotY = argsList
        pPlayer = gc.getPlayer(iPlayer)
        if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_GUILDSTEEL'):
                pPlot = gc.getMap().plot(iPlotX, iPlotY)
                if pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_RUIN'):
                    return False
                return True
        return False

Based off the code originally supplied by kael

Here is a screenshot of the python error I got
Civ4ScreenShot0005.JPG

Any Support you could give is appreciated, thanks in advance
 
Sorry if you already know this, but one of the unfortunate (IMHO) things about python is that it is very sensitive to white space. It "looks like" you are mixing tabs and spaces at the start of lines. This will cause you a world of pain. It seems that the line "return false" is indented with spaces, while the other ones are tabs.

Please make sure you know exactly how your text editor works with tabs and spaces, and make sure to use only one. If you use tabs, never indent with spaces. Or vice-versa.

BTW, with python errors it is easier to post, if you use the contents of PythonErr.log from the log directory. You will see that the text there, and the text in your screenshot alert, are identical. But it is easier to post and debug, using text instead of a screenshot.
 
NEVERMIND:

It Works It Works! (Dances round and round!)

It finally works!!

Thankyou everyone who helped me to figure out the various bits and pieces along the way you have all been really helpful!!!

aah cool i'll see if i can find that log folder for next time.

No that post might actually be really helpful i did not know about that I'm using notepad++, I thought it was using tabs for spacing but actually i think you have written your code using spaces, so I will try and 'layout' the code to try and match your style in the file and see what effect that has.

Thanks for the reply

oh well no joy so far... It now freezes on the initializing game loading progress bar after less than a quarter of it being filled, after all the game options have been selected. No error messages. here's the new looking code I've tried to match it to yours david

Code:
 def unitCannotMoveInto(self,argsList):
      iPlayer, iUnitId, iPlotX, iPlotY = argsList
      pUnit = self.gc.getPlayer(iPlayer).getUnit(iUnitId)
      if self.iFall == -1:
         self.iFall = self.gc.getInfoTypeForString("FEATURE_FALLOUT")
         self.iImmune = self.gc.getInfoTypeForString("PROMOTION_RADIMMUNE")
      if CyMap().plot(iPlotX, iPlotY).getFeatureType() == self.iFall:
         if pUnit.isHasPromotion(self.iImmune): return false
         return true
      return self.parent.unitCannotMoveInto(self,argsList)
   [COLOR="Red"]
   def cannotFoundCity(self,argsList):
      iPlayer, iPlotX, iPlotY = argsList
      pPlayer = gc.getPlayer(iPlayer)
      if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_GUILDSTEEL'):
         pPlot = gc.getMap().plot(iPlotX, iPlotY)
         if pPlot.getImprovementType() == gc.getInfoTypeForString('IMPROVEMENT_CITY_RUINS'): return false
         return true
      return false[/COLOR]
        
   # Prevents holy city founding based on techs
   def doHolyCity(self): return true

I posted amongst your code to try to illustrate the pattern, for some reason that first def is out of line but it's not in the actual file, curious...

ok I think it has to do with the map generation, because i made a map and then loaded the game using that map and it got to the game screen but with a new error message, unfortunately I can't find the file that you spoke of in the Beyond the Sword > Logs folder the closest I could find was PythonErr2 here is its content

Spoiler :
Code:
sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']

sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module CvUtil
load_module traceback
load_module CvEventManager
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module CvDomesticAdvisor
load_module CvTechChooser
load_module CvForeignAdvisor
load_module math
load_module CvExoticForeignAdvisor
load_module IconGrid
load_module DomPyHelpers
load_module PyHelpers
load_module TechTree
load_module re
load_module CvMilitaryAdvisor
load_module CvFinanceAdvisor
load_module CvReligionScreen
load_module CvCorporationScreen
load_module CvCivicsScreen
load_module string
load_module CvVictoryScreen
load_module CvEspionageAdvisor
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module CvPediaMain
load_module CvPediaScreen
load_module CvScreen
load_module CvPediaTech
load_module CvPediaUnit
load_module CvPediaBuilding
load_module CvPediaPromotion
load_module CvPediaUnitChart
load_module CvPediaBonus
load_module CvPediaTerrain
load_module CvPediaFeature
load_module CvPediaImprovement
load_module CvPediaCivic
load_module CvPediaCivilization
load_module CvPediaLeader
load_module CvPediaSpecialist
load_module CvPediaHistory
load_module CvPediaProject
load_module CvPediaReligion
load_module CvPediaCorporation
load_module CvWorldBuilderScreen
load_module Popup
load_module CvWorldBuilderDiplomacyScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvScreenUtils
init-ing world builder screen
load_module CvWBPopups
load_module CvCameraControls
load_module CvAdvisorUtils
load_module CvFuryRoadEvents
PY:OnInit
load_module CvAppInterface

it doesn't appear to have the error message within it, maybe I am just wrong here is a screen shot

Spoiler :
Civ4ScreenShot0006.JPG


Sorry for not being able to get this right still trying to figure out whats what with the error python stuff.

The line references are:
line 112
Code:
def cannotFoundCity(argsList):
    #CvUtil.pyPrint( "CvGameInterface.cannotHandleAction" )
    return gameUtils().cannotFoundCity(argsList)

and
line 35
Code:
 pPlayer = gc.getPlayer(iPlayer)
line 35 is from the cannot build code I am writing

should this be self.gc.getplayer(iPlayer)?

hmmm.... ok I did a bit of bodging to see what would happen is i changed all of the gc. references to self.gc references like how it looks in your bits of code david and I now don't get the error messages, but the settler for the STEEL civ can't found anywhere not even the ruin, I will see if anyone can found anywhere and see if it is now a specific problem or universal one. my code now looks like this:
Code:
def cannotFoundCity(self,argsList):
      iPlayer, iPlotX, iPlotY = argsList
      pPlayer = self.gc.getPlayer(iPlayer)
      if pPlayer.getCivilizationType() == self.gc.getInfoTypeForString('CIVILIZATION_GUILDSTEEL'):
         pPlot = self.gc.getMap().plot(iPlotX, iPlotY)
         if pPlot.getFeatureType() == self.gc.getInfoTypeForString('FEATURE_RUIN'): return false
         return true
      return false

ok the problem is specific to the GUILDSTEEL

Do you think I need to add a loop at the end similar to your cannotmove code for fallout?
Code:
def unitCannotMoveInto(self,argsList):
      iPlayer, iUnitId, iPlotX, iPlotY = argsList
      pUnit = self.gc.getPlayer(iPlayer).getUnit(iUnitId)
      if self.iFall == -1:
         self.iFall = self.gc.getInfoTypeForString("FEATURE_FALLOUT")
         self.iImmune = self.gc.getInfoTypeForString("PROMOTION_RADIMMUNE")
      if CyMap().plot(iPlotX, iPlotY).getFeatureType() == self.iFall:
         if pUnit.isHasPromotion(self.iImmune): return false
         return true
      [COLOR="Red"]return self.parent.unitCannotMoveInto(self,argsList)[/COLOR]

The more Specific problem of the Guild Settler is that it doesn't have the FoundCity button at all? Rather than the button simply being 'unclickable' it just doesn't exist on the settlers action buttons?

I'm wondering if I need to add some sort of reference to settler units so that it allows them to found when they are on the ruin feature, cause i'm wondering if the computer is not allowing foundings because the GUILDSTEEL is not on a ruin square, so it just permanently switches off the ability to found?

So essentially saying to the computer
if a Guild Settler is on a ruin square return false
rather than if The Guild Civ is on a ruin square return false

because the civilization is technically not 'on' anything because it is not a unit or structure in the game?

Or perhaps something similar to your:
if self.iFall == -1:
Statement so that the computer is always checking for the option to found a city with the Guild rather than checking once finding no ruin at that moment and then permanently deciding Guild can't found Cities?

or perhaps the Cymap entry from your fallout code I just think that the computer is giving up on the guild being able to found cities rather than always looking to see if it can, if you see what I mean?

It turns out the last thing I forgot to do was turn off the ruins NoCity reference in your v3.19 again thats why it wasn't allowing it to settle anywhere not even the ruins DOH!

anyone have any thoughts
 
Ok new issue to deal with, the game still freezes when loading a new map. I believe this is due to the fact that the Guild can only found on ruins so the computer cannot found their initial city, someone speculated that this might happen, anyone have any ideas as to how i might be able to fix this.

a stop gap idea is to make the game play only in a premade scenario initially with a pre-generated map, this may limit replayability so would not be a permanent solution, but I can live with that for quite a long time.

any thoughts?
 
It Works It Works! (Dances round and round!) It finally works!!
Congratulations!

ok I think it has to do with the map generation, because i made a map and then loaded the game using that map and it got to the game screen but with a new error message, unfortunately I can't find the file that you spoke of in the Beyond the Sword > Logs folder the closest I could find was PythonErr2 here is its content

If you have a python alert displayed in your screenshot, but PythonErr.log is not produced, then check to make sure you have logging enabled in your civilizationiv.ini file:
Code:
; Enable the logging system
LoggingEnabled = 1

Ok new issue to deal with, the game still freezes when loading a new map. I believe this is due to the fact that the Guild can only found on ruins so the computer cannot found their initial city, someone speculated that this might happen, anyone have any ideas as to how i might be able to fix this.

This sounds like a problem. Map generation takes the following steps.

1. Base land/ocean, terrain and resources are distributed.
2. Initial settler locations are determined.
3. Ruins are added to the map.

#1 and #2 are done by vanilla routines; #1 is in the mapscript, and #2 is in the sdk. The only code I have added is for #3. By design, it searches for locations which are far from the initial start locations and puts ruins there. This is so that no player gets a powerful start position right next to ruins. As you can see, if #2 is searching for ruins, it will never find any.

Do you really want one of the civs to start right in a ruin? This seems very powerful.
 
Yeah my plan is that eventually I will change the terrain type to be 'vaults' but the idea is that these bases will be much stronger than other factions but they are far fewer and hard to find/found because you have to locate the specific terrain feature where as everyone else can found cities anywhere, so you end up with two very different styles of play but that will hopefully balance out by the time I've worked in all the faction details, units, buildings etc.

But to begin with I will just work it into a scenario game and once i have succesfully made one I might randomly generate a few more and add them as new map scenarios as a kind of bodge fix I think that will satisfy me for a long time as I have plenty of challenges to overcome to create a good mod so... I'll survive hehe
 
Thanks for the pointer. Many of Deon's buildings are already in Fury Road. I had seen some discussion by nitram on this sub-forum. But, I am surprised he said in the thread you linked, that civfanatics was so unfriendly. I don't know what's up with that.
 
I don't know either, but hopefully we can prove him wrong. Are you guys still working on this? Because I may want to join if you need anyone else, my old mod may or may not be dead.
 
hey bahmo, my mod is still sort of kind of alive in my head but it is a slow process for me, it tends to be a case of a short blast of work then hit some sort of a bump then take a break to regroup before having another crack at it. I am currently still working on the 're-skinning' process of david's Fury mod, changing the civs and their units to be unique and specific to each race.

I am currently stalled in the middle of my great wastes tribals, I want a replacement for the flame thrower to be a 'flame pot shaman' like the 'grenadier' only looking like a tribal shaman tossing round clay pots full of a napalmesc material.

My main sources of inspiration are more the first versions of the game Fallout 1, 2 and tactics, fallout three was cool and I have played the first installment of it but it never held quite the same level of joy as 1 and 2, the switch to a first person shooter didn't excite me too much in a world already saturated with that genre.

Anyway you can see the rough beginnings of how I would like to see my mod work and also the route i'm thinking of creating it, but I would love your input and collaboration, just chatting about the ideas and 'Fallout Projects' community in general really helps to fire me up for pushing forward with my own work. What kind of stuff do you do as a modder? It would be cool to know as we could talk about the kind of things you would like to do and how we could team up and collaborate. My Areas are overall ideas, creative writing, XML based work and an imbecillic understanding of python. Be good to chat to you feel free to drop me a line on here or link to any other work you find.

yeah all of Deons work looks awesome. Been watching his stuff for a while.

Cheers
 
I'm mostly an XML man. I've successfully modded the game to include new structures; units might be similarly done, and I wrote a great deal of the XML for the World 2008/2009/2010 mod, of which I may be the only current member now. Be warned, there seem to have been problems with my XML documents I made for that mod, and I have not gotten it loaded (I am currently getting help from The J about it) but if you have an experienced XML expert to moderate the whole affair, like somebody with experience making a mod, then I can help out the process of modding XML.

Here are the areas of XML that I have experience with:

*Leaderheads: This is where I started modding; even after all this time, I remember that. My aim was to mod the game to make each Civ more well-rounded. Initially I planned to mod the game to expand the capabilities of every Civilization by either giving each of their leaders three traits instead of two, or by giving them three free techs at the start instead of two. I quickly concluded that the latter bonus was only a temporary advantage, and didn't even apply during scenarios, so I revised the mod and just made it so every leader has four traits. It still needs occasional revising for the sake of balance, but I have played basically every game of Civ 4 with some variety of that leaderhead mod at some point. I've also experimented with changing up leaders to have different flavors (ie, producation biases) and successfully modded the Lenin leaderhead available with Varietas Delectat to play the Soviet anthem as its theme, as opposed to just the stock music.

*Buildings: I needed some help with the schematics at first, but eventually was able to mod multiple buildings into the game using a modular folder.

*Civics: I once fiddled with this at an earlier time, though never mastered it. However, back when the World 2008/2009/2010 mod had a full staff, I originally had the task of modding Civics. I completed that file, and it probably would have worked if the actual mod did. (But who knows?)

*Traits: After a long time of adding and changing traits for leaders, I eventually decided I wanted to invent some new traits give them. I did, successfully, although I still need to do more experimentation with balancing. The traits I added to the mods, Varietas Delectat and Quot Capita are, Agrarian, Conniving, Urban, Nautical, Scientific and Resourceful.
 
Now that is really interesting that those were your areas.

Here is why:

Leaderheads: I've modded the graphics and civ entries for my leaders, my hope eventually is to also create entries for the civs as well (currently the entries are the same). but what I would love to do is mod the AI's and traits to better match the individual characters, the fact the you have invented some of your own is especially interesting as I think this would be great to do as well, I have a few ideas of things i would like to see but i will share those at a later date if you are interested.

Buildings: My attention is currently focussed on modding unit graphics to make each races units look individual, as I mentioned above I am currently working my way through the tribals. I would also like to do this for each civs buildings/cities, tents for tribals etc. So your experience would again be valuable for that.

Civics:
again these might be interesting to play around with and see if we can do some interesting things with them i haven't really got that far with thinking about it yet. Like I said I'm working through the unit graphics for now.

I am by no means an experienced modder or experienced at running a modding group, but the simplest way for us to become master modders is to do it right? I think it would be great to work with you on building up this mod if you would be interested in collaborating with me.

I can upload my folder somewhere for you to download to have a look through, it's a little messy right now but we could work on tidying it up and also implenting notes to keep everything running on track but there aren't loads of chnages yet so it wouldn't be too hard. (Suggestions for a location to upload would be appreciated currently 118mb WinRar.)

So far my experience includes adding leaderhead and unit graphics although the backgrounds don't fit perfectly, loads of civ entries on units and leaders, unit stats and graphics, I haven't got round to adding an entirely new unit. I also added a unique settler see earlier posts for that. thats about it so far I have loads of ideas, it's just having the energy to implement them, you can see my plan of implementation in my early posts, I haven't added all my ideas onto here yet as I haven't been sure how many people are actually reading them hehe, but if your interested I can take some time to add some more detail, but a lot of the big ones are already there.

take care and look forward to working with you.
 
Yes; please upload your work and I'll start working on XML for the Leaderheads if you like.
 
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