Game Features/Functions

I don't necessarily need events, I just wanted it to be a bit more random than The_J's spawn a civ allows, I suppose I could add a different percentage but ideally I wanted the spawned civs to act a certain way. As a recap this is what I originally had in mind:

- The Phillistines/Sea People; I wanted them to spawn in the ancient era, I basically wanted them to act as ancient pirates who would attack coastal cities, except unlike pirates they would land armies and attempt to establish a kingdom.

- The Horde; they were going to basically act like the Mongols or Turkic invaders, ideally they wouldn't have cities, but would start out with a "Mongol Camp" unit and a decent army and would sweep through during the medieval era. They would mostly raze cities, but every now and then capture them.

- Pirates; less interested in capturing or even razing cities, but would harass ships at sea and attack and blockade coastal cities.

It is difficult to get that to happen though, and since I am running out of time on getting this thing finished I decided that it isn't worth the effort at this point, sadly.

I'd love to see The Horde be added in as some random event. Like "a massive army of barbarians spawns". Kinda like the base game event where 5 or so barb archers spawn outside your borders, except medieval era and many, many, many more.
 
Well it looks like my man came through in the clutch and got Super Spies in for me. :goodjob:

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I haven't really tested it out yet though, so keep your fingers crossed.
 

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How are the Super Spies working, everything ok?
 
I am about to test out the Super Spies mod now. How many XP should spies get from Intelligence Agencies? Should I give a free Security I promotion to spy units built in cities with a Security Bureau?

Another thing I was going to ask, this is mainly directed at The Almighty dF cuz he mentioned something about KRC getting an extra bonus, what about doing something like -50% unit upkeep cost or something like that?
 
I am about to test out the Super Spies mod now. How many XP should spies get from Intelligence Agencies? Should I give a free Security I promotion to spy units built in cities with a Security Bureau?

Another thing I was going to ask, this is mainly directed at The Almighty dF cuz he mentioned something about KRC getting an extra bonus, what about doing something like -50% unit upkeep cost or something like that?

That'd be perfect. I figure it fits in with the crusades largely being an offensive effort by peasents and the like, so the costs weren't so much coming from the massive amount of -soldiers-. More coming from colonial/"kingdom" management, higher quality mercs, etc.

Also, I figure Intelligence Agencies should give enough XP to allow for one starter promotion (like a barracks does for military units), and I like the idea of Security Bureau's giving Security.
 
Hmm, I am pretty sure that Spies are supposed to gain experience from successfully accomplishing missions but so far I haven't got any promotions yet. I didn't play for that long so it might take longer to gain enough XP for a promotion, I am just not sure right now. But I'm kinda worried.
 
I also like this. +3 xp / Int. Agency and free Security I / Sec. Bureau
 
Hmm, I am pretty sure that Spies are supposed to gain experience from successfully accomplishing missions but so far I haven't got any promotions yet. I didn't play for that long so it might take longer to gain enough XP for a promotion, I am just not sure right now. But I'm kinda worried.

They should get xp right after every succesful mission.
At least in other mods they do.
The moment they appear in your capital after the mission, you should see the xp increase
 
So it should happen after EVERY mission? If that is the case this is not good. I'll have to see what SG says about that one. You don't think the fact that I just gave myself spies in World Builder had anything to do with this do you?
 
Yeah, it should happen after every mission. At least after every succesful one...
And I'm pretty sure World Builder has nothing to do with this
 
Yeah, he apparently forgot some code in the DLL. So he's going to re-write it. So as of right now SS doesn't work. Hopefully it gets fixed soon. Another thing that is going to come up, and I might as well tell you guys Dynamic Civ Names is going into the mod too and I'm not sure if anyone is familiar with how it works (cuz I'm not really either) but I think we are going to need to start working on DCNs for the new civs.

If you see this mechaerik, weren't you working on a conversion of DCN? If so how does the text work? Is it in XML or the DLL?
 
Yeah, he apparently forgot some code in the DLL. So he's going to re-write it. So as of right now SS doesn't work. Hopefully it gets fixed soon. Another thing that is going to come up, and I might as well tell you guys Dynamic Civ Names is going into the mod too and I'm not sure if anyone is familiar with how it works (cuz I'm not really either) but I think we are going to need to start working on DCNs for the new civs.

If you see this mechaerik, weren't you working on a conversion of DCN? If so how does the text work? Is it in XML or the DLL?

Dynamic civ naming means your empire gets an explanation of what type of empire it is.
Like at the start you're the German Tribe if you're German, you're a city state once you've got a city, after a few cities you're an empire, etc.
Government civics also change things, like Republic of Germany or Kingdom of Germany.
 
I know that, but I *THINK* this one is a bit more involved/specific. For instance, I think we can actually get the names themselves to change. I don't really want to get this detailed and specific, but I am pretty sure we could even have the English become the British later on in the game. But more realistically we are going to be able to call the Arabs something like "The Arab Sultinate" or call the Iroquois "The Iroquois Confederacy" or something of that nature. That's what I'm asking really, how specific do we want to get?
 
I know that, but I *THINK* this one is a bit more involved/specific. For instance, I think we can actually get the names themselves to change. I don't really want to get this detailed and specific, but I am pretty sure we could even have the English become the British later on in the game. But more realistically we are going to be able to call the Arabs something like "The Arab Sultinate" or call the Iroquois "The Iroquois Confederacy" or something of that nature. That's what I'm asking really, how specific do we want to get?

Instead of that, I'd just add names based on religions, and in some cases based on a mix of religion and civic choice.
Sultinate for Hereditary Rule Islamic civs, Islamic Republic for Representation Islamic civs, etc.
Actually Islam's the only case that comes to mind where that'd work, but it'd still be a really neat addition if only for Islamic civs. Biased as I favor middle eastern civs, of course. :p

Maybe add some to civics that don't have them. Socialist Republic of Rome for if Rome uses Representation and State Property, for example.
 
If you see this mechaerik, weren't you working on a conversion of DCN? If so how does the text work? Is it in XML or the DLL?

You define the Civ description, short description and adjective in XML. As well as the civics. But the rest is done in Python.
 
I know that, but I *THINK* this one is a bit more involved/specific. For instance, I think we can actually get the names themselves to change. I don't really want to get this detailed and specific, but I am pretty sure we could even have the English become the British later on in the game.

Yes. But this is not what you have been asking for. This is not only dynamic civ names this is also dynamic civ nation! ;)
 
Yes. But this is not what you have been asking for. This is not only dynamic civ names this is also dynamic civ nation! ;)

True
But it's also not too hard to add those in the DynamicCivNames.py
I suppose Capo don't want to change too many civ specific names, so it means only a few lines

EDIT: Checked the files again, probably I'm wrong after all
Not really sure this time, but maybe if you add a second civ description in the CivilizationInfos.xml file it may be possible to change to that too in pyton
 
Yes. But this is not what you have been asking for. This is not only dynamic civ names this is also dynamic civ nation! ;)

Yeah, you are absolutely correct. I was just giving it as an example of what is possible. I DO NOT want to do this at all by the way (particularly because we have modular civs and wouldn't be fair if England got to be called Britain and Scotland didn't).

So anyway. I generally agree with TAdF, that the Islamic civs shoiuld get named differently, but I was just asking if anyone knew of names that could go to other civs and also what we should do about the new civs.
 
Im here. Capo, Im working on basically adding a metric crapton of unique names for civs.

For example; If Egypt, India, Turkey, Persia, or Ethiopia are theocratic(or organized religion) Islamic Kingdoms, then their name will be Sultanate of ______, except Ethiopia, which would be named the Shewan Sultanate.

As opposed to Spain, Arabia, Carthage, Sumer and Babylonia, who under the same conditions will become the Caliphate of _______, except Spain, which would be named the Caliphate of Al-Andalus.

America in Representation or Universal Sufferage gets the name United States of America. In Police State, its the United State of America. Theocracy, ______ State(s) of America.

Its actually rather easy to add names like this. Ive also replaced the regular holy names, so instead of holy republic of _____ you can get Islamic or Christian Republic of _______.

For every example of a Unique Name I have, and the conditions for tripping it, check here.

Im also currently working on getting names to trip if you have a specific master (for example, a vassal of persia will get the name Satrapy of ______).[/ShamelessSelfPlug]


Its actually not all that difficult to get unique names. Its also not that difficult to get the adjective and shortform to change (ie Persia becomes Iran at Industrial Era).

The part I havent figured out is getting the flag to change, but youve already done that.
 
Im here. Capo, Im working on basically adding a metric crapton of unique names for civs.

For example; If Egypt, India, Turkey, Persia, or Ethiopia are theocratic(or organized religion) Islamic Kingdoms, then their name will be Sultanate of ______, except Ethiopia, which would be named the Shewan Sultanate.

That's cool with me. Although what is the Shewan Sultanate? I thought Ethiopia was Christian?

As opposed to Spain, Arabia, Carthage, Sumer and Babylonia, who under the same conditions will become the Caliphate of _______, except Spain, which would be named the Caliphate of Al-Andalus.

America in Representation or Universal Sufferage gets the name United States of America. In Police State, its the United State of America. Theocracy, ______ State(s) of America.

Its actually rather easy to add names like this. Ive also replaced the regular holy names, so instead of holy republic of _____ you can get Islamic or Christian Republic of _______.

For every example of a Unique Name I have, and the conditions for tripping it, check here.

Im also currently working on getting names to trip if you have a specific master (for example, a vassal of persia will get the name Satrapy of ______).[/ShamelessSelfPlug]


Its actually not all that difficult to get unique names. Its also not that difficult to get the adjective and shortform to change (ie Persia becomes Iran at Industrial Era).

The part I havent figured out is getting the flag to change, but youve already done that.

Well, the thing is, what about the new/altered civs in my mod? I have to come up with replacement texts for those.

EDIT: There are so many things, like is Rome ever SPQR? Do you call the Iroquois the "Iroquois Confederacy" at any point? That's what I have to address, and I just want to know if I am going to be able to alter this myself or if I have to depend on the coder. That's all.

EDIT 2: You should also consider that there are modular civs that might "conflict" with other civs. I don't want to use modern names because I am trying to be specific as possible with my civs. For instance, the Egyptians are representative of the ancient Egyptians, even in their modern state. The current/actual state of Egypt is ruled by Arabs, so they are lumped with the Arabs. I am doing something similar, albeit non-historical with the Perisans, as I have an Iranian modular civ which represents Islamic Perisa, while the one in my mod represents ancient (and by ancient I mean pre-Islamic) Perisa.
 
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