Integrating Mods - Incorporating / Exploring Ideas from other mods.

Brand spanking new: a mod that allows ships to sail on rivers. Units can only cross rivers at fords, over bridges, or with a promotion, and similar things. It makes rivers run through plots instead of along the edges.

Strategic Rivers
 
OMG that's so awesome! I WANT THAT! :drool:

A ton of things would need adjusting to make it work in C2C, because rivers are no longer tile edges, they are entire tiles, and cities cannot be built on them (mostly). That means all the buildings and bonuses that only work on rivers would disappear entirely. It would also render all existing maps and games incompatible. The river-based buildings might have to change to being on tiles next to river tiles (rather than actually being river tiles [or accept that very few cities can ever build them]), and obviously every map (or map script) would need to be rewritten.

It is rather nice though.
 
That's the one flaw I saw really too... except my answer would be to allow cities to be built on river spaces. Most of the world's cities are at riverside and most of them have land on both sides once developed out a bit (or are simply renamed on the other side such as Vancouver-Portland). I'd think only graphics would need a tweak to handle the divide is all (a cut down the middle and add some pixel space between them approach may work.)

So very insightful work the guy has there but it would take a lot of work to make happen here. Perhaps down the road...
 
OMG that's so awesome! I WANT THAT! :drool:

I want it too, but we need to prioritize. It seems that even though we have the most advanced team on CFC by a long shot, we still have way more ideas than resources to implement them. I think we need to prioritize our resources, which may mean pushing this back a bit. I also would like to wait and see what the author does next on it, and what improvements he makes on his own before we adopt it, sort of like how we waited to see what LyTning did with Multi-Maps before we added it to C2C.
 
I want it too, but we need to prioritize. It seems that even though we have the most advanced team on CFC by a long shot, we still have way more ideas than resources to implement them. I think we need to prioritize our resources, which may mean pushing this back a bit. I also would like to wait and see what the author does next on it, and what improvements he makes on his own before we adopt it, sort of like how we waited to see what LyTning did with Multi-Maps before we added it to C2C.

Good call. Having priorities allows people to work together on the best stuff first!
 
Hey guys, thanks for keeping this up while I was sick.
I'm almost back to normal now. :)
I intend to update list this asap. This post will be a quick but not total update.

Brand spanking new: a mod that allows ships to sail on rivers. Units can only cross rivers at fords, over bridges, or with a promotion, and similar things. It makes rivers run through plots instead of along the edges.

Strategic Rivers

Other than the giant content mods like Planetfall, Dune Wars, Extra, FFH, and the space mods, this is the best thing that's come along in a while. I'm placing a vote for it and putting it at #1.

I want it too, but we need to prioritize. It seems that even though we have the most advanced team on CFC by a long shot, we still have way more ideas than resources to implement them. I think we need to prioritize our resources, which may mean pushing this back a bit. I also would like to wait and see what the author does next on it, and what improvements he makes on his own before we adopt it, sort of like how we waited to see what LyTning did with Multi-Maps before we added it to C2C.

Great idea.
Having a organized plan outline will be the best way to get more things done, and keep C2C moving and growing. It will also help modders to better plan on pursuing things together so that work can be shared.
Don't forget to help organize and vote for those ideas in the
C2C-Idea Inspiration and Organization thread
http://forums.civfanatics.com/showthread.php?t=464235
I've made a priority list there, and integrate everyone's intentions and desires.
Please post your updates on priorities, personal thoughts, and wishes there and I will integrate them.

Priorities should both be a at will (individual) and coordinated (team or partner) based approach, this way 2 people won't try to reinvent the wheel and they can combine efforts.

Dancing Hoskuld has posted a thread to discuss integrated Sevo's Faces of God mod.
http://forums.civfanatics.com/showthread.php?t=469437
Be show your support at getting it integrated there!

I will retroactively include it in the beginning of this thread's list when I do my updates.
It is a great inspiration for what this thread can evolve into to get these ideas in. I do believe that Strategic Rivers will work it's way in quickly so I recommend someone create a thread.
http://forums.civfanatics.com/member.php?u=48785
Hopefully more mods integration to come.
Please keep those votes and ideas coming.
Anyone can look for Civ IV mods and their good ideas to include in C2C, some of the ones mentioned have ideas that have been overlooked. This is your chance to find them and get them seen.

Everyone please help with the search for well developed and good ideas from other mods! You could save a lot of work for the C2C modders, and allow them to move on to something better.
There is a lot more where Strategic Rivers came from, just search forums (especially civfanatics) and google and post them here.
Anyone can do this! :)
 
Expanding the vassalage system would be cool. The code from Total War contains I think 5 different types of vassals (dominion, protectorate, colony, etc.). It is a lot of code and I've tried to isolate it, but it is difficult. If someone is willing to work with me on the sdk, I'd be happy to help integrate it when isolated.
 
Expanding the vassalage system would be cool. The code from Total War contains I think 5 different types of vassals (dominion, protectorate, colony, etc.). It is a lot of code and I've tried to isolate it, but it is difficult. If someone is willing to work with me on the sdk, I'd be happy to help integrate it when isolated.

Sounds interesting. We have source code for that then? Wonderful! I've been hoping we could figure out something that might make vassalage playable so I'd be interested in looking over the code. I'm really hoping they didn't slack on the ai here cuz that'd be the one real concern.
 
OK, I have isolated the necessary source code files. It is in the TotalWar 1.1 Download. There is plenty of AI in the code. Whether it is satisfactory, I don't know.

If you want to make a development thread somewhere, that is fine by me. Then we could work via SVN perhaps. In addition, I believe that one of the vassaltypes is essentially another version of the puppet states mod. (Dominion, Protectorate, Colony, Capitulated, & Province). Many are civic dependant as well.

Here are all the files i have found so far in the attachment.

Info from Total War's website:

Spoiler :

Annexed territory (requires Fascism)
Spoiler :
+1 in the vassal's cities
Additional costs for the master: high
Gift to the master probabilities level: 100%
Vassal emancipation requires the equivalent of 50% of the master's territory size
Vassal emancipation requires the equivalent of 50% of the master's demographic level
The vassal can emancipate is he lost at least 50% of his territory after signing the agreement
The vassal can emancipate if the addition of his territory and his master's one were reduced under 50%
The vassal can put an ultimatum after a conflict with: Marxism
No fog of war on the vassal's territory for the master
The vassal's territory is "friendly territory" for master's units
The vassal can't drive out a religion if the master have its Holy City
The vassal can't drive out a religion if the master have chosen it as his State Religion
The master can train the Unique Unit of the vassal
Shared resources, Shared monopolies (managed by the master)
The master pays vassal's International Taxes
The vassal votes at master's Universal Suffrage
The vassal gives his international votes if the master have chosen the Universal Suffrage civic
The vassal doesn't have the right to propose his cities for trade with other players
Frozen borders between the vassal and the master (the continue to be spread)
Wars and peace managed by the master
The annexed territory is a status of vassalage which includes high interdependence links with the master, but also more emancipation opportunities.

Colony (requires Compass)
Spoiler :
+1 in the master's cities
Additional costs for the master: normals
Gift to the master probabilities level: 150%
The vassal can emancipate if the addition of his territory and his master's one were reduced under 50%
No fog of war on the vassal's territory for the master
The vassal's territory is "friendly territory" for master's units
The vassal can't drive out a religion if the master have its Holy City
The vassal can't drive out a religion if the master have chosen it as his State Religion
The master can train the Unique Unit of the vassal
The vassal's resources are inevitably all availables for trade with the master
The vassal doesn't have the right to propose his cities for trade with other players
Wars and peace managed by the master
Convertible in: Annexed territory, Dominion
Can't be traded with an existing player
The colony is a status of vassalage which result from the secession (organized by the master) of some cities far away the capital

Dominion (requires Democracy)
Spoiler :
Additional costs for the master: low
Vassal emancipation requires the equivalent of 50% of the master's territory size
Vassal emancipation requires the equivalent of 50% of the master's demographic level
The vassal can emancipate is he lost at least 75% of his territory after signing the agreement
The vassal can emancipate if the addition of his territory and his master's one were reduced under 50%
The vassal can put an ultimatum after a conflict with: Democracy
No fog of war on the vassal's territory for the master
The vassal's territory is "friendly territory" for master's units
The master can train the Unique Unit of the vassal
The vassal can lead separed wars
The Dominion is a status of vassalage, which let some leeway to the colonized people, preventing in some contexts, a paralysis of the country which remains an ally

Protectorate (requires Polyarchy)
Spoiler :
+1 in the master's cities
+1 in the vassal's cities
Additional costs for the master: normals
Gift to the master probabilities level: 50%
No fog of war on the vassal's territory for the master
The vassal's territory is "friendly territory" for master's units
The vassal can't drive out a religion if the master have its Holy City
The vassal can't drive out a religion if the master have chosen it as his State Religion
The master can train the Unique Unit of the vassal
The vassal's resources are inevitably all availables for trade with the master
Wars and peace managed by the master
Signers must be in peace
The protectorate is a negotiated status of vassalage, signed by two people who feel close and, above all, have a common military interest

Puppet State (requires Feudalism)
Spoiler :
+1 in the master's cities
+1 in the vassal's cities
Additional costs for the master: normals
Gift to the master probabilities level: 75%
Vassal emancipation requires the equivalent of 50% of the master's territory size
Vassal emancipation requires the equivalent of 50% of the master's demographic level
The vassal can emancipate is he lost at least 50% of his territory after signing the agreement
The vassal can emancipate if the addition of his territory and his master's one were reduced under 50%
No fog of war on the vassal's territory for the master
The vassal's territory is "friendly territory" for master's units
The vassal can't drive out a religion if the master have its Holy City
The vassal can't drive out a religion if the master have chosen it as his State Religion
The master can train the Unique Unit of the vassal
The vassal's resources are inevitably all availables for trade with the master
Wars and peace managed by the master
Signers must be in conflict
Convertible in: Annexed territory, Dominion
The Puppet State is a defeated nation which transfer a part of its sovereignty, constrained by a very unbalanced peace treaty
 

Attachments

OK, I have isolated the necessary source code files. It is in the TotalWar 1.1 Download. There is plenty of AI in the code. Whether it is satisfactory, I don't know.

If you want to make a development thread somewhere, that is fine by me. Then we could work via SVN perhaps. In addition, I believe that one of the vassaltypes is essentially another version of the puppet states mod. (Dominion, Protectorate, Colony, Capitulated, & Province). Many are civic dependant as well.

Here are all the files i have found so far in the attachment.

Info from Total War's website:

Spoiler :

Annexed territory (requires Fascism)
Spoiler :
+1 in the vassal's cities
Additional costs for the master: high
Gift to the master probabilities level: 100%
Vassal emancipation requires the equivalent of 50% of the master's territory size
Vassal emancipation requires the equivalent of 50% of the master's demographic level
The vassal can emancipate is he lost at least 50% of his territory after signing the agreement
The vassal can emancipate if the addition of his territory and his master's one were reduced under 50%
The vassal can put an ultimatum after a conflict with: Marxism
No fog of war on the vassal's territory for the master
The vassal's territory is "friendly territory" for master's units
The vassal can't drive out a religion if the master have its Holy City
The vassal can't drive out a religion if the master have chosen it as his State Religion
The master can train the Unique Unit of the vassal
Shared resources, Shared monopolies (managed by the master)
The master pays vassal's International Taxes
The vassal votes at master's Universal Suffrage
The vassal gives his international votes if the master have chosen the Universal Suffrage civic
The vassal doesn't have the right to propose his cities for trade with other players
Frozen borders between the vassal and the master (the continue to be spread)
Wars and peace managed by the master
The annexed territory is a status of vassalage which includes high interdependence links with the master, but also more emancipation opportunities.

Colony (requires Compass)
Spoiler :
+1 in the master's cities
Additional costs for the master: normals
Gift to the master probabilities level: 150%
The vassal can emancipate if the addition of his territory and his master's one were reduced under 50%
No fog of war on the vassal's territory for the master
The vassal's territory is "friendly territory" for master's units
The vassal can't drive out a religion if the master have its Holy City
The vassal can't drive out a religion if the master have chosen it as his State Religion
The master can train the Unique Unit of the vassal
The vassal's resources are inevitably all availables for trade with the master
The vassal doesn't have the right to propose his cities for trade with other players
Wars and peace managed by the master
Convertible in: Annexed territory, Dominion
Can't be traded with an existing player
The colony is a status of vassalage which result from the secession (organized by the master) of some cities far away the capital

Dominion (requires Democracy)
Spoiler :
Additional costs for the master: low
Vassal emancipation requires the equivalent of 50% of the master's territory size
Vassal emancipation requires the equivalent of 50% of the master's demographic level
The vassal can emancipate is he lost at least 75% of his territory after signing the agreement
The vassal can emancipate if the addition of his territory and his master's one were reduced under 50%
The vassal can put an ultimatum after a conflict with: Democracy
No fog of war on the vassal's territory for the master
The vassal's territory is "friendly territory" for master's units
The master can train the Unique Unit of the vassal
The vassal can lead separed wars
The Dominion is a status of vassalage, which let some leeway to the colonized people, preventing in some contexts, a paralysis of the country which remains an ally

Protectorate (requires Polyarchy)
Spoiler :
+1 in the master's cities
+1 in the vassal's cities
Additional costs for the master: normals
Gift to the master probabilities level: 50%
No fog of war on the vassal's territory for the master
The vassal's territory is "friendly territory" for master's units
The vassal can't drive out a religion if the master have its Holy City
The vassal can't drive out a religion if the master have chosen it as his State Religion
The master can train the Unique Unit of the vassal
The vassal's resources are inevitably all availables for trade with the master
Wars and peace managed by the master
Signers must be in peace
The protectorate is a negotiated status of vassalage, signed by two people who feel close and, above all, have a common military interest

Puppet State (requires Feudalism)
Spoiler :
+1 in the master's cities
+1 in the vassal's cities
Additional costs for the master: normals
Gift to the master probabilities level: 75%
Vassal emancipation requires the equivalent of 50% of the master's territory size
Vassal emancipation requires the equivalent of 50% of the master's demographic level
The vassal can emancipate is he lost at least 50% of his territory after signing the agreement
The vassal can emancipate if the addition of his territory and his master's one were reduced under 50%
No fog of war on the vassal's territory for the master
The vassal's territory is "friendly territory" for master's units
The vassal can't drive out a religion if the master have its Holy City
The vassal can't drive out a religion if the master have chosen it as his State Religion
The master can train the Unique Unit of the vassal
The vassal's resources are inevitably all availables for trade with the master
Wars and peace managed by the master
Signers must be in conflict
Convertible in: Annexed territory, Dominion
The Puppet State is a defeated nation which transfer a part of its sovereignty, constrained by a very unbalanced peace treaty

@Koshling or AIAndy:

Could one of you look at this and see if the code and AI support is good enough to add to C2C? I think this looks like a really cool addition for V26.
 
Ok, I'll download this and take a look. BUT we have a lot of differences in civics and such so its going to take some real thought throughout a conversion process.

I must warn that I'm personally involved in a lot of projects already right now and it'll be a while before I can look at this seriously. There's a LOT to this one ;)
 
Ok, I'll download this and take a look. BUT we have a lot of differences in civics and such so its going to take some real thought throughout a conversion process.

I must warn that I'm personally involved in a lot of projects already right now and it'll be a while before I can look at this seriously. There's a LOT to this one ;)

It looks like those are tech requirements, not civic requirements. Tech requirements can easily be moved about I believe.
 
Yeah... either way I'm sure they could be easily adapted. Its just a lot to merge and I feel I need to get the combat mod finished before I look into this,in hopes that it wouldn't be too tough to work in since I have some pressing matters to attend to after the combat mod is pushed to the svn, not the least of which the massive amount of xml content and development planning to support it. If its not too tough I can interrupt my current priority list to add it in.

EDIT: On review of some of the sourcecodes in a compare with our own, I think it wouldn't be tooooooo difficult to merge, but very time consuming and could lead to some pretty heavy frustrations. It would be a very careful surgical procedure ;). One problem is the mod is not well annotated in the code so if there are other tweaks, we'd inherit them which could lead to some interesting results. Question: Are there other mods included in this sourcecode then?
 
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