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LRP framework modcomp v1.2

Discussion in 'Civ4 - Mod Components' started by LittleRedPoint, May 4, 2008.

  1. LittleRedPoint

    LittleRedPoint Slaver

    Joined:
    Dec 13, 2004
    Messages:
    155
    Location:
    Estonia (EU)
    Verison and ChangeLog history of LRPM - LittleRedPoint "framework" Mod.
    compatible with BtS 3.13

    Intro:
    The Idea is to build base where i and other modders can build up their own mods. I just provide integration of other designer features.
    All fame should go to original creators. Bad for me is that i could yet not manage features separately so that player can turn
    certain features off. Put if you are modder, to not use certain features. Remove them from XML.

    If you want to extract and use certain mod integrated modcomponents, look these modcomp original readme file. I kept all sourcecode comments.
    For example, if you want to extract "Building Resource Converter Mod v0.3w -> BtS3.13"
    then look
    // < Building Resource Converter Start > and
    // < Building Resource Converter End > in all of the places where changes

    I use VC++ 2005 Express edidtion and makefile to build CvCameCoreDll.dll

    URL: http://forums.civfanatics.com/showthread.php?t=196283&page=2
    NB! the BtS 3.13 makefile is in the middle of this post. How to is in the beginning. I included it into SDK files too.

    For merging i use WinMerge (typ into Google "winmerge" and get it). It is good for merging BTS modcomps.
    But older (vanilla or warlord) modcomps need real brainwork to get them integrated.
    Fortunately VC++ 2005 E contains many good features to do it.

    ChangeLog
    Spoiler :

    v0.1
    Included Bhuiric unoficial pach v1.11
    By Bhuiric

    v0.2
    Included 3 square city and borders over ocean
    By Roger Bacon

    v0.3
    Nuke Aniwhere
    By Sevo

    v0.4
    Vicinity Bonus
    By Shyqe

    v0.5
    AirBombMissions
    By Dale

    v0.6
    UnitFuel Mod Readme
    By Grey Fox

    Version: 1.1 integrated, tested and removed (integration files are still stored)
    Problem was the enormous ressource consumption. Game reload time was too long (10 sec/turn in late era start).

    v0.7
    Obsolete buildings
    by Jean Elcard (aka Elgor)

    v1.0 - Stabilisation and start using Tortoise CVS to keep track on version controll. Very useful tool indeed.

    V1.1
    JImprovementCultureBorders Mod -> BtS3.13
    by Jeckel

    v1.2
    Building Resource Converter Mod v0.3w -> BtS3.13
    By TheLopez


    Currently in development:
    LRPM v1.8
    - Building and units req civic
    - Specialist healt, happiness, unit production bonus

    Working on AI to get it work.
    Can't release it because thare is some nasty bug that crashes the game after 20-50 turns and not allow save games.

    To-do:
    - Integrate Dales military modcomp
    - Super Spys
    - Inquisition
    - Slavery and enslavement missions (raid villages and cities to get slaves)
    - Human sacrifices
    - Buildin preq improvements in city vicinity

    ..and many more as i get idea of using them. Attached file contains also SDK files what i have changed. Copy them info original BtS source code and compile it. I did not tested this separately. If you get problem, let me know.

    This modcomp should evolve into mod of its own in the near future
     

    Attached Files:

  2. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
    Dec 20, 2005
    Messages:
    6,906
    Location:
    israel
    hi,
    nice idea,
    but why didnt you include the entire dale combat mod.....its kinda wierd that your adding parts of it sepretly....your future plans to have range bomb....you could have already had it if you used dale combat..

    anyway, good luck
     
  3. LittleRedPoint

    LittleRedPoint Slaver

    Joined:
    Dec 13, 2004
    Messages:
    155
    Location:
    Estonia (EU)
  4. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
    Dec 20, 2005
    Messages:
    6,906
    Location:
    israel
    well that explains it...:)

    keep developing :)
     

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