[MERGE] KROME Beta: K-Mod 1.31 and RoM 1.03 Extended

@jtanner28,
The jtanner folder inside the KROME SVN is your version of KROME with the Modmods you listed, correct?

And the main folder is the KROME 0.85b that Isabelxxx had posted?

Looks that way to me anyway. Just looking for conformation.

JosEPh :)
 
@jtanner28,
The jtanner folder inside the KROME SVN is your version of KROME with the Modmods you listed, correct?

And the main folder is the KROME 0.85b that Isabelxxx had posted?

Looks that way to me anyway. Just looking for conformation.

JosEPh :)

Yep, that's the way its set up. The only difference in the main folder from what Isabelxxx posted is that it has the theme I made in it. I think I'll change it back to the original 0.85b just to be consistent though. I don't have all the modmods that I listed merged into my branch yet, but that was the plan.
 
With the start of College seems the KROME thread is as Dead as the AND Resurrected Thread now.

:p

JosEPh
 
I tried to put AAranda's religion modules into this but even though I did what was done for the other modules in the mod it did not work. Investigating further I discovered that all those modules were actually in the main files. Does this mean you have turned off modular loading some how?
 
cool that you're still interested in merging your/ananda's religion stuff!
did you not notice that modular loading is off in the krome.ini?:)

also, if you look closer the extra religion files arn't actually merged in already. just some entries in the text folder. (this is based on doing a quick search for animism and druidism, apols if you meant something else) i reckon when zappara was creating rom extended for joseph he just hauled in the entire AND text folder. there's a bunch of diparities in the strategy text that appear in game and their xml values as a result of this. and a whole load of extraneous text for modules not present. like yours;)
 
Wow it (AAranda's custom religions) almost work straight out of the box. However they are from a later version of RoM which has more religions than this one. As I see it there are two options

1) Add the extra religions (Egypt Myth, Zoroastrianism, Helenism, etc) or
2) Remove the references to them from the mod

Which would you prefer?

Also adding these religions will cause the font problem which includes random font changes and incorrect icons below the city for trade and religion etc. (Pic 2 shows the problem in the pedia). This is fixed in the dll somewhere.
 
I vote for adding the extra religions.

JosEPh
 
I thought I had lost the building definitions but it turns out they aren't in the main download file. I'll need to hunt them up. I will need to do some work on the basic files to move the text into game text files so other languages are supported. Some of the units do not work as AAranda intended. They either need to be changed or AI needs to be written for them. In RoM/AND and C2C I changed the units but you may have some ideas on better use. The main ones are the Druid and Shaman missionaries who are supposed to not only spread religion but build the religious buildings. By default they don't build the buildings so nations with those religions loose out.

One thing that I did was to make each religion optional. Going straight from AAranda's files they are not but, an all or none situation. I can do the same here if you want.

AAranda's wonders and buildings seem to work fine but I want to do a bit more testing on them.
 
@DH
cool, you're making progress!

hey isn't the icon thing due to the religion icons not being present in the gamefont tga? looks like there's plenty space there for new icons without adding more in the dll?

on druid and shaman, can't you use the <Buildings> tag in the unitinfos ala scientist and academy?
 
@DH
cool, you're making progress!

hey isn't the icon thing due to the religion icons not being present in the gamefont tga? looks like there's plenty space there for new icons without adding more in the dll?

It is something to do with the number of fonts and the way gamefont_75.tga is being read. RoM/AND fixed one and C2C fixed the other but I don't know what it was. The religion icons are showing up fine in the pedia. I have not tried a game yet.

on druid and shaman, can't you use the <Buildings> tag in the unitinfos ala scientist and academy?

They already use the buildings tag, but I remember now I can get them to build them without AI changes if I increase the AIWeight of the building.
 
@DH,
Has jt given you access to KROMEs SVN yet?

JosEPh
 
@DH,
Has jt given you access to KROMEs SVN yet?

JosEPh

No I haven't. I am not sure I want to at the moment - I should be cleaning my place up so Mum can drive that frame thing she uses around it.:mischief:

I have just realised that I can't do them as individual modules because of the Great Prophet actions, build the shrine. So it will be all or nothing.

As yu can see from the screen dump the city should have a Druid symbol below it. I just checked the game font files and the extra ones are not in there. This means that to add these religions and more we need the bigger game font files. I noticed someone put the larger game font files up in a mod without WoC so that is the one that would need to be merged. If someone is inclined to. If not then the extra religions wont be usable in this mod. They can still be done for the new RoM-AND.

I am going to keep working on them for a bit, just to get a modular version with the latest graphics for the missionaries, effects and cut scenes. Plus the French and German text where available.
 
How about I just merge WOC Lite? :) Then we'd be able to use WOC modular loading. I noticed the font problem myself about 15 minutes ago while merging Afforess' Resource Slider (in the city screen), so I'll be hunting down the font solution soon.

I'm still making additions and changes, mostly to the DLL, so if anyone wants write access to the SVN, just let me know. I still plan on adding the modcomps I listed earlier in the thread.

Oh, and I threw a Blue Marble FPK in there, fixed the Jungle Camp problem, fixed some game texts, and a few other tweaks. I'll be making a commit later on tonight to SVN version 7.


EDIT: @Dancing_Hoskold
I just merged the larger game font modcomp. A full merge of WOC Lite will have to wait until I have more time. SVN 7 has the newest version. I assume that this is what you needed to keep going with your project, right? If you can't get to the SVN, I can zip it and post what I have if you want.
 
@jt,
Will SVN v7 have a fix for the repeating walls/high walls and harbor/ports?
I wish I could remember what Zap or Aff did to fix it originally.

I have some bldg tweaks I'm testing out. If they work out I'll post them for feedback and possible inclusion into KROME.

JosEPh

Edit: Does standard KROME have the Multiple Prod and Research additions in it? Or is all the new stuff only in the jtanner folder?
 
@jt,
Will SVN v7 have a fix for the repeating walls/high walls and harbor/ports?
I wish I could remember what Zap or Aff did to fix it originally.

I have some bldg tweaks I'm testing out. If they work out I'll post them for feedback and possible inclusion into KROME.

JosEPh

Edit: Does standard KROME have the Multiple Prod and Research additions in it? Or is all the new stuff only in the jtanner folder?

I haven't tested out the building upgrades yet. I have turned the CANNOT_CONSTRUCT callback back on though. I'll hop into world builder later tonight and set up some test cases.

Standard KROME does not have Multiple Production/Research or Advanced Diplomacy. It's frozen at 0.85b waiting for Isabelxxx. All of the modifications/additions I have made are in the "jtanner28" branch. If Isabelxxx doesn't show for a long time, we'll just call that branch the main and move on. If she does show, then we can have lots of sparkly new stuff to show her. :)
 
I just noticed that Hellenism is missing. Wasn't that an Original BtS Religion? Seems like forever since I played Vanilla BtS or even CivIV. :crazyeye:

I'm currently using your version, and updated to SVN v7 this morning.

Something to look at down the road is the tendency of the AI to Dogpile the human player. It's fine for Aggressive AI option but should be toned down a notch for standard play. Especially with karadocs AI changes. Even on Noble when 3 neighbors DoW you it's extremely rough to overcome.;)

JosEPh :)
 
EDIT: @Dancing_Hoskold
I just merged the larger game font modcomp. A full merge of WOC Lite will have to wait until I have more time. SVN 7 has the newest version. I assume that this is what you needed to keep going with your project, right? If you can't get to the SVN, I can zip it and post what I have if you want.

Thanks. I have not tried to get access to the SVN yet, but will, and report back. Just not this morning. ;)

I just noticed that Hellenism is missing. Wasn't that an Original BtS Religion? Seems like forever since I played Vanilla BtS or even CivIV. :crazyeye:

JosEPh :)

No, that is one that Zaparra added to RoM - one of what I call standard RoM religions;)

Edit:blush: Where is the SVN?
Edit 2: Using WoC does allow for finer control of modules and interaction between mods by modders, so I am all for its inclusion. ;)
 
The SVN is here: https://krome.svn.sourceforge.net/svnroot/krome/jtanner28

Let me know if you have any trouble accessing it. I will look into doing a merge with WOC Lite. Specifically so that modular loading in KROME will be better. :) I've also got my list of modcomps I want to finish merging and a few other tweaks.
 
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