[MOD] CivMore

The Zip file mirror on 3D Downloads has been approved and is available for download. See the first post for the link.

Note: those of you that have posted comments in the last week or so (or sent me a PM), thanks for taking the time to post! I have seen them and will respond to them shortly; I've been pretty focused on getting the mod and all of the documentation up.
 
I have noticed that on the custom screen where it list the traits of the civ the code shows next to the name along with the trait i.e. TXT_KEY_ etc etc. As another noted I've never seen Sargent either after building the barracks. All in all a very nice mod.
Now being a resource hound that I am I'd like to request additional resources like "heavy water" H3O which is rare and needed to makes nukes, could be a resource that only has 2 or 3 places on a map and worth fighting over until you develope the tech to make it. I won't list all resources I'd like to see after all I'm not building it so it doesn't really give me much room to make request does it? Thanks again for a great mod.
 
Not being super savvy to the lang of this program I'm only going on assuming. I've played a few game of CivMore and I seems I get the same group of AI opponates each time and when I went into custom setup and selected say Robert the Bruce hiw name came up as code and I can guess that is why the system never picks him. I'm ASSUMING and I know what happens when you do that. It is either xml or python guess I need to take some time to learn the difference.:confused: Just noticed a few things like that spinkled throughout it. Everything seem to run ok other than the prior noted no Sgt on barracks been reading up on the lang and programming so perhaps at some point I can give an more educated observation. Thanks for the nice mod, LN
 
Leatherneck said:
Not being super savvy to the lang of this program I'm only going on assuming. I've played a few game of CivMore and I seems I get the same group of AI opponates each time and when I went into custom setup and selected say Robert the Bruce hiw name came up as code...


If it shows TXT_ or something like that...

well it doesnt affect game play...

it just means the info/translation/title was not added to an XML file...

(look at all the new buildings/units info in Civilopedia to get my explanation)

The tagline need to be entered (or entered correctly)

the TXT_ is usually for different translations of the text info...

English
French
German

etc.

if no info is put in the tagline (or put there correctly)

then CIV4 will put the generic tagline TXT_ for the text info...


btw it's a XML issue not python :p



hope that helps ;)
 
Officer Reene said:
then CIV4 will put the generic tagline TXT_ for the text info...


btw it's a XML issue not python :p



hope that helps ;)

Thanks that was my first guess that it was xml I'm going to look see if I can figure it out at some point. seems pretty straight forward.
 
Quid of a standard world map ?
 
the -10% thing on the tactics promotion is not that apealing. Otherwise it looks good.
 
Atolino said:
@lostkiwi

:yuck:, jungles provides :yuck:, floodplains... there is no - :health: (just from dificulty level)

I'm not sure what you are talking about... tobacco is not a terrain type, its a resource.

check other resources... for example bananas, pig, rice, sheep... the civilopedia says all those give you +1:health:

why couldn't you have tobacco giving you -1:health:?
 
Atolino said:
Tobacco (Luxury Resource; +1 Commerce; +1 Happy, +3 Commerce with Plantation; Expires with Medicine)

it could provide also one :yuck:

lostkiwi said:
should it be :yuck: or -:health:?

Atolino said:
@lostkiwi

:yuck:, jungles provides :yuck:, floodplains... there is no - :health: (just from dificulty level)

Sorry for my spelling...


lostkiwi said:
I'm not sure what you are talking about... tobacco is not a terrain type, its a resource.

check other resources... for example bananas, pig, rice, sheep... the civilopedia says all those give you +1:health:

why couldn't you have tobacco giving you -1:health:?


Guys..your both right! :p


per game Atolino is right since that icon means unhealthy

per coding lostkiwi is right since there is no unhealthy tagline...

ex:

<ihealth>0<ihealth>

if you want to make unhealth you would have to put:

<ihealth>-1<ihealth>



however the game engine translates:



<ihealth>-1<ihealth>


to


+1 :yuck: in game instead of displaying -1 :health:


(Note there are other Taglines that reference global/area/health but they are all the same NEGATIVE numbers equal :yuck: while POSITIVE numbers equal :health:)



but its all about semantics... :D


you are both right

hope this helps ;)
 
Kimbal said:
I'll do a clean reinstall tonight as I'm not sure if I modified anything since last install.
Any luck?

About the stonehenge I was just saying that it seemed better to associate it with spiritual or some others than expansive
I had associated Stonehenge with the expansive, as the primary purpose of stone henge is to help expand your borders. Now that I think about it a little more, expansive in the game tends to refer to expanding the size of your cities, not the number or borders. Perhaps the hanging gardens makes more since, as this adds health and population. Unless anyone has any further thoughts on this, I'll go ahead and change expansive to provide a bonus to building the hanging gardens. Thanks for the feedback!
 
Officer Reene said:
Dont know if you fixed it in the .40 version...

My bro discovered a quirk in an animation in the .30 version...

The Poles attacked him with the UU Hussar...

and he noticed the they had wings :mischief:

I think this was originally a fantasy animation model... it justs needs it's wings "clipped" to fit better in this mod :lol:


anyway dont know if you corrected it in the latest version, but it's not a big deal... it just looks ... >ahem< out of place :rolleyes: for this mod...


of course it doesnt affect gameplay... :goodjob:
This unit was a part of CivGold and was completely intentional. These particular units were often known to wear 'wings' in combat as a psycological weapon... enemies that were unfamiliar with this approach would flee before battle even began, thinking they were angelic beings!
 
Leatherneck said:
So far I'm really liking this mod, I just got the .40 release and have not found any gliches or bumps. Just some missing graphic and text which I'm guessing will be added at some point as it's not key to the function of the game play. Not being a modder or programmer who am I to complain?
I'm glad you like the mod (and even more happy that it seems to be bug free ;)). The missing graphics and text will be added as the mod progresses. At this point, I am only adding them where absolutely necessary (eg, where not having them would make the game harder to play, such as resources and unit models/skins) or as I stumble accross already made models and skins. Once the mod hits beta status (which should be the next major release), I will begin to add these much more aggressively, and create new ones where necessary, and hopefully bringing some others on board to help...
I like the enhancement of the game plat without changing the game. I enjoy some of the other mods but as a whole I like the core game and with this mod it doesn't change the play just adds to it. Thanks for the hard work and keep it up it can only get better.
Thanks for the kudos and the feedback. It's always satisfying to see that others are enjoying my work and recognizing what is going into it. Much appreciated!


BTW: Welcome to the forums!
 
musketman said:
Not sure if the problem is in the mod or I have missed something:
After I finished construction of barracks I should be able to turn one citizen to sergeant? But for some reason I couldn't. City was already relatively large, about 8 citizens so this should not be a problem?
Thanks for pointing this out; I hadn't noticed! Upon further review, 12monkey's Plot List Enhancement mod component changed the default interface python file to it's own file, thus bypassing my changes! As a result, you couldn't click on the + or - to add or remove a specialist (note that if the governer is set to manage city specialists, it will choose the sergeant or farmer if it sees fit to do so, and if you have built the requisite buildings). Incidently, my specialist stacker changes were also lost.

In any case, this has now been fixed for the next release. Thanks for pointing it out to me!
 
Leatherneck said:
I have noticed that on the custom screen where it list the traits of the civ the code shows next to the name along with the trait i.e. TXT_KEY_ etc etc. As another noted I've never seen Sargent either after building the barracks. All in all a very nice mod.
Thanks for pointing out the bad trait descriptions... I didn't notice that on the custom screen (I usually just stuck with random). I have fixed it for the next release. The sergeant has also been fixed (see my previous post to musketman). Also, thanks for the compliment!

Now being a resource hound that I am I'd like to request additional resources like "heavy water" H3O which is rare and needed to makes nukes, could be a resource that only has 2 or 3 places on a map and worth fighting over until you develope the tech to make it. I won't list all resources I'd like to see after all I'm not building it so it doesn't really give me much room to make request does it? Thanks again for a great mod.
Hmm... I'm not sure that I would add another requirement to build nukes, as they already require uranium. I am also trying to be very conciencious (sp?) as to what I add so as to not throw off the balance of the game or make it too easy to keep your population happy and healthy; I also want to be careful about adding more just for the sake of adding more (eg, it must make sense from a historical and/or strategy standpoint, and must fit well into the game). That being said, feel free to list any resources that you would like to see added, and I will take them each into consideration in their own rights. If there are any that you would particularly like to see, feel free to present any case for their inclusion as you see fit!

Thanks again for the kind words and the helpful feedback.
 
Leatherneck said:
Not being super savvy to the lang of this program I'm only going on assuming. I've played a few game of CivMore and I seems I get the same group of AI opponates each time and when I went into custom setup and selected say Robert the Bruce hiw name came up as code and I can guess that is why the system never picks him. I'm ASSUMING and I know what happens when you do that. It is either xml or python guess I need to take some time to learn the difference.:confused: Just noticed a few things like that spinkled throughout it. Everything seem to run ok other than the prior noted no Sgt on barracks been reading up on the lang and programming so perhaps at some point I can give an more educated observation. Thanks for the nice mod, LN
The issue with the same opponents repeating is either a fluke, or a problem with the random selection within CivIV itself. Let me know if you happen to notice this continuing trend.

As far as the texts not showing up properly, I have not added the civilopedia text or the strategy text for most of the new items yet. However, other than these two things, everything else should show up correctly, especially when it shows up within the normal course of a game (such as diplomacy text). If you spot any of these that are not showing up properly, please post them! If you can provide me with the exact key that it is looking for (eg, something along the lines of TXT_KEY_DIPLOMACY_ROBERT_THE_BRUCE_FIRST_CONTACT), and where you found it (in this case, the diplomacy screen), it would be most helpful! (on a side note, these are XML issues, not python issues).

Thanks again for the invaluable feedback and kind words. Feel free to keep 'em coming...;)
 
Lachlan said:
Quid of a standard world map ?
:confused: :confused: :confused:

I'm not quite sure what you're asking... (actually, I have no idea what you are asking, whatsoever)! If you could be more specific and/or check your spelling or english, it would be most helpful! Thanks. :)
 
Atolino said:
Tobacco (Luxury Resource; +1 Commerce; +1 Happy, +3 Commerce with Plantation; Expires with Medicine)

it could provide also one :yuck:
I had thought about this, but decided not to, as no other resources currently bring with them a penalty. Also, the computer (whether it be the opponent, or your workers on automate) would build the required building on the resource and take the health hit without ever taking it into consideration. The expiration at medicine was meant to immitate this disadvantage (especially since earlier civilizations didn't even know that it was bad for you).

Thanks for the feedback, though.

BTW: Welcome to the forums!
 
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