[MOD] Colonization: 2071

I got the Betray your Colony merge working.

At least, I think I did. Kailric had defined some custom global defines in the DLL (CvXMLLoadUtilitySet.cpp); doing so had given me trouble in the past. I removed the definitions and the game loaded fine.

My assumption is this won't mess with the rest of the game (the custom global defines I've created and accessed in the DLL in other mods worked fine without the definition in the DLL), but I can't be certain.

I'll attach a zip of everything tomorrow.
 
Sorry about the delay, I've been busy.

Attached is a zip of the BYC port to 2071, containing all the changed files, in the form of a modmod. So anyone can download it and add it to their current 2071 build.

I haven't had the opportunity to do any more than run the mod and start a game, so it would be nice if some other people could test this.

The DLL source is included as well, in 2071\CvGameCoreDLL\BYC (so as not to overwrite the original source files, if they're your only copy). If you wanted to build 2071 with BYC included, after you've copied everything else to your working directory, also copy over the CvGameCoreDLL\BYC files.

[Attachment removed- see four posts down this page for a fixed version.]
 
I downloaded the mod again, and I have to say, I am impressed with the work so far. The copy/pasted civilipedia entries are a bit of a pet peeve for me, so I'll see about redoing some of them.

Additionaly, would it be possible to replace the progenitor ruins (the purple things) with a crystaline forest or something like that? Although I like the fact Progenitor Artifacts are rarer, the Progenitors still feel too common. Furthermore, the EU free building appears a tad weak with the rarity of Progenitor Artifacts.


EDIT:
After playing a bit more, I have a few comments:
1. While I like the tech tree implementation, the names are way to similar. I blew almost all of my gold and most of my research on getting the Soma tech, while I thought it was the xenofungus tech. (I needed to harvest Xenofungus.) Perhaps they could be renamed to be a bit clearer?
2. While needing the tech to get the research adds an interesting element, it is far too easy to be shafted by it. I could have verdent xenospore reserves, but I have to go hunting for an alien civ that happs to have enough xenospores for me to get the tech. Perhaps the actual resources could give a smaller amount of their resources? (Example: Rather than providing 5 Progenitor Artifacts, it would produce only 1 or two. This can scale with how valuable the resource is.)
3. The alien cities need new names. It is so easy to get immersed in the game, and then I see the actual tribe names on the cities.
4. Is is me, or are the alien cities much thicker? There is hardly any half-decent spot to settle without having to pay the aliens craploads of cash. This places a much higher emphasis on military troops, which I am not sure you want.
 
Sorry for the double posting.

In a game I was playing as the Corporate faction (the one with Director Green/Black) I got a crash on turn 157. I was finishing no technologies or buildigs and no ship was arriving/leaving Europe.
Here is the save:

Furthermore, I've noticed on larger maps that the planets closest to the eastern wormhole get insanely crowded due to all the AIs. Is there any way to rectify this?

EDIT: Also, what is the Janus Device?
 
So it seems what I posted has a bug- lots of crashes when starting games.

And I've figured out why- you are modifying GlobalDefines.xml and not GlobalDefinesAlt.xml with changed GlobalDefines. All you need to do is copy the global define from GlobalDefines.xml into your mod's GlobalDefinesAlt.xml and change the values. Don't even include GlobalDefines.xml.

Now, I have no idea why it would cause crashes, but the crashes seemed to go away when I moved all changed global defines out of GlobalDefines.xml and into GlobalDefinesAlt.xml (and then deleted GlobalDefines.xml). They also went away when I uncommented out the code in the DLL defining Kailric's new global defines, but that brought back the XML errors.

I'm really not sure why that combination of things would cause crashes when starting a game... if you're wondering how I didn't catch it, I had noticed the problems with GlobalDefines and fixed it already when doing bugtesting. But I decided I'd try Ajidica's save to see if it crashed for me (BTW, it did), and so I had to reinstall a vanilla build of 2081. Sorry.

...but here's another version of 2071-BYC with GlobalDefinesAlt.xml formatted properly, but you MUST delete GlobalDefines.xml from 2071\Assets\XML for it to work properly.
 

Attachments

This is sort of a bug. I quick tried out playing as the aliens and I got an event where I could get a special bonus out of a list. I chose a scout ship so I could trade with earth easier and utilize my coastal cities. However, the ship spawned in my capital city which had no water acess at all, making it useless. Could it either be coded to start in a costal city or be able to travel all domains? I sort of like the 'travel all domains' option. I'm assuming the alien ships have some Progenitor tech lying around so their Resonance Drives might be a bit more robust than the Humans.

Also, what building do the aliens need to start researching, or do they rely exclusively on Visionary Researchers (or whatever they are called.)?
 
Hey Ajidica,

Thanks for the comments - sorry for no further versions lately; I'm having to work quite a lot now & my new computer currently doesn't have Civ4Col.

Actually, IIRC the alien Saucer unit should be able to travel all domains - the Col interface makes it a bit clumsy but if you try clicking on a target point in Deep Space I think they should be able to move there (or vice versa from Deep Space to a planet interior). Unfortunately, aliens doing research had been causing crashes so I had to disable research for them until Kailric could look at how they work with the Techtree modcomp. On further thought, I think the error could be that they don't have access to some of the standard unitclasses and buildingclasses which appear in techs. Maybe reenabling these in civilizationinfos could fix the crash?

I was planning to have constructing the Janus Device be a separate victory condition that requires a lot of tech, resources and time, but couldn't yet figure out how to implement a completely new kind of victory check.

There are slightly more native and colonizing civs for a given mapsize than in the standard game since I thought otherwise the planets seemed too empty, you can adjust this if you want in the mapsize xml.

Thanks, if you're willing to work on some pedia entries I'd be really glad to include them in the mod. I agree new city names would be cool too; I couldn't think of good ideas but maybe this could be a good source.

TC01 thanks for working out the merge with your Betrayal modcomp. Does that globaldefines fix solve the crash Ajidica ran into or is that unrelated?
 
Saucer: I was actualy refering to the Scout Ship.
Star List: I think I will pillage that for my mod when I get around to fleshing out the city lists.
Janus Device: CivCol still uses the same victory setup as normal civ, so how hard would it be to port over the spaceship code. If that is possible, rather then just having the Janus device, have a whole bunch of classic Sci-fi tech wonders such as the Blish's spindizzies/Dirac Transmitters, Star Trek Genesis Machine, and so on.
 
I haven't had a chance to test this out fully, but in my last game I found that all the alien cities I visited (and pillaged) had an elite warrior parked in them... but they were all unarmed. As a result, I just ended up blowing through them and "stealing" a veteran solider.

I'm wondering if you had intended to have, say, capitals start with a veteran, but that because the funny way that aliens and tech are interacting right now that they don't have Organized Militia, so they can't actually arm their warriors. I'll try it out again in my next game but since I've had no luck doing research in alien games (without crashing) I thought I'd float that out there.


I have one tiny balance suggestion: Considering how much work the alien harvesting techs are to get (60 units that you can't gather yet & 60 tools!), you might want to consider upping how much the alien civs value it, as I got them for $500 each from aliens that didn't especially like me. Buying it for that little seems way easier than convoying back 60 plants, russling up 60 tools, then researching.

Other than that, super fun mod. The size of the mech units made me laugh like crazy, but I find that awesome. I really enjoyed the tech tree as well, especially since you really can't get everything... there's always something different to aim for in a later game.

I wish I could help out more, but I'm not really a coder type. I really appreciate all the time you've put into it, though! Hopefully you'll have time to work on it again someday. :)
 
orlanth: I don't think it will, because Ajidica probably wasn't using 2071 + BYC.

Thinking back on what I did, I suspect I may still need to fix something with the 2071 merge- I realized that it's more likely there are some global defines listed in the DLL that don't exist in the XML, or something like that... I'll look into it when I have time.
 
Obrigado Androrc - interesting indeed, I doubt they will finish that though. Anyway I'd rather try to find some simpler enhancements first like getting AI Mining Vessels or alien research to work. BTW it looks like I should abduct your excellent new Wookiee unit for inclusion into this mod ;)

cowsgomoo, thanks for your post. I noticed the elite warrior bug you mentioned, I'll try starting them with Organized Militia and see if that fixes it. Maybe I'll remove Tools as a requirement from the alien harvesting techs, then you'll just need to buy the techs or some research samples from an alien empire to get started.

some quick questions for any python coders: could you suggest some brief code fragments that do any of the below?

if a given building type is present in a city, place a given feature type on that tile?
if a given improvement type is present, then place a Europe access point (EUROPE_SOUTH) on that tile?
check if a civilization owns a certain improvement, then trigger a win and victory screen?
check if a civilizations score is greater than the sum of all other civilizations scores, then return true?
restore the era change popup window from Civ4 (ie popup a graphic with "You have entered the *** Era")

Thanks in advance for any input; whoever's brilliant enough to solve any of the above will win 4 Fusion Cores, 9 bushels of Narcotics, and an alien settlement named in their honor! :king:
 
Obrigado Androrc - interesting indeed, I doubt they will finish that though. Anyway I'd rather try to find some simpler enhancements first like getting AI Mining Vessels or alien research to work.

It might be bit hard to finish it, yes, if it is even possible to do it.

BTW it looks like I should abduct your excellent new Wookiee unit for inclusion into this mod ;)

Cool :)

cowsgomoo, thanks for your post. I noticed the elite warrior bug you mentioned, I'll try starting them with Organized Militia and see if that fixes it. Maybe I'll remove Tools as a requirement from the alien harvesting techs, then you'll just need to buy the techs or some research samples from an alien empire to get started.

some quick questions for any python coders: could you suggest some brief code fragments that do any of the below?

if a given building type is present in a city, place a given feature type on that tile?
if a given improvement type is present, then place a Europe access point (EUROPE_SOUTH) on that tile?
check if a civilization owns a certain improvement, then trigger a win and victory screen?
check if a civilizations score is greater than the sum of all other civilizations scores, then return true?
restore the era change popup window from Civ4 (ie popup a graphic with "You have entered the *** Era")

Thanks in advance for any input; whoever's brilliant enough to solve any of the above will win 4 Fusion Cores, 9 bushels of Narcotics, and an alien settlement named in their honor! :king:

Some of these would be simple to do through the SDK, specially the second one. In CvPlot::getEurope() change this:

Code:
EuropeTypes CvPlot::getEurope() const
{
	return (EuropeTypes)m_eEurope;
}

To this:

Code:
EuropeTypes CvPlot::getEurope() const
{
	//Colonization 2071
	if (getImprovementType() != NO_IMPROVEMENT)
	{
		if (GC.getImprovementInfo(getImprovementType()).isEurope())
		{
			return ((EuropeTypes)3);
		}
	}
	//Colonization 2071 End
	return (EuropeTypes)m_eEurope;
}

You would also, naturally, have to add the "<bEurope>" XML tag field to improvements, as well as the corresponding things in CvInfos.cpp and CvInfos.h (specially the "isEurope()" for improvements).
 
i dont know a lot about programing, but i might be able right some back story for the civilopedia
 
Hi all,

Great mod! I found and fixed a bug in the professions that gather from special progenitor metropolis sites (artificers, cryptographers, quantum physicists). They couldn't gather because in their definitions in CIV4ProfessionInfos.xml <bWater> had been set to 1 for them. Must've been copied from the "Hacker" profession listing just above it and then not switched. Setting it to 0 gets them working properly again.

Thanks for the great work!
 
'lo,

Just wanted to comment: I love the idea of this mod, even if getting started is somewhat brutal to begin with.

I do have a question, though. I'm playing as the Europeans with Herr Professor, but their colonies seem to lack research labs to start with (whereas the others seem to start with them). The civilopedia does not mention what you need to BUILD any of these buildings, either.

Is there a specific technology you need, or is this by design?

Thanks!
 
There is an occasional bug we haven't been able to figure out, where after starting a new game the Research Lab won't appear in any of your colonies. For now the only solution is to restart a new game if the first colony you build doesn't start with the Research Lab; if it does show up in your first colony you should be fine the rest of the game.
 
despite that i get crashes when playing aliens (grey and fields mostly) when finishing techs or buildings - this is a very enjoyable mod, and i only wish at least 1-2 aliens were REAL civs and not natives.

incredible, beautiful mod all around.
 
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