[MOD] Composite Mod by Exavier

@KGrevstad - if your getting any exceptions it means that the script is failing in something and will cause an OOS in MP. Basicly because the game "hicups" and generates a different result than expected. This difference is reflected in the MP eviroment as an OOS... that the easiest way i could put it. hope it makes sence :P

@keldath - See my responce to KGrevstad. Basicly at that point in time the game hits a spot where something is being generated differently between all the players so the game crashes. I have played entire games before and just as I hit year 2000AD it crashes due to a script or feature that was dormant untill that period of time.

For your other question. Basicly because that line of code points to a file in the TEXT folder. Here let me show you...
Text String (### for data that can change) : File it ties to
TXT_KEY_###_###_DESC : CIV4GameTextInfos_Objects.xml
TXT_KEY_###_###_ADJECTIVE : CIV4GameTextInfos_Objects.xml
TXT_KEY_###_###_PEDIA : CIV4GameText_Civilopedia_CivLeaders.xml (Note: These are catagorized so units will point to the UNITs one)
ART_DEF_###_### : CIV4ArtDefines_Civilization.xml (Note: These are catagorized so units will point to the UNITs one) (this one is found in ART Folder)
TXT_KEY_CITY_NAME_### : CIV4GameTextInfos_Cities.xml
TXT_KEY_###_###_STRATEGY : CIV4GameText_Strategy.xml

You have to match them up and give them info (just look at those files to find examples) and then they will show up right. Some civs put all their text into one file (all above exept the ART_DEF can be mix and matched in any file) but i have encountered errors when creating a custom file (untill now anyway, my next version will have all my changes in a few files to make it easier)

I told you a civilization ties to a log of things :P
 
wow exavier thanks for the great explanation.

i found my error in the text files - i did somthing wrong.

now i have your mod with the next level mod, i you wish id be happy to transfer it tou you - maybe you can develop it, i also gonna insert fx mammoth map and a few other mods.

thanks.
 
A Frigate was actually very different from a Ship of the Line. Frigates were fast, maneuverable warships, with one gun deck (on average), used for reconnesance, escorts, raiding, and flagships in colonial areas. These were fourth to sixth-rate ships (the designations with fewer guns).

Ships of the Line (later called "Line of Battle Ships"...sound familiar? :D ) were much more powerful, expensive, top-teir vessels carrying anywhere from 60 to a whopping 100+ guns on three to four decks, the largest first-rate ships having over 800 crew and displacing several thousand tons. :king:
 
@keldath - hehe nah i have a copy of the Next Level Mod... I just haven't inserted anything from it yet. The person who I gave charge of choosing the new civilizations (Koylana) is on vacation and hasn't come back yet lol

@Thalassicus - Your right. and actually on my current tech tree flow both Frigates and Ship of the Line upgrade to the same unit. That may change as the Ship of the Line is basicly a wooden version of a Battleship... at least as stats go.

Technically I am thinking of killing the upgrade paths between Wooden and Steel ships altogether. so when you hit the Industrial era you will have to build all new navy. which would make sence in a way... Looking for comments on this idea. (especially since i am adding more to the modern era over the next few updates too)
 
It's hard to get those early experience points though, with the bonuses defenders have. :)

After all, for a while there the transition was Sailing Ships -> Ships with Steel bottoms or hulls -> Full steel-plated -> Steel framework. Over the course of a few generations crews and naval tacticians were able to learn new vessels and adapt to the changes. I'd say allowing upgrading is realistic even in such a short timeframe of wooden ships to WWI.
 
@Thalassicus - true and in reality the ships already display these attributes with the increase in Strength, Speed, and combat power.

Besides taking crews from a wooden ship and putting them on a combustion powered destroyer is like wiping any naval experience they had in controlling a ship... so making it non-upgradeable would make it so that you couldn't transfer the crew of a 5 promotion ship onto a modern destroyer and instantly have a functioning modern navy... make sence? :P
 
They can just read the manual:o. Besides, I like upgrading and feel that it would suck if you couldn't. Besides I think a level five crew would be smart enough to figure out new tactics and approaches;).
 
@keldath - well the reason i haven't merged it is because i don't want ALL the civs that are in that mod lol. You can ul if you want to but its actually easier for me to find what i want out of the existing mod... that and as civarmy updates next lvl i just get the new version :)

um depends on how you merged the files... you shouldn't have a problem as all the XML data in my next release pretty much have its own files... at least in the TEXT folder where most of the work of merging a civilization is :P
 
Exavier...

thanks for your answer... I'm sorry I missed your explanation earlier in the thread, I guess I scanned over that part. All very reasonable.

I agree. There's no reason that wooden ships should be upgradable into steel behemoths. Just not practical. However, there should be some salvage value, so perhaps you can get either a hammer or gold "rebate" if you decommission the ship at a city with a drydock. This might lessen the pain of having to build an entirely new navy somewhat.
 
@Merum - thats ok i don't mind... i am actually adding a Thread Recap section to the first page (in spoiler tags so its not 30pages long) that way ppl can see whats already been discussed in the thread :)

EDIT: i would have to ask around cause that might be possible with a python script... something i am not that good with lol.
 
Hi Exavier

I have posted this question in other mod threads:
When are artillery going to be able to bomard adjacent tiles without taking damage, like they do cities?

Great work, by the way...

jim
 
Exavier said:
... so making it non-upgradeable would make it so that you couldn't transfer the crew of a 5 promotion ship onto a modern destroyer and instantly have a functioning modern navy... make sence? :P
Good point! Although, you can upgrade an army of 50 XP Cossacks to modern Gunships...which I do frequently playing as the Russians :satan:

It seems the non-upgradeable units are where entirely new domains of warfare are introduced. Such as tanks, aircraft, and early gunpowder units (Musketmen). I do agree, there is a difference in tactics between sail-powered vessels and those than move under their own steam, as there was likewise a drastic change between man-powered Galleys and sailing ships. Due to the fact that there few, if any weapons capable of damaging a galley froma distance, tactics relied heavily on ramming, or snapping the enemy's oars by coming up alongside, and boarding once the ship is crippled. Boarding became less important in sailing warfare, where you rely same motive force to move you along, and guns could destroy a ship from a decent distance.

I think it would work either way, since there typically aren't many early ships with much experience anyways without the Drydocks or Pentagon. I'd like to see a true Steelclad vessel replace the Ironclad some day...running around with concept ships doesn't make much sense :)
 
@jimdeb - Its not possible atm or trust me I would have it in my mod at least for naval ships lol. Basicly Fraxis never included anything that does it that we can use as a template and everything we need access to in order to try and get a semi working version is hard coded.

@Thalassicus - Thats my point... in the vanilla game its nice because there are only a handful of ships with combustion engines anyway. But if i am going to expand the tech tree and add a half a dozen or so ships to the Modern Era like i am doing then I am thinking its a good idea to impliment. :)
 
@exavier - well you are right about that some of the civs there... i dont like either....
but i added the entier mod cayse i didnt want to choose each one...
though ill add you civs and a few more that i like - there isnt any limitations right? it seems that unlike civ3 its possible to add as much as we like?
i also added a few more mods..:)

say i had another thing... - th python files - how can i edit them? or mrge them? cause i dont want to overite them...
im doing most of my work for mp games - hope i wont ruin anything while adding mods...
 
@keldath - the only limit is 18 civs on a map... you can have as many in the game as you want to choose from :)

Mython files are actually text documents to and can be edited with notepad just like XML... or any other text editor for that matter. For merging go to downloads.com and download Compare It... its what i use to merge files :)
 
about upgrading ships from wind to combustion power:

I think a compromise would be best, if that's possible. Theoretically, while a wind crew would have to learn new things when going to combustion, things like tactics, discipline, morale, confidence, etc. are certainly transferable. While I don't think a wind ship should retain all of its experience when upgraded to combustion, I do think that it should retain some. Maybe reinstate the old 10xp cap for this particular upgrade? Not sure if that's possible, but in my amateur opinion it would be the best of both worlds.
 
@Draax - Honestly if i knew python (or found someone who could do it) I have a nice idea... Basicly i wonder if a Python script could be written so when a unit is Upgraded to say Destroyer (don't have to do it for all of them but just for the ones wooden ships upgrade to) the script would reset xp to 10 and strip all promotions (exept Combat 1 if aggressive civ) and make the player rechoose his promotions.

then you could get 3 promotions of your choice on the new ship but you could loose more if you upgraded from a 50xp unit.
 
I figured i would give you some updated information on the current status of version 1.6 :P
No I am not releasing it yet... but i have been in a very sadistic mood lately so enjoy teasting you guys :D

So far I have gotten Sevo's Pedia updated to fix a few bugs it had, Adjusted/updated the Foregin Advisors with a newer version. I also Added in a Mobile Patriot SAM system and a Nuclear Carrier (modern carrier). I have finished Descriptions for the WW2 ships (minus the transport), Japaneese Zero (My UU... that pedia file is way 2 long), and the Nuclear Submarine. I have reconfigured my XML Text Files a little bit to be standalone so I don't have to distribute the full files that where in that folder (Cut 5mb off the top of the uncompressed size), Fixed a few graphics glitchs with some of the buttons i had, replaced the howitzer's model with the Mobile Artillary model that was release for the Broken War Scenario that came with v1.52 (also where i got the Patriot SAM Model).

Current plans for tomorrow include Adding in the Tech Conquest Mod, possibly adding in Mylon's Culture system (though i need to do some testing to make sure it works right with my other modifications), translate all the stuff I added into the other original release languages so that my mod is multilingual (rough translations but untill i get imput they will work).

Actually now that I think about it if the translations go fast enough (as thats the longest of my remaining tasks) I might have the next release done by Tomorrow Night (or tonight depending on where you live as I am posting this at 3:45am my time).

Now after playing with Civ4 files for the last 8hrs strait I am going to bed :P
 
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