[MOD] Medieval: Conquests

I think there should be an option not to build anything in a settlement. Otherwise you wind up being forced to build things you don't want to.
TAC does this by offering the Governor's Statue (100'000 hammers). So, if you don't have any meaningful option left, just "build" that statue and everything is fine.
 
It would be nice if, when you mouse over a transport, the popup would show the home port the way it does in the Privateers mod.
 
When the trade buildings say you can sell a commodity for x% profit. I think this is misleading. Profit is calculated based on cost, and this is not profit. I think you mean x% of the price in Europe. I think there must be a more compact way to say that.
 
It would be nice if, when you mouse over a transport, the popup would show the home port the way it does in the Privateers mod.

That is an easy addition. As far as not building something, what about Father Points? If you don't have anything to build you can always build Father Points. But production could be converted to other things too, like you say with culture.

Yeah, I didn't like the term "profit" either. The whole medieval economy system in the mod is still up for development so if you have any ideas or suggestions feel free to share.
 
I must say, I think that the mod is fine as it is, though needing tweaks. I just think the time limit needs to be a little longer, like 350 on easy mode. What do you guys think? I'm having a lot more fun after disabling the time limit. I just wish I could have stretched it instead of ki8lling it.

I think the game is fairly well balanced; it just takes longer than Kailric wants.
 
That is an easy addition. As far as not building something, what about Father Points? If you don't have anything to build you can always build Father Points. But production could be converted to other things too, like you say with culture.

You can run out of fathers. then you're back stuck.
 
My external database scratchpad is coming along nicely. I play much better, with it, with less frustration.
 
My external database scratchpad is coming along nicely. I play much better, with it, with less frustration.

Cool, if its something you think everyone can benefit from we can add it to the download.
Well, we can make it so certain techs allow you to turn production hammers into another resource. Like Block Printing could allow you to turn hammers into research.

I've been testing the latest version on a 400 turn limit the AI sometimes is ready for Conquest before turn 300 so they are adapting well. There is just so much going on in M:C that having more turns seems logical. Ill start testing at 350 and see how that goes.
 
Cool, if its something you think everyone can benefit from we can add it to the download.
Well, we can make it so certain techs allow you to turn production hammers into another resource. Like Block Printing could allow you to turn hammers into research.

I've been testing the latest version on a 400 turn limit the AI sometimes is ready for Conquest before turn 300 so they are adapting well. There is just so much going on in M:C that having more turns seems logical. Ill start testing at 350 and see how that goes.

When you get a chance please tell me how to do that, or make a slipstream module just for that--350 turns, I mean -- available. Or wait for your new release if that's more convenient. What do you think of making the number of turns dependent on the difficulty level?

My scratchpad app may be large. Best to package it separately. I am using a high-level language with high overhead.
 
What's this? There are castle defenses that my trebuchet's can't even dent? (I mean by lowing the 250% defense factor.) Surely that's an imbalance that needs to be fixed.

Two French longbowmen are sitting inside their walls and I can't touch them. Want a saved game?
 
What's this? There are castle defenses that my trebuchet's can't even dent? (I mean by lowing the 250% defense factor.) Surely that's an imbalance that needs to be fixed.

Two French longbowmen are sitting inside their walls and I can't touch them. Want a saved game?

Ahh, ok, the problem is I bet the city has Stone Walls and a Castle so the Bombard defense will be set to 100%. I just fixed this in the update, Castles are set to add +25% bombard defense so the total from Stone Walls and Castle will only be 75%. You can fix this now by opening CIV4BuildingsInfos.xml and changing the code below. This will not work on saved games however as saving a game saves most of the XML files to that game.

You can open world builder and remove either the walls or castle from that city to continue your game.

Code:
 <BuildingInfo>
      <Type>BUILDING_CASTLE</Type>
      <BuildingClass>BUILDINGCLASS_CASTLE</BuildingClass>
      <SpecialBuildingType>SPECIALBUILDING_BELLS</SpecialBuildingType>
      <iSpecialBuildingPriority>4</iSpecialBuildingPriority>
      <Description>Castle Keep</Description>
      <Civilopedia>TXT_KEY_BUILDING_TOWNHALL_PEDIA</Civilopedia>
      <Strategy>TXT_KEY_BUILDING_TOWNHALL_STRATEGY</Strategy>
      <ArtDefineTag>ART_DEF_BUILDING_CASTLE</ArtDefineTag>
      <MovieDefineTag>NONE</MovieDefineTag>
      <VictoryPrereq>NONE</VictoryPrereq>
      <FreeStartEra>NONE</FreeStartEra>
      <MaxStartEra>NONE</MaxStartEra>
      <iCityType/>
      <iFreeToCityType>CITYTYPE_CASTLE</iFreeToCityType>
      <ProductionTraits/>
      <FreePromotion>NONE</FreePromotion>
      <bGraphicalOnly>0</bGraphicalOnly>
      <bWorksWater>0</bWorksWater>
      <bWater>0</bWater>
      <bRiver>0</bRiver>
      <bCapital>0</bCapital>
      <bNeverCapture>0</bNeverCapture>
      <bCenterInCity>0</bCenterInCity>
      <iAIWeight>0</iAIWeight>
      <YieldCosts>
        <YieldCost>
          <YieldType>YIELD_HAMMERS</YieldType>
          <iCost>270</iCost>
        </YieldCost>
        <YieldCost>
          <YieldType>YIELD_TOOLS</YieldType>
          <iCost>100</iCost>
        </YieldCost>
        <YieldCost>
          <YieldType>YIELD_STONE</YieldType>
          <iCost>100</iCost>
        </YieldCost>
      </YieldCosts>
      <iHurryCostModifier>0</iHurryCostModifier>
      <iAdvancedStartCost>-1</iAdvancedStartCost>
      <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
      <iProfessionOutput>3</iProfessionOutput>
      <iMaxWorkers>3</iMaxWorkers>
      <iMinAreaSize>-1</iMinAreaSize>
      <iConquestProb>100</iConquestProb>
      <iCitiesPrereq>0</iCitiesPrereq>
      <iTeamsPrereq>0</iTeamsPrereq>
      <iLevelPrereq>0</iLevelPrereq>
      <iMinLatitude>0</iMinLatitude>
      <iMaxLatitude>90</iMaxLatitude>
      <iExperience>0</iExperience>
      <iFoodKept>0</iFoodKept>
      <iHealRateChange>0</iHealRateChange>
      <iMilitaryProductionModifier>50</iMilitaryProductionModifier>
      <iDefense>50</iDefense>
      <iBombardDefense>[COLOR="Red"]25[/COLOR]</iBombardDefense>
      <iAsset>50</iAsset>
      <iPower>0</iPower>
      <iYieldStorage>0</iYieldStorage>
      <iOverflowSellPercent>0</iOverflowSellPercent>
      <fVisibilityPriority>1.0</fVisibilityPriority>
      <SeaPlotYieldChanges/>
      <RiverPlotYieldChanges/>
      <YieldChanges/>
      <YieldModifiers>
        <YieldModifier>
          <YieldType>YIELD_TOOLS</YieldType>
          <iModifier>50</iModifier>
        </YieldModifier>
        <YieldModifier>
          <YieldType>YIELD_WEAPONS</YieldType>
          <iModifier>50</iModifier>
        </YieldModifier>
        <YieldModifier>
          <YieldType>YIELD_LEATHER_ARMOR</YieldType>
          <iModifier>50</iModifier>
        </YieldModifier>
        <YieldModifier>
          <YieldType>YIELD_MAIL_ARMOR</YieldType>
          <iModifier>50</iModifier>
        </YieldModifier>
        <YieldModifier>
          <YieldType>YIELD_SCALE_ARMOR</YieldType>
          <iModifier>50</iModifier>
        </YieldModifier>
        <YieldModifier>
          <YieldType>YIELD_PLATE_ARMOR</YieldType>
          <iModifier>50</iModifier>
        </YieldModifier>
      </YieldModifiers>
      <ConstructSound/>
      <UnitCombatFreeExperiences/>
      <DomainFreeExperiences/>
      <DomainProductionModifiers/>
      <PrereqBuildingClasses/>
      <BuildingClassNeededs/>
      <HotKey/>
      <bAltDown>0</bAltDown>
      <bShiftDown>0</bShiftDown>
      <bCtrlDown>0</bCtrlDown>
      <iHotKeyPriority>0</iHotKeyPriority>
    </BuildingInfo>
 
This will not work on saved games however as saving a game saves most of the XML files to that game.
Do you have any idea why?
It's annoying when modding and I can't see why it should even be in the savegame in the first place. I would like to remove XML data from savegames, but I don't know if it will haunt me later.
 
New units/buildings will typically make use of new XML settings. Old units/buildings, however, keep their original characteristics.
 
New units/buildings will typically make use of new XML settings. Old units/buildings, however, keep their original characteristics.

Ahh, there you go. I didn't even know that. And no, I don't know how to turn that off. But, if the above works just remove the unit or building then see if adding it back works.
 
That turned out to be easy. It was just copy-paste one block where I commented start and end of it. The yield pedia now show unit modifiers as well (see screenshot).
Place the .py file in Assets\Python\Screens
This should make it easier to get familiar with the new units.
I'm thinking the same thing, except I wonder how I can place it in the domestic advisor. Feel free to go to RaRE and post your thoughts on what it should be able to do. Once it's part of RaRE it can join the queue of features which would be nice to move to Medieval Conquest.

Thanks, Nightinggale, I added this to the next update. Works great. We could also improve the Buildings Pedia to. I'd like to see what goods are consumed by each building displayed and also what units get bonuses for working their.
 
Kailric, can you easily tell me how to modify v.1.5 of your mod to have 350 turns? I'd need to know what to change in which files in which folders, which files to move from vanilla Colonization to the mod folder, and change, etc. If you do that, it may be reasonable for me to continue playtesting.

If you don't have the time to do this, I'll wait more or less patiently for your new version.
 
Ahh, there you go. I didn't even know that. And no, I don't know how to turn that off.
I think this is a consequence of object orientation. The object (unit/building) is specified by its characteristics when created. And as long as "you" (in fact, the game engine) doesn't specifically touch this object anymore, the characteristics stay the same.

One could only change this by analyzing each single object in the game when loading new. Which in turn would require the respective coding and quite some time, in other words, it would slow down game initialization.
 
One thing that can prevent you from winning is the late arrival of your first Benedictine Monk or Inventor. In my last game, my first was on turn 117. I don't know whether the player can do anything to influence this. I think two of these should arrive in the first 75 turns or so.
 
Kailric, can you easily tell me how to modify v.1.5 of your mod to have 350 turns? I'd need to know what to change in which files in which folders, which files to move from vanilla Colonization to the mod folder, and change, etc. If you do that, it may be reasonable for me to continue playtesting.

If you don't have the time to do this, I'll wait more or less patiently for your new version.

Yes, sorry, I thought you figured this out already. Find the CIV4GameSpeedInfo.xml file in the vanilla folder, it will be in Assests/XML/GameInfo folder. Copy this file into the Mods/Medieval Tech/Assets/XML/GameInfo folder. The open it in any Text/Xml editor and change the code as in this post here... http://forums.civfanatics.com/showpost.php?p=12511016&postcount=313

You may need to remove the read ony tag on the file after you copy it.

One thing that can prevent you from winning is the late arrival of your first Benedictine Monk or Inventor. In my last game, my first was on turn 117. I don't know whether the player can do anything to influence this. I think two of these should arrive in the first 75 turns or so.

In this new version there is a feature that gives a free unit to the first to reasearch a tech, so the first to reasearch Astrology gets a free inventor. Thanks for pointing this out though. Ok, you can open up the CIV4UnitsInfos.xml that is in the mod folder. Change the below code for Benedict Monks...
Code:
<UnitInfo>
      <Type>UNIT_CHRISTIAN_MISSIONARY</Type>
      <Class>UNITCLASS_CHRISTIAN_MISSIONARY</Class>
      <UniqueNames/>
      <Special>NONE</Special>
      <Capture>NONE</Capture>
      <Combat>NONE</Combat>
      <Domain>DOMAIN_LAND</Domain>
      <DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
      <DefaultProfession>PROFESSION_MISSIONARY</DefaultProfession>
      <Invisible>NONE</Invisible>
      <SeeInvisible>NONE</SeeInvisible>
      <Description>Benedictine Monk</Description>
      <Civilopedia>TXT_KEY_UNIT_MISSIONARY_PEDIA</Civilopedia>
      <Strategy>TXT_KEY_UNIT_CHRISTIAN_MISSIONARY_STRATEGY</Strategy>
      <bGraphicalOnly>0</bGraphicalOnly>
      <bNoBadGoodies>0</bNoBadGoodies>
      <bOnlyDefensive>0</bOnlyDefensive>
      <bNoCapture>0</bNoCapture>
      <bQuickCombat>0</bQuickCombat>
      <bRivalTerritory>0</bRivalTerritory>
      <bMilitaryProduction>0</bMilitaryProduction>
      <bFound>1</bFound>
      <bInvisible>0</bInvisible>
      <bNoDefensiveBonus>0</bNoDefensiveBonus>
      <bCanMoveImpassable>0</bCanMoveImpassable>
      <bCanMoveAllTerrain>0</bCanMoveAllTerrain>
      <bFlatMovementCost>0</bFlatMovementCost>
      <bIgnoreTerrainCost>0</bIgnoreTerrainCost>
      <bMechanized>0</bMechanized>
      <bLineOfSight>0</bLineOfSight>
      <bHiddenNationality>0</bHiddenNationality>
      <bAlwaysHostile>0</bAlwaysHostile>
      <bTreasure>0</bTreasure>
      <UnitClassUpgrades/>
      <UnitAIs>
        <UnitAI>
          <UnitAIType>UNITAI_COLONIST</UnitAIType>
          <bUnitAI>1</bUnitAI>
        </UnitAI>
        <UnitAI>
          <UnitAIType>UNITAI_MISSIONARY</UnitAIType>
          <bUnitAI>1</bUnitAI>
        </UnitAI>
      </UnitAIs>
      <NotUnitAIs/>
      <Builds>
        <Build>
          <BuildType>BUILD_ROAD</BuildType>
          <bBuild>1</bBuild>
        </Build>
        <Build>
          <BuildType>BUILD_FARM</BuildType>
          <bBuild>1</bBuild>
        </Build>
        <Build>
          <BuildType>BUILD_MINE</BuildType>
          <bBuild>1</bBuild>
        </Build>
        <Build>
          <BuildType>BUILD_LODGE</BuildType>
          <bBuild>1</bBuild>
        </Build>
        <Build>
          <BuildType>BUILD_REMOVE_JUNGLE</BuildType>
          <bBuild>1</bBuild>
        </Build>
        <Build>
          <BuildType>BUILD_REMOVE_FOREST</BuildType>
          <bBuild>1</bBuild>
        </Build>
        <Build>
          <BuildType>BUILD_REMOVE_LIGHT_FOREST</BuildType>
          <bBuild>1</bBuild>
        </Build>
      </Builds>
      <PrereqBuilding>NONE</PrereqBuilding>
      <PrereqOrBuildings/>
      <ProductionTraits/>
      <iAIWeight>0</iAIWeight>
      <YieldCosts/>
      <iHurryCostModifier>0</iHurryCostModifier>
      <iAdvancedStartCost>-1</iAdvancedStartCost>
      <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
      <iEuropeCost>-2000</iEuropeCost>
      <iEuropeCostIncrease>0</iEuropeCostIncrease>
      <iImmigrationWeight>[COLOR="Red"]200[/COLOR]</iImmigrationWeight>
      <iImmigrationWeightDecay>[COLOR="Red"]50[/COLOR]</iImmigrationWeightDecay>
      <iMinAreaSize>-1</iMinAreaSize>
      <iMoves>1</iMoves>
      <bCapturesCargo>0</bCapturesCargo>

What happens is the game reads ImmigrationWeight to see who the next unit at the Docks will be. The higher the Weight the higher the chance the Unit will appear. Then after the unit appears the WeighDecay kicks in to decrees the orginal Weight. The formula is (iImmigrationWeight * (100 - iImmigrationWeightDecay) / 100. So, after the first time the Unit appears the next time the iImmigrationWeight will be 100, then 50, 25, 12.5 and so forth. You can also change iEuropeCost to a positive number to make it so you can purchase a unit. Just never liked the idea of buying and selling Monks, heh. Seriously, monks where "Summoned" here and there as well so it makes sense to have them available to summon as well. The iEuropeCostIncrease increases the cost after each time a unit is purchased so Monks should get really expensive after a while.
 
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