[Mod] Mylon Mod - New Culture Model, Terraforming, and more!

Mylon, you dn't want the map in post number 50 of your thread :(

You have just place new ressources that you have added :mischief:
 
Anima Croatorum said:
Any chance to clear out graphic glitches(like lack of icons for terraform actions, new terrain improvements and new goods...) and lacking text for objects in 0.30?

0.30 is lacking text? How would you know? I haven't released it yet!

Seriously though, the terraform improvements have icons and text: Well, actually the actions to build them have icons and text while the improvements themselves don't, but since the improvements are removed immediately after being built they are technically invisible to the user, short of going into the world editor. Likewise for some other text objects. The Inquisition building has no strategy or civilopedia entry, for example, since the the building is merely a trigger for the python code.

Many new items, such as bonuses or terrain or improvements, do not have new icons because of a lack of artwork. If someone was willing to provide some good looking artwork I'd be happy to use it, but for now I'm reusing existing artwork.

If specific items are missing out on text and such please let me know which ones so I can fix them. The tree nursery improvement report, for example, was very specific and helped me fix a crash easily.

As for the map... This mod is not a scenario, and is meant to be very replayable, more so than standard Civ 4. Thus, it would not make sense for the mod to use any specific map. I may in a later version release a supplement with a pack of maps to use with the mod, but for now I'm focusing on developing this mod.
 
I refered to errors in 0.29 and if they were gonna be fixed in 0.30.

Missing object:
TXT_KEY_IMPROVED_TERRAIN_DESERT

Missing object and button:
TXT_KEY_IMPROVEMENT_TERRAFORM_DESERT
TXT_KEY_IMPROVEMENT_TERRAFORM_GRASS
TXT_KEY_IMPROVEMENT_TERRAFORM_ICE
TXT_KEY_IMPROVEMENT_TERRAFORM_PLAINS
TXT_KEY_IMPROVEMENT_TERRAFORM_TUNDRA

Missing buttons:
Tobacco
Pearls
Salt
Coffee
Tree Nursery(twice)

Suggestion for buttons. For the terraform buttons use the apropriate tile art and add a big green 'T', at least we will know what its about at first glance. You could use the same principle for Tree Nursery buttons

As for the four missing goods, if nothing else use text. Even that is better than trading blank squares.
 
Mylon,

I'm one of the growing many that are not satisified with how vanilla Civ works. Your mod is intriguing, but since I am a single player gamer, I'm not sure how this mod would affect my single player games against the AI.

The AI was coded for vanilla rules and units, but this mod makes changes across the board. Does the mod boost the AI's awareness to these changes? Or, does the human player now have an advantage in that I now am aware of new buildings and units, but the AI is not?

Any insight you can provide would be great... In your spare time, of course... ;)

-cc
 
Okay, I'll fix the missing text keys. It turns out that there is a bug with Civ4 with respect to art files. After re-reading the mod I used the resources from I see that the art files are meant to be placed in the assets folder (as opposed to custom assets. The lost wonders mod follows a similar pattern. In any case, the new resources should be fixed.

As for how the AI handles new stuff in the mod... It doesn't handle it too well, but then again it barely handles the default game as is. A number of people have noticed that the AI does not play to win, and inter-AI diplomacy is pretty crappy, which explains why the AI goes to war so infrequently. Since they don't trade or do much of anything else with one another, the only reason they can hate one another is close borders or different religions. If they demanded (and refused) tribute to each other, plus made similar "Stop trading with this person" demands, that would be at least one small step to getting more interesting games, since the AIs would war with one another more often and going to war with an AI wouldn't be suicide given their hordes of unused military lying around.

I have noticed that the AI does build travelling performers and sends them around, but I haven't quite understood how the AI uses them yet: They seem to flock to my travelling performers/spies, which means they could be attracted to other performers or spies or (less likely) the AI is interested in purifying the culture of a contested city.

After having done some tests, cities will not flip unless they are within another city's borders of a nation it is willing to flip to. I may introduce the chance of a city flipping without this influence, in the event that trade/religion creates a very strong influence, that city may flip anyway.
 
mylon,

id like to congratulate you on your mod.
it enables the user to pursue different strategies when it comes to developing ones cities.
one cannot simple build everything in every city.
thats great IMHO :)
more choices generally means more possible approaches to a game. more strategic decisions to make. more depth.
keep up the great work :)

yours,
morbius
 
thank you :) - your mod is the best ive seen so far. maybe you should include some other interesting smaller mods in your mod to make it even more interesting ;)
 
yes, assimilating parts of other mods (or even entire other mods) might be a good idea, sometimes.
i think mylon is already doing this from time to time.
this mod might well develop into one of the few established real mega-mods out there.
 
It is a little bit wared to play the game and to have 5 times the same name like obelisk. So I startet to translate a little bit.

If you like to use it --- feel free --


Lost_Wonders_CIV4GameText_Civilopedia_Buildings.xml

- Deleted the -Civ3 or -Wikipedia references
- Deleted some (im my eyes useless) spaces


MylonModGameText_Civilopedia_Bonuses.xml

- Added german text for TXT_KEY_BONUS_COFFEE_PEDIA
- Added german text for TXT_KEY_BONUS_TOBACCO_PEDIA


MylonModGameText_Civilopedia_Improvements.xml

- Added german text for TXT_KEY_IMPROVEMENT_TREE_NURSERY_PEDIA
- Added german text for TXT_KEY_IMPROVEMENT_TERRAFORM_GRASS_PEDIA


MylonModGameText_Strategy.xml

- Added german text for TXT_KEY_UNIT_INQUISITOR_STRATEGY
- Added german text for TXT_KEY_UNIT_TRAVELLING_PERFORMER_STRATEGY
- Added german text for TXT_KEY_UNIT_GREAT_LEADER_STRATEGY
- Added german text for TXT_KEY_TECH_CROP_ROTATION_STRATEGY


MylonModGameTextInfos.xml

- added TXT_KEY_TECH_CROP_ROTATION_QUOTE

- changed TXT_KEY_TECH_CROP_ROTATION into "Dreifelderwirtschaft"
- changed TXT_KEY_TECH_TERRAFORMING into "Terraforming"
- chnaged TXT_KEY_TERRAIN_IMPROVED_GRASS into "verbessertes Grassland"
- changed TXT_KEY_TERRAIN_IMPROVED_PLAINS into "verbesserte Ebene"
- changed TXT_KEY_TERRAIN_IMPROVED_DESERT into "verbesserte Wüste"
- changed TXT_KEY_TERRAIN_IMPROVED_TUNDRA into "verbesserte Tundra"
- changed TXT_KEY_TERRAIN_IMPROVED_ICE into "verbessertes Eis"
- changed TXT_KEY_SPECIALIST_BUREAUCRAT into "Bürokrat"
- changed TXT_KEY_SPECIALIST_GREAT_LEADER into "grosser Führer"
- changed TXT_KEY_UNIT_GREAT_LEADER into "grosser Führer"


MylonModGameTextInfos_Objects.xml

- changed TXT_KEY_BUILD_DESALINIZATION_PLANT into "Meerwasserentsalzungsanlage"
- chnaged TXT_KEY_IMPROVEMENT_DESALINIZATION_PLANT into "Meerwasserentsalzungsanlage"
- chnaged TXT_KEY_BONUS_SALT into "Salz"
- chnaged TXT_KEY_BONUS_COFFEE into "Kaffee"
- chnaged TXT_KEY_BONUS_TOBACCO into "Tabak"
- chnaged TXT_KEY_BONUS_PEARL into "Perlen"
- chnaged TXT_KEY_BUILDING_INQUISITION into "Die Inquisition"
- chnaged TXT_KEY_BUILDING_MILITARY_ACADEMY into "Militärakademie"
- chnaged TXT_KEY_BUILDING_MUSEUM into "Museum"
- chnaged TXT_KEY_BUILDING_PARK into "Park"
- chnaged TXT_KEY_BUILDING_NATIONAL_PARK into "Naturschutzgebiet"
- chnaged TXT_KEY_BUILDING_SEWER_SYSTEM into "Abwassersystem"
- chnaged TXT_KEY_BUILDING_WASTEWATER_TREATMENT_PLANT into "Kläranlage"
- chnaged TXT_KEY_BUILDING_TOWN_HALL into "Stadthalle"
- chnaged TXT_KEY_BUILDING_MALL into "Einkaufszentrum"
- chnaged TXT_KEY_BUILDING_CASINO into "Casino"
- chnaged TXT_KEY_BUILDING_BREWERY into "Brauerei"
- chnaged TXT_KEY_BUILDING_INTERNATIONAL_AIRPORT into "internationaler Flughafen"
- chnaged TXT_KEY_SPECIALIST_BUREAUCRAT into "Bürokrat"
- chnaged TXT_KEY_SPECIALIST_GREAT_LEADER into "grosser Führer"

If you use it and like to integrade it in you mod i can translate more.
http://www.tbdm.de/civ4/civ4.rar
 
I can't comment on the quality of your translations as I don't speak German, but I greatly appreciate your efforts and will include them in my mod. Thanks!

Err... The link you provided doesn't have the text files and Civ is really picky about special characters like "ü" and such. If you'd update the link I'll add these in to a future version of Civ4 and add you to the credits list.
 
Hi! I've been playing this mod for some time, and I've noticed few things:

Text missing in Advanced something plant (can't remember) :p
Hydrop(h?)onic plants and that advanced something plant mentioned above can't be seen in city view-screen (maybe add them there and put a % number in how many of those has been built (like 1 for 5%, 2 for 10% etc).

Also, I happen to have my capital city of 41 population in 1951 :p
 
Sorry, could you be more helpful with the missing text key?

As for the Hydroponics and Automated Assembly Plants, they do not display like they do buildings. I might be able to edit the GUI to add a special entry in the building list, but I kinda hate the GUI code. Right now they show up as free specialists, which kinda clutters the bar and pushes out the super-specialists that matter. I'll take a look at this and try and fix it.

On the plus side of things, I devised a method to award +% bonuses such that the game displays the +% changes properly. Cities will actually show growth properly, the mouseover will display the proper number of turns to produce something, ect... While I'm in the GUI, maybe I can edit it to hide my hattrick. :)
 
On editing the interface I've been rather successful at adding some new entries to the building list.

I have a choice that needs to be made, however. When displaying Hydroponics Farms and Automated Production Plants, how should the text on the right (where the effects of the buildings go) look?

Should it be:

(Count), +(total)%
or
(Count), +(individual)%
or something else?

Right now, I'm going with the first option. Expect 0.31 soon!
 
On apolyton, Trip had created a mod of empires splitting, what do you think ?

And Supercivs of LANKOU on civfanatics ?

I think also that anybody create an earth map for Mylon's mod and update it (if necessarly) with each incrementation ...

Good reading ! :king:

I love play on determined maps because random maps are so ... hemm ...
not varied !!!
 
Text was missing in where the building was completed and new production has to be selected screen (you know? :p). Also, hangup occurred as civ4 didn't respond, it seemed it was waiting for other civilizations to finish their moves. When I went to XP window, there was a box explaining briefly that an error occurred with options of normal, full and one more dumps to be selected.
(Selected full dump and the logs are here, but I killed the program from task manager 'cause it took several minutes to complete it and I was in hurry.. so logs might not be completed (who knows, I know I don't :p).

EDIT: TXT_KEY_BUILDING_AUTOMATED_ASSEMBLY_PLANT_STRATEGY (the missing text mentioned)
 
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