[MOD] Sevo's Faces of God

Nadin Bytefelt said:
I make special for you this citty

You were right: I messed up and put the changes into yield instead of commerce. I've fixed it. Thank you for finding this doozy! Also, the new version fixes (I think) that python popup about pickles. Current version is 1.02.

Xanthippus said:
I can't even download it. That crappy host site said I had to wait 45 minutes, so I did, then when the time was up it said my IP was already downloading a file (which it wasn't), and now it says I have to wait 80 minutes! :cry:


Yeah...sorry. That site is easier to upload to. I'll post a copy at FileFront, too, which is easier to download from.
 
Sevo,

Tried playing it multiplayer tonight, ran into a bit of a problem.

Connected on a standard LAN connection, we would get a constant OOS (Out of Sync) error that caused strange anomolies to the game, such as not updating my co-op players map. We've never had this problem before, and it worked just fine without the mod. Of course, I know multiplayer isn't the highest priority for you, and that's fine, but I wanted to pass this along to you - if you want I can post a screenshot of it tonight when I get home. Looks to be very fun though! BTW, we used 1.0.3, your latest version from last night. Again, just thought I'd pass along the word.

-m.
 
rflagg said:
Sevo,

Tried playing it multiplayer tonight, ran into a bit of a problem.

Connected on a standard LAN connection, we would get a constant OOS (Out of Sync) error that caused strange anomolies to the game, such as not updating my co-op players map. We've never had this problem before, and it worked just fine without the mod. Of course, I know multiplayer isn't the highest priority for you, and that's fine, but I wanted to pass this along to you - if you want I can post a screenshot of it tonight when I get home. Looks to be very fun though! BTW, we used 1.0.3, your latest version from last night. Again, just thought I'd pass along the word.

-m.

Thanks. I'm beginning to see that the MP following is quite large, so I'm working harder to support it. Any info you could post about the error would be helpful. I don't know how the MP works in terms of datasharing, but I have a few ideas about what might be causing an OOS error. Anyway, gather as much as you can about the errors for me and I'll see what I can do to make this MP compatible.
 
See attachment here with the error, thanks!

-m.
 

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all 7 new religious wonders work ok. Thnks. and make more nace ideea;)
 
Sevo said:
1) Religions are founded the same way they always were--by being the first to reach a specific technology. I may change this in the future, but for now it stays.


Here is my vote for this:

True Prophets

True Prophets
Version 0.6 (Beta)
Updated 3 February 2006

This mod changes the way religions are founded in Civilization 4. Instead of being a byproduct of technology research, new religions are founded by Great Prophets.

This is a beta release of the mod. AI and human both work, but gameplay balancing is not complete. It was developed for patch 1.52.

The mod includes one new normally-buildable building: the Pagan Temple. This building is identical to a normal temple, but has no religion prerequisite. When a new religion spreads into its city, it converts into a temple of the appropriate religion.

Players who want a religion have two routes: build a Pagan Temple and divert population to staffing it, or build the wonders that provide Great Prophet points (Stonehenge, Oracle, and later Angkor Wat, Chichen Itza, or Spiral Minaret).

Interaction of religion with the game is significantly changed: instead of early religions being founded within the first 20 turns, players beelining have a hard time founding a religion before 1200 BC (on Noble), and AIs found religion between 600 BC and 600 AD.


Please, Sevo, check this out.

-=R=-
 
looks very interesting. i've been doing a bit of thought about a religion mod (i'm an MA student in art and religion), and these are some solid moves yr. making. interested in working on a collaboration?
 
Great mod. Mind if I use the martyr code to make my own special unit?

Also, I noticed there is no code to make sure the martyr doesn't blow up his own city. You might want to change line 126 from:

if (pUnit.plot().isCity() == True):

to

if (pUnit.plot().isCity() == True and pUnit.getOwner() != pUnit.plot().getPlotCity().getOwner()):

Roger Bacon
 
This Mod sounds sweet, ill have to download it and try it out.

One thing that I would like to see in a mod would be the ability to name your religion when it was founded or to select from a list of names. It would also be nice to be able to select from an assortment of Icons to give your religion. I think this feature would fit well in a religion mod like this one where the point is to make religions more customizable.
 
RogerBacon said:
Great mod. Mind if I use the martyr code to make my own special unit?

Also, I noticed there is no code to make sure the martyr doesn't blow up his own city.
Roger Bacon

Not at all. Use away... just credit me for whatever (Vanity, you know...:groucho:)

Self-destructive martyrs: Actually, I addressed this in the function above, "onMartyrMove()". The second part of the function checks as to whether the martyr is on his own or even his team's turf. If he is he doesn't get "activated" in the first place. It's right under the comment "#Is the unit on home territory?". Unless I messed that up they shouldn't blow up their own cities.


AlmightyBob said:
This Mod sounds sweet, ill have to download it and try it out.

One thing that I would like to see in a mod would be the ability to name your religion when it was founded or to select from a list of names. It would also be nice to be able to select from an assortment of Icons to give your religion. I think this feature would fit well in a religion mod like this one where the point is to make religions more customizable.

I've been thinking that. Actually to those who mentioned TrueReligion above, what I've been thinking is something along those lines, but even more diverse. Really, religion is hardly related to discovery of technology at all. I was thinking about leaving a couple of the religions "discoverable" by tech advances, maybe two by great prophets, another one by pure culture (first to 500, e.g., gets a religion), and maybe another one given to the smallest civ after 100 turns or something...kind of a relgion of the oppressed kind of thing. I dunno, just some early thoughts, since religion has really sprung up from all over. Anyway, the other thing I was going to do was randomize the religion discovery, so that the religion you get from doing X changes from game to game.

faderanger said:
looks very interesting. i've been doing a bit of thought about a religion mod (i'm an MA student in art and religion), and these are some solid moves yr. making. interested in working on a collaboration?

Well, sure...

'course, I've already done this much! :lol: But as most of these folks know, I'm open to suggestions and feedback of all types. Let me know what you're thinking. :)
 
Sevo,

Any word on the error in the screenshot I posted? If not, let me know if you need more info about it all. Keep up the wonderful work! :)

-m.
 
I probably just a bit slow, but what's an "uck"? Some Holy Wonders list +1 uck and so on as their adverse effects. Is it unhealthyness or something?
 
rflagg said:
Sevo,

Any word on the error in the screenshot I posted? If not, let me know if you need more info about it all. Keep up the wonderful work! :)

-m.

I haven't really been able to delve into it yet--been banging out the SevoMod update. I did have another question, though: do you get that error every single turn or only after certain events? Also, does it occur after EACH player's turn, or only once per game round? I know those are random questions but it might help me. I have a feeling it's a problem with how I grabbed my random numbers.


kommie said:
I probably just a bit slow, but what's an "uck"? Some Holy Wonders list +1 uck and so on as their adverse effects. Is it unhealthyness or something?

an "uck" is an "unhealthy" face. It's the opposite of a +1 health.
 
Sevo said:
I haven't really been able to delve into it yet--been banging out the SevoMod update. I did have another question, though: do you get that error every single turn or only after certain events? Also, does it occur after EACH player's turn, or only once per game round? I know those are random questions but it might help me. I have a feeling it's a problem with how I grabbed my random numbers.




an "uck" is an "unhealthy" face. It's the opposite of a +1 health.

No problem, just thought I'd check for an update. Actually, that error comes up immediately when the game is started/loaded, and it's like the "victory" messages - it stays constant on the screen. The numbers don't seem to change from turn to turn, either.

-m.
 
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