[MOD] Ultimate Strategy

Landmonitor said:
How do you clear a cache?

goto c:\documents and settings\

choose the folder that corresponds to the user that has civ 4 installed

goto \Application Data\ , If you cant see this folder you need to go to tools and enable viewing of hidden files and folders

Then goto \My Games\

then \Sid Meier's Civilization 4\

then \cache\

Then delete everything in the \cache\ folder

I also highly recommend you make a shortcut to it so you can easily wipe it again if needed.
 
Patch .47 is out. This "should" fix the last of the basic interface functionality issues thus allowing you to play a lengthy game now.... I put should in quotes though,, so let me know if you see anything else.
 
Ever thought of reskinning the slave, so that there are two slaves and one fat nasty looking slaver whip in hand?

Not sure if you can do it, but it sure would be funny. Maybe an occassional lash of the whip with the added cower animation when they get taken. :rolleyes:
Or whenever they work a tile the slaver whips them as they work.
 
Personally, I liked the Slave specialist a lot, they were invaluable for building buildings in small or agricultural cities. Perhaps you could put an 'add to city' function on the slave unit to allow it to become one, like the great people?
 
Thats a great idea. One extra production goes a long way.

And its especially awesome because every military unit your enemies lose is another potential specialist for your civ. :groucho:

What i want to know, is would anyone give up slavery later on in the game? After you have a huge workforce of slaves? I sure wouldnt. Human rights be damned!
 
First off, thanks for the Cache thing, I'll be sure to do that.

Also, about slaves, I read your developments list and I think the slaves should still be able to be added as permanent specialists. If that's overpowered, then just reduce the frequency of obtaining slaves.

Allowing specialist addition also puts a higher incentive on going to war, which is often a poor option if faced with multiple AIs who are at peace with each other.

Also, I played RaR for Civ III and I found that it was annoying to have a whole bunch of shoddy workers later in the game.
 
Los Tirano said:
Ever thought of reskinning the slave, so that there are two slaves and one fat nasty looking slaver whip in hand?

Not sure if you can do it, but it sure would be funny. Maybe an occassional lash of the whip with the added cower animation when they get taken. :rolleyes:
Or whenever they work a tile the slaver whips them as they work.

I would like that, unfortuntely i suck at skinning things :(
 
Vishaing said:
Personally, I liked the Slave specialist a lot, they were invaluable for building buildings in small or agricultural cities. Perhaps you could put an 'add to city' function on the slave unit to allow it to become one, like the great people?

I liked it too but there were two problems. The first was that it was flawed the way i had it before because the slave specialists would receive the science bonus from represenation which wasn't what i was aiming for. It became so that someone with 3 or 4 slaves in his city had more production AND science than people in the other civics.

Los Tirano said:
Thats a great idea. One extra production goes a long way.

And its especially awesome because every military unit your enemies lose is another potential specialist for your civ.

What i want to know, is would anyone give up slavery later on in the game? After you have a huge workforce of slaves? I sure wouldnt. Human rights be damned!

That was kind of the issue. +1 permanent production was quite powerful before, maybe too much so. There seemed to be little reason to switch to the other labor civics. Also it made it so you could engage in one war, get a bunch of slaves then sit back on your production bonus. I wanted it though so that someone in slavery would need a constant supply of slaves to keep getting the bonus. What i think i am going to do though is maybe make it so you will get some bonus slaves when you capture and/or raze a city.

Also with the way slaves are now you can at least move them around. If you need to rush a courthouse or forbidden palace on the fringes of your empire you can move 9 or 10 slaves down there to help with that. Same with a wonder, etc.. I realize 15 production isnt much but it adds up.

I'll admit i did like the slave speciliast before and the way it is now it actually violates one of my self-imposed rules of not obsoleting anything else which is basically does to the serfdom worker bonus... We will see though. My mod is still pre-1.0 so its all a big test still in the way. Keep posting feedback and ideas.
 
Hello,

This very interesting mod!
I made 2 changes in OpenTech class because it didn't work as I expected:

1. In event onTechSelected(): I changed your code from "eTeam.isOpenBorders(iTechType)" to "eTeam.isOpenBorders(iTeam)". I think that this is a bug because your code in onBeginPlayerTurn() and in onEndPlayerTurn() is OK.

2. In events onTechSelected(): I added additional condition for tech bonus: "eTeam.isTechTrading()". This way to get tech bonus you must first research technology, which allows tech trade (this is "Alphabet" in vanilla game). This makes this tech very valuable (just like in vanilla).

Here is a modified code (my changes are in bold):


Code:
class OpenTech:
	
	def onTechSelected(self, argsList):
		'Tech Selected'
		iTechType, iPlayer = argsList
		
		player = gc.getPlayer(iPlayer)
		cutOut = False
		for iTeam in range(gc.getMAX_TEAMS()):
			oTeam = gc.getTeam(iTeam)
			eTeam = gc.getTeam(player.getTeam())
			listTech = []
			if cutOut != True:
				if [B]eTeam.isTechTrading() and[/B] oTeam.isHasTech(iTechType) and [B]eTeam.isOpenBorders(iTeam)[/B] == True and player.isResearchingTech(iTechType):	
					for i in range(player.getNumCities()):
						player.getCity(i).setHasRealBuilding(gc.getInfoTypeForString("BUILDING_ACADEMY_EXCHANGE"), 1)
					cutOut = True
				else:	
					for i in range(player.getNumCities()):
						player.getCity(i).setHasRealBuilding(gc.getInfoTypeForString("BUILDING_ACADEMY_EXCHANGE"), 0)
	
	
	def onBeginPlayerTurn(self, argsList):
		'Called at the beginning of a players turn'
		iGameTurn, iPlayer = argsList
		player = gc.getPlayer(iPlayer)
		cutOut = False
		for iTeam in range(gc.getMAX_TEAMS()):
			oTeam = gc.getTeam(iTeam)
			eTeam = gc.getTeam(player.getTeam())
			for iLoopTech in range(gc.getNumTechInfos()):
				listTech = []
				if cutOut != True:
					if [B]eTeam.isTechTrading() and[/B] oTeam.isHasTech(iLoopTech) and eTeam.isOpenBorders(iTeam) == True and player.isResearchingTech(iLoopTech):	
						for i in range(player.getNumCities()):
							player.getCity(i).setHasRealBuilding(gc.getInfoTypeForString("BUILDING_ACADEMY_EXCHANGE"), 1)
							cutOut = True
					else:	
						for i in range(player.getNumCities()):
							player.getCity(i).setHasRealBuilding(gc.getInfoTypeForString("BUILDING_ACADEMY_EXCHANGE"), 0)
					
	def onEndPlayerTurn(self, argsList):
		'Called at the end of the beginning of a players turn'
		iGameTurn, iPlayer = argsList
		player = gc.getPlayer(iPlayer)
		cutOut = False
		for iTeam in range(gc.getMAX_TEAMS()):
			oTeam = gc.getTeam(iTeam)
			eTeam = gc.getTeam(player.getTeam())
			for iLoopTech in range(gc.getNumTechInfos()):
				listTech = []
				if cutOut != True:
					if [B]eTeam.isTechTrading() and [/B]oTeam.isHasTech(iLoopTech) and eTeam.isOpenBorders(iTeam) == True and player.isResearchingTech(iLoopTech):	
						for i in range(player.getNumCities()):
							player.getCity(i).setHasRealBuilding(gc.getInfoTypeForString("BUILDING_ACADEMY_EXCHANGE"), 1)
							cutOut = True
					else:	
						for i in range(player.getNumCities()):
							player.getCity(i).setHasRealBuilding(gc.getInfoTypeForString("BUILDING_ACADEMY_EXCHANGE"), 0)
 
moctezuma said:
Hello,

This very interesting mod!
I made 2 changes in OpenTech class because it didn't work as I expected:

1. In event onTechSelected(): I changed your code from "eTeam.isOpenBorders(iTechType)" to "eTeam.isOpenBorders(iTeam)". I think that this is a bug because your code in onBeginPlayerTurn() and in onEndPlayerTurn() is OK.

2. In events onTechSelected(): I added additional condition for tech bonus: "eTeam.isTechTrading()". This way to get tech bonus you must first research technology, which allows tech trade (this is "Alphabet" in vanilla game). This makes this tech very valuable (just like in vanilla).

Hey thanks that helps a lot! Ya that was a bug apparently in eTeam.isOpenBorders(iTechType) . Im surprised i didnt receive any python errors. I'll fix this in the next patch.

Ya i saw the .isTechTrading() option but decided against it. Because in order to make it valid at least one tech has to make tech trading available. But if that is the case then tech swapping as in the vanilla game also becomes available with that tech and kind of defeats the point of the OpenTech idea. I think if i want to make a tech requirement for the open tech trading it would be easier to just do a "if player.hastech()" function instead. But at the moment i see no need for it. It seems to work good at writing.
 
Breaking for awhile, got some real life stuff to attend to.

I going to change creative when i get back to have a free specialist for the larger cities instead of just an artist so that way you can choose.

Throw me some ideas if you get a chance to tweak organized and spiritual more.

I also wouldnt mind adding more of Master Lexx's resources but i dont want to add just health and happiness stuff. If you got any brainstorms let me hear em. -naf
 
My main menu doesn't show any text, even in game it doesn't show anything. I have the same bug with sevomod. FFH works fine. Maybe a language bug? I have the german version installed.. but why does FFH work then? Whats the difference? You may look at some of the screenshots I made.

I already reinstalled CIV4 but nothing changed :(

Main Menu
Choose World
Choose Leader
Settings
What to build
City View
Sevopedia
 
Hmmm.... Ive seen that problem before but not with this mod. Im assuming your using .47 of my mod. This problem usually results when:

1) Your trying to play a 1.52 mod with civ4 1.61

or

2) vice versa, trying to play a 1.61 mod with civ4 1.52

You mentioned FfH works but not Sevomod or mine. First off did your update to 1.61 go smoothly? Were there any problems? I know that both Sevomod and mine use more interface/graphics mods than FfH does. So this could be the problem. It seems like most people arent having this issue, i wonder if its graphics cards related.

Try this:

1) clear your cache
2) load up vanilla civ and lower the graphics settings to the lowest possible then try loading up my mod.

Then let me know what happens. It might help track this problem down. Also what kind of video card do you have?

Lastly you mentioned you had the german version. I dont know if this affects things or not. If it lets you switch languages try doing so and see if that does anything.
 
I changed the language in the options from German to English and started up US after that. Whew! I had menus and I could create a game! Everything is working as intended. I changed back to German in the options then for testing and after that I had instantly no text in the main menu.. ^^

The strange thing is that I could play mods with German language with 1.52 even when it had English text within. Hell even FFH works in 1.61 with German version activated..
 
Interesting. I dont know why this is. Im away for a few days but when i get back ill try to see whats different in the menu setup for FfH vs this mod. Glad you got it working though.
 
Flinkebeinchen said:
My main menu doesn't show any text, even in game it doesn't show anything. I have the same bug with sevomod. FFH works fine. Maybe a language bug? I have the german version installed.. but why does FFH work then? Whats the difference? You may look at some of the screenshots I made.

no difference, if you read FFH thread, that mod had the same problem (as every other one) but Kael fixed it with a patch.
 
Instead of those icons for hammers,food etc there are symbols which looks like zeros. This is not unique for this mod and happens with other mods and its becoming frustrating since im the only one complaining about it.
 
Jeppson said:
Instead of those icons for hammers,food etc there are symbols which looks like zeros. This is not unique for this mod and happens with other mods and its becoming frustrating since im the only one complaining about it.

Ive never heard of this problem before nor has anyone else seemed to have had this problem with this mod. Those food and hammer symbols are simply image files which get called from either the xml art files or the python interface ones. It seems a pretty straightforward process that shouldve shown errors on my side if there were any. You say you're the only one complaining about it. Is it your graphic card or graphic settings then maybe? Does every mod give you this problem or just certain ones? When all else fails do a fresh reinstall of civ4. If a fresh civ4 reinstall doesnt work then i think you can rule out the mod coding as a problem since no one else experiences this and maybe check out whats going on with your comp.
 
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