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[MODCOMP]Great Options Mod, Core Edition

Discussion in 'Civ4 - Mod Components' started by TheLopez, Jun 11, 2006.

  1. TheLopez

    TheLopez Deity

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    Great Options Mod, Core Edition
    By: TheLopez
    Concept Originator: Jeckel

    Last Updated 06/26/06

    Version: v0.1.8
    Patch Compatibility: v1.61
    MP Compatible: ?
    Download Mod v0.1.8

    Description:
    The great options mod is just that a mod that provides players the flexibility
    to configure and tune as many options as they want. So for instance if they
    want to use the enhanced foreign advisor one game but decide that they prefer
    the original foreign advisor all they need to do is open the "Great Options Mod
    Config.ini" file and change the Foreign Advisor Type to its default value. Its
    just that easy. All thes configuration INI files from mod components that have
    been kept separate to allow players to quickly find the configurable options
    they want to fine tune.

    This mod integrates the following mods:
    [TAB]- Cultural Influences v0.3
    [TAB]- Customizable Domestic Advisor v0.93
    [TAB]- Dead Civ Scoreboard Mod v0.2
    [TAB]- Enhanced Culture Conquest v1.4.1
    [TAB]- Enhanced Foreign Advisor Mod v2.1
    [TAB]- Enhanced Military Advisor v1.3
    [TAB]- Enhanced Tech Conquest v0.4.2
    [TAB]- Enhanced Tech Window v1.b
    [TAB]- Exotic Foreign Advisor Mod v0.95
    [TAB]- Improvements Outside Borders v0.1
    [TAB]- GP Trickle Mod v0.3.1
    [TAB]- Great Doctor Mod v1.0
    [TAB]- Great General Amped Mod v0.8.2
    [TAB]- Great Statesman Mod v0.9.2+SDK
    [TAB]- Homegrown Domestic Advisor
    [TAB]- Immigration Mod v0.4.5
    [TAB]- Localized Starting Techs Mod v0.3
    [TAB]- M.A.D. Nukes Mod v0.1.2
    [TAB]- Mercenaries Mod v0.6.1+SDK
    [TAB]- Military Bases Mod v0.2.1+SDK
    [TAB]- Not Just Another Game Clock Mod v0.3
    [TAB]- No Name Great Person Renamer Mod v0.1[TAB]
    [TAB]- Modified Special Domestic Advisor v1.8e
    [TAB]- Pirates Mod v0.2
    [TAB]- Random Great Person Births Mod v0.2.1
    [TAB]- Sniper Mod v0.6.1
    [TAB]- Specialist Stacker Mod v0.7
    [TAB]- Unique Barbarian Mod v0.2
    [TAB]- Unit Allegiance Mod v0.4
    [TAB]- Water Animals Mod v0.1


    Installation Instructions:

    1) Unzip this into the "civ4_install_folder\Mods\" folder.
    2) Open the CivilizationIV.ini configuration file
    3) Change the Mod line to read: Mod = Mods\Great Options
    4) Load the game.
    5) Then play as normal.

    -----Screenshot-----
    Spoiler :




    -----Game Play-----
    Spoiler :

    - "Great Options Config Info" screen that displays the currently configured
    features in the mod. This screen is displayed by using the ALT-F1 key
    combination.

    - Ability to select from one of the following domestic advisors:
    [TAB]- Vanilla Domestic Advisor
    [TAB]- Customizable Domestic Advisor
    [TAB]- Modified Special Domestic Advisor
    [TAB]- Homegrown Domestic Advisor

    - Ability to select from one of the following foreign advisors:
    [TAB]- Vanilla Foreign Advisor
    [TAB]- Enhanced Foreign Advisor
    [TAB]- Exotic Foreign Advisor

    - Ability to select from one of the following military advisors:
    [TAB]- Vanilla Military Advisor
    [TAB]- Enhanced Military Advisor

    - Ability to select from one of the following tech splash screens:
    [TAB]- Vanilla Tech Splash Screen
    [TAB]- Enhanced Tech Splash Screen

    - 11 new units

    - 4 new buildings

    - 1 new improvement

    - 3 new specialists

    - 19 new promotions


    -----Notes to Modmakers-----

    If you want to use the Great Options Mod in your mod I have tried to
    make things as easy as possible for you. In the XML files modified sections
    are enclosed by:
    <!-- -->
    <!-- Great Options Start -->
    <!-- -->
    and
    <!-- -->
    <!-- Great Options End -->
    <!-- -->

    In the Python files I have added # < Great Options Start > and
    # < Great Options End > in all of the places that I have made changes to the
    original files.

    All I ask is that you give me credit.


    -----Known Issues-----

    - City borders will get wonky if you start a game with the "Cultural Influences
    Features Enabled" configurable option set to "True" and then later in the
    game the option gets set to "False". The same is true if the configurable
    option "Enable Slow Culture Borders" is set to "True" and is later set to
    "False" when the configurable option ""Cultural Influences Features Enabled"
    is set to true. Chalid is currently working the issue.

    - If the GP Trickle Mod is turned on it cannot be turned off after a game
    starts.


    -----Version Information-----

    -----v0.1.8------

    - Updated the Immigration Mod to v0.4.5

    - Added the configurable option allowing players to enable or disable the
    Military Bases Mod features.

    - Added the configurable option allowing players to enable or disable the
    Sniper Mod features.

    - Updated the Pirates Mod to v0.2

    - Integrated Improvements Outside Borders v0.1

    - Added the configurable option allowing players to enable or disable the
    Water Animals Mod features.

    - Added the configurable option allowing players to enable or disable the
    Improvements Outside Borders mod features.

    Spoiler :

    -----v0.1.7------

    - Integrated the Pirates Mod v0.1

    - Integrated the Unique Barbarian Mod v0.2

    - Integrated the Water Animals Mod v0.1


    -----v0.1.6------

    - Went through all of the mod components that can be enabled/disabled and made
    sure that disabling the mod component works.

    - Updated the Great Options Configuration Information screen so it can handle
    INI files with multiple sections.

    - Integrated the Localized Starting Techs Mod v0.3

    - Added the configurable option allowing players to enable or disable the
    Localized Starting Techs Mod features.

    - Integrated the Immigration Mod v0.4.4

    - Added the configurable option allowing players to enable or disable the
    Immigration Mod features.


    -----v0.1.1-v0.1.5------

    - Setup the Great Options Mod infrastructure

    - Integrated the Great General Amped Mod v0.8.2

    - Integrated the Enhanced Foreign Advisor Mod v2.1

    - Added the TXT_KEY_ENHANCED_FOREIGN_ADVISOR_TITLE entry in the
    CIV4GameTextInfos_EnhancedForeignAdvisor.xml file and updated the
    CvEnhancedForeignAdvisor.py file to use the new entry. This was done to help
    players visually recognize that the enhanced foreign advisor is being used in
    the game instead of one of the other foreign advisors.

    - Added the TXT_KEY_EXOTIC_FOREIGN_ADVISOR_TITLE entry in the
    CIV4GameTextInfos_ExoticForeignAdvisor.xml file and updated the
    CvExoticForeignAdvisor.py file to use the new entry. This was done to help
    players visually recognize that the exotic foreign advisor is being used in
    the game instead of one of the other foreign advisors.

    - Added the configurable option allowing players to switch the type of foreign
    advisor that is used in the game.

    - Integrated the Exotic Foreign Advisor Mod v0.95

    - Integrated the Great Statesman Mod v0.9.2+SDK

    - Integrated the Great Doctor Mod v1.0

    - Integrated the Dead Civ Scoreboard Mod v0.2

    - Added the configurable option allowing players to enable or disable the Dead
    Civ Scoreboard Mod features.

    - Added a new screen "Great Options Config Info" which is triggered by using
    the ALT-F1 key combination.

    - Integrated the GP Trickle Mod v0.3.1

    - Added the configurable option allowing players to enable or disable the GP
    Trickle Mod features.

    - Integrated the Unit Allegiance Mod v0.4

    - Added the configurable option allowing players to enable or disable the Unit
    Allegiance Mod features.

    - Integrated the Random Great Person Births Mod v0.2.1

    - Added the configurable option allowing players to enable or disable the
    Random Great Person Births Mod features.

    - Integrated the M.A.D. Nukes Mod v0.1.2

    - Added the configurable option allowing players to enable or disable the
    M.A.D. Nukes Mod features.

    - Added the configurable option allowing players to switch the type of domestic
    advisor that is used in the game.

    - Integrated the Customizable Domestic Advisor v0.93

    - Integrated the Modified Special Domestic Advisor v1.8e

    - Integrated the Homegrown Domestic Advisor

    - Integrated the Not Just Another Game Clock Mod v0.3

    - Added the configurable option allowing players to enable or disable the
    Not Just Another Game Clock Mod features.

    - Added all of the read me files for the integrated modes into the
    "Readme Files" directory

    - Updated the INI parser code to read the config files from the "Config Files"
    directory. Moved all of the configuration files, except the
    "Great Options Mod Config.ini" file, from the integrated mods into the
    "Config Files" directory.

    - Integrated the No Name Great Person Renamer Mod v0.1

    - Added the configurable option allowing players to enable or disable the
    No Name Great Person Renamer Mod features.

    - Integrated the Military Bases Mod v0.2+SDK

    - Integrated the Sniper Mod v0.6.1

    - Integrated the Mercenaries Mod v0.6.1+SDK

    - Updated the Great Options Configuration Info screen so it will display the
    different configuration files by selecting it through the drop-down list in
    the lower left hand corner of the screen.

    - Integrated the Cultural Influences v0.3 mod

    - Added the configurable option allowing players to enable or disable the
    Cultural Influences features.

    - Integrated the Enhanced Military Advisor v1.3

    - Added the TXT_KEY_ENHANCED_MILITARY_ADVISOR_TITLE entry in the
    CIV4GameTextInfos_EnhancedMilitaryAdvisor.xml file and updated the
    CvEnhancedMilitaryAdvisor.py file to use the new entry. This was done to help
    players visually recognize that the enhanced military advisor is being used
    in the game instead of one of the other military advisors.

    - Added the configurable option allowing players to switch the type of military
    advisor that is used in the game.

    - Added the configurable option allowing players to enable or disable the
    Mercenaries features.

    - Integrated the Enhanced Culture Conquest v1.4.1

    - Added the configurable option allowing players to enable or disable the
    Enhanced Culture Conquest features.

    - Integrated the Enhance Tech Window v1.b

    - Added the configurable option allowing players to switch the type of tech
    splash windows used in the game.

    - Integrated the Enhanced Tech Conquest v0.4.2

    - Added the configurable option allowing players to enable or disable the
    Enhanced Tech Conquest features.

    - Added the missing code that enables players to disable the cultural influence
    mod features. Reported by White Rabbit

    - Added the missing code that enables players to disable the mercenaries mod
    features. Reported by White Rabbit


    -----===Credits & Thanks===-----

    - Exavier
    [TAB]Composite Mod - readme.txt format

    - Jeckel
    [TAB]For proposing the Great Options Mod and testing it from its conception

    - Testers
    [TAB]White Rabbit, woodelf, Jeckel, Shqype and Civmansam
    [TAB]
    - The many members of the community who helped make this mod possible:
    [TAB]Snaitf, Talchas, Zuul, seZereth, C.Roland, Kael, Stone-D, Dr Elmer
    [TAB]Jiggle, Vadus, Taelis, 12monkeys, Homegrown, SupremeOverlord, Requies,
    [TAB]Elhoim, SirRethcir, Chalid, OzzyKP, White Rabbit, Jeckel, Shqype,
    [TAB]Civmansam, woodelf.
     
  2. CellKu

    CellKu Emperor

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    That is absolutely fantastic!!! :goodjob: Thank you so much for it!!!

    CellKu
     
  3. TheLopez

    TheLopez Deity

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    Hey, no problem, one note though, probably in the next few weeks I will be releasing the Great Options Mod, Gold Edition which branch off the Great Options Mod, Core Edition and add a lot more... :D
     
  4. Gunner

    Gunner Emperor

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    This is absolutely amazing TheLopez. Great job!
     
  5. Impaler[WrG]

    Impaler[WrG] Civ4:Col UI programmer

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    This looks very nice Lopez, tell me dose the Option screen access the DLL and turn on/off mods that are SDK based as well, I seem to remember your Water Animal mod was in the DLL rather then Python. We should look to including this (and a lot of your other content) in the Core Community Project.

    I had a look at your code, I like what I see, the method for controling GameOptions is good, we ran up against the bug Dale posted about when using new GAME_OPTIONS enums, but your tecnique should allow an unlimited number of options. The only thing I would like is to able to set them (if its an apropriate type) in game. You said GP trikle is perminent so you have aparently found a way to do that (I didn't notice it on skimming the code but will check again later) I would like to use that same tecnique to lock my GreatPeoplePointPooling mod.

    The CCP is being released today (yes TODAY!) and once we have it well tested I can (with your permission) begin mergin in content for the second release, your tags just need to be update with Name, version and Date. I would also need to integrate my Commerce Based Health with your Yield Based health, I would recomend using my Commerce code and switching around the Doctors XML files as that will only take 20 seconds of work rather then hours to integrate 2 different Health sources. I can do all the work durring integration.
     
  6. TheLopez

    TheLopez Deity

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    The option access screen does not allow modification of the options. I felt that this could be used as an exploit. As for the SDK mods... for some yes, for some no. For the water animal mod there is no switch because I didn't even think of actually adding one. If you want I can add one to turn off water animals.
     
  7. Impaler[WrG]

    Impaler[WrG] Civ4:Col UI programmer

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    The water Animal needs to have an XML tag <TerrainNative> with Coast or Ocean in order to be generated correct? If so that is sufficient control as you must add new XML to activate it. The CCP standard is no gamePlay behavior changes without explicit activation or Asset alteration, we default everything to disabled.

    I was thinking that a bLocked boolean could be added to the InfoBase which will encoded in the DLL and cant be turned off through Python, All Options will load for a new game but only thouse that have bLocked == false can be switched with the setDisabled function you created. That allows us to secure thouse options from tampering.
     
  8. TheLopez

    TheLopez Deity

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    Actually, the Great Options Mod, Core Edition already has such a feature for all info objects called disabled which is defaulted to false right now but could be defaulted to true very easily.
     
  9. Impaler[WrG]

    Impaler[WrG] Civ4:Col UI programmer

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    You and SimCutie should get together and work on these Python Options, I know you like the Dr Elmer Jiggle config file based controls but I belive SimCutie is close to perfecting an ingame control screen which could become the new gold standard in mod configuration. Your both quite skilled at the Python layer (way more then me) and could probably get some realy amazing stuff created.
     
  10. junter

    junter Chieftain

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    Can you make a fusion of Revolution mod and Assassin mod ? PLEASE ! :goodjob:
     
  11. Jeckel

    Jeckel Great Reverend

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    I bow to you TheLopez, this is the greatest mod ever created! You have my eternal thanx for this project and deserve major props for providing so many quality mods. :)
     
  12. rendermad

    rendermad Chieftain

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    This is a great mod!! thank you TheLopez :)

    However, I have been unable to find a way to disable the following components:
    - Great Doctor Mod v1.0
    - Great General Amped Mod v0.8.2
    - Great Statesman Mod v0.9.2+SDK
    - Military Bases Mod v0.2+SDK
    - Pirates Mod v0.1
    - Sniper Mod v0.6.1
    - Specialist Stacker Mod v0.7
    - Unique Barbarian Mod v0.2
    - Water Animals Mod v0.1

    Maybe i'm missing something obvious, but they were not mentioned in the .ini file.
     
  13. TheLopez

    TheLopez Deity

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    You are correct, currently there is no way to disable these mods... yet. And actually, I forgot to include a switch for the military bases mod and sniper mod. I will add those in the next release.
     
  14. Thorn

    Thorn King

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    :thumbsup:
    Many thanks, TheLopez. I've been waiting for this!!!
     
  15. rendermad

    rendermad Chieftain

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    Looking forward to the next release then!
    Even though I posted all of them I only wanted to disable three: sniper, military base and water animals (remove the kraken). Is there somewhere i can edit to remove them manually?
    Again, thanks for a great mod. :goodjob:
     
  16. TheLopez

    TheLopez Deity

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    Hmmm... to remove the kraken you can just remove the kraken unit entry from the CIV4UnitInfos.xml file in the assets\XML\units directory. You can do the same for the sniper and modern sniper. As for the military bases mod that one would require more work, C++ coding, etc.

    I'll see what I can do about adding switches for the 3 but it might not be done until next weekend.
     
  17. rendermad

    rendermad Chieftain

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    Thanks! :thumbsup: I'll do that for now. I also realised the military bases' config file lets you disable every part of it, so that's taken care of too.
     
  18. Phal

    Phal Chieftain

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    Ok, this just rocks.

    This has also rejuvinated my interest in playing a whole more Civ4. Thanks for the consolidation Lopez.

    -Phal
     
  19. TheLopez

    TheLopez Deity

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    Thanks

    Just wait till the gold edition comes out :D
     
  20. PSYX

    PSYX Warlord

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    TheLopez,

    It is really great mod!!!:)

    ... WAS DELETED ...
     

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