[MODCOMP]Great Options Mod, Core Edition

TheLopez have not touch nothing of pyton because i dont know nothing about it. the only thing that i change was disable MAD in GO CE config and no city flip in Gstatsmen config. In single player goes all well.

ah, i still have mercenaries stand alone mode in the mods folder, shall i delate it


MERC config


[Mercenaries Mod]

; Set Game Turn Mercenary Creation to true if mercenary creation should happen during the
; onBeginGameTurn method, false if it should happen during the onBeginPlayerTurn method
; Default value is true
Game Turn Mercenary Creation = true

; Change this if you want to increase the min number of mercenaries that will be added
; to the global mercenary pool each turn.
; Default value is 1
Min Mercenary Creation Count = 1

; Change this if you want to increase the max number of mercenaries that will be added
; to the global mercenary pool each turn.
; Default value is 5
Max Mercenary Creation Count = 5

; Set this to true if the max player era should be used to create mercenaries, false if
; the player's era should be used to create the mercenaries. The player's era will only
; be used if Game Turn Mercenary Creation is also set to false. This setting will be
; ignored if Era Appropriate Mercenaries is set to false.
; Default value is true
Max Player Game Era = true

; Set this to true if era appropriate mercenaries should be created, false if mercenaries
; from any era should be created. WARNING: If set to false there could be time traveling
; mercenaries from future eras appearing in the Ancient Era.
; Default value is true
Era Appropriate Mercenaries = true

; Change this to the era that mercenaries should be available in the game. The era used
; to determine the starting point depends on the value of Max Player Game Era. If Max
; Player Game Era is set to true then the era used to determine the starting point will
; be the max era from the active players in the game. If Max Player Game Era is set to
; false then the starting point will be the current era of the player during the
; onBeginPlayerTurn method call.
; Default value is ERA_ANCIENT
Starting Era = ERA_ANCIENT

; Set Display Mercenary Manager On Begin Player Turn to true if the "Mercenary Manager"
; screen should be displayed at the beginning of every player turn.
; Default value is false
Display Mercenary Manager On Begin Player Turn = false

; Change this to increase or decrease the chance that a mercenary will get a promotion.
; The default value of 10 means that the mercenary has a 10% chance of getting one of
; their promotions.
; Default value is 10
Mercenary Promotion Chance = 10

; Change this to true to give mercenaries the prereq promotions when it is set to true
; and the mercenary is given a promotion with unmet prereqs. Mercenaries that can have
; combat 1 - 5 and were given combat 5 would automaticallly be given combat 1-4 if the
; value is set to true. WARNING: Setting this value to true will cause hire and
; maintenance costs to go up for mercenaries.
; Default value is true
Backfill Prereq Promotions = true

; Change this to either increase or decrease mercenary hiring costs. For example if
; mercenaries should cost 50% less then the value should be set to 0.5. If mercenaries
; should cost 50% more then the value should be set to 1.5.
; Default value is 0.8
Hire Cost Modifier = 0.8

; Change this to either increase or decrease mercenary maintenace costs. For example if
; mercenary maintenace should cost 50% less then the value should be set to 0.5. If
; mercenary maintenace should cost 50% more then the value should be set to 1.5.
; Default value is 1.0
Maintenance Cost Modifier = 1.0

; Change this to change the location where mercenaries should be placed when hired by
; players. Currently there are 3 static possible options plus one dynamic option. The
; three static options are:
; - Capital City
; - Civilization Edge
; - Random
; The "Civilization Edge" option will place hired mercenaries in the farthest city
; from the players capital city. The last possible value for the mercenary starting
; location is a comma separated list of building types. When set mercenaries will only
; start in a city with one or more of the specified buildings. The more buildings in
; the city, the bigger the chance that the mercenary will be placed there when they
; are hired by the player. An example of such a list is:
; BUILDING_PALACE,BUILDING_CASTLE,BUILDING_BARRACKS. When the mercenary starting
; location is set to this value then the starting location for hired mercenaries will
; be a random city containing one of the buildings specified. If a city cannot is not
; found with any of those buildings then the mercenary will be placed in a random
; city.
; Default value is Civilization Edge
Mercenary Starting Location = Civilization Edge

; Change this to true if hiring mercenaries should only be allowed if one or more of
; a player's civilization contains one or more of the buildings specified in the
; "Mercenary Starting Location" option. Oh did I forget to mention, if the "Mercenary
; Starting Location" option isn't set to a list of buildings players won't be able to
; hire any mercenaries.
; Default value is false
Require Starting Location Contain Buildings = false

; Change this to false to allow contracting out units outside of cities.
; Default value is true
Require City Unit Contract Creation = true

; Change this to increase or decrease the minimum number of promotions each mercenary
; should have when initially added to the global mercenary pool by the game.
; Default value is 1
Minimum Starting Mercenary Promotion Count = 1

; Change this number to increase or decrease the ratio between the number of
; mercenaries and units in the game. For instance setting the value to 10 means that
; there will be 10 mercenaries available in the game for every 100 units (a 1:10
; ratio). Setting the value to 4 means that there will be 4 mercenaries available in
; the game for every 100 units (a 1:25 ratio).
; Default value is 10
Ratio Mercenaries To Regulars = 10

; The max size of the global mercenary pool. No more mercenaries will be added by the
; game to the pool if the max number is reached. This feature does not disable the
; fire mercenary feature. This variable is used to control the load time for the
; "Mercenary Manager" screen.
; Default valus is 100
Max Global Mercenary Pool Size = 100

; Change this to false if mercenaries should be removed from the global mercenary pool
; at the beginning of the game turn. When set to true a number of mercenaries will
; wander away from the global mercenary pool. This is another variable used to control
; the load time for the "Mercenary Manager" screen.
; Default valus is true
Wanderlust Mercenaries = true

; Change this to increase the max number of mercenaries that may wander away from the
; global mercenary pool.
; Default valus is 3
Wanderlust Mercenaries Maximum = 3

; Change this to true if mercenary moves should be consumed when they are hired and
; added to the game.
; Default value is true
Consume Mercenary Moves On Hire = true

; Change this to true to delay the placement of hired mercenaries in player's cities
; by the amount indicated in "Mercenary Placement Delay Amount". The value set to
; "Consume Mercenary Moves On Hire" will be treated as if set to false if "Delay
; Mercenary Placement" is set to true.
; Default value is true
Delay Mercenary Placement = true

; Change this to increase or decrease the time that will be used to delay the placement
; of hired mercenaries.
; Default value is 3
Mercenary Placement Delay Amount = 3

; Change this to true if unit moves should be consumed when they return from being
; contracted out as mercenaries
; Default value is true
Consume Unit Moves On Return = true

; Change this to true to delay the return of contracted out units to player's cities
; by the amount indicated in "Unit Return Delay Amount". The value set to "Consume Unit
; Moves On Return" will be treated as if set to false if "Delay Mercenary Placement" is
; set to true.
; Default value is true
Delay Unit Return = true

; Change this to increase or decrease the time that will be used to delay the return
; of units contracted out as mercenaries.
; Default value is 3
Unit Return Delay Amount = 3

; Change this to false to supress the mercenary messages.
; Default value is true
Display Mercenary Messages = true

; Add any units that you don't want to have generated as a mercenary below. Basically
; use the unit type description. Here are some examples:
;UNIT_WARRIOR = true
;UNIT_GREEK_PHALANX = true
;UNIT_MONGOL_KESHIK = true
;UNIT_CHARIOT = true
;UNIT_HORSE_ARCHER = true
;UNIT_MALI_SKIRMISHER = true
;UNIT_PERSIA_IMMORTAL = true
;UNIT_ARCHER = true
;UNIT_SCOUT = true
UNIT_SNIPER = true
UNIT_MODERN_SNIPER = true
; If the ; was removed for all of the unit type descriptions then those units would
; not be created as mercenaries.

; Add any of the promotions you below that shouldn't be given to mercenaries when
; they are generated. Basically use the promotion type descriptions. Here are some
; examples:
;PROMOTION_COMBAT1 = true
;PROMOTION_COMBAT2 = true
;PROMOTION_COMBAT3 = true
;PROMOTION_COMBAT4 = true
;PROMOTION_COMBAT5 = true
PROMOTION_SNIPER = true
PROMOTION_LINE_OF_SIGHT = true
PROMOTION_MORAL1 = true
PROMOTION_MORAL2 = true
PROMOTION_MORAL3 = true
PROMOTION_AIM1 = true
PROMOTION_AIM2 = true
PROMOTION_AIM3 = true
PROMOTION_AIM4 = true
PROMOTION_AIM5 = true
PROMOTION_FATAL_SHOT1 = true
PROMOTION_FATAL_SHOT2 = true
PROMOTION_FATAL_SHOT3 = true
PROMOTION_OBFUSCATION1 = true
PROMOTION_OBFUSCATION2 = true
PROMOTION_OBFUSCATION3 = true
; If the ; was removed for all of the promotion type descriptions then those
; promotions would not be given to mercenaries at all.
 
Portus said:
TheLopez have not touch nothing of pyton because i dont know nothing about it. the only thing that i change was disable MAD in GO CE config and no city flip in Gstatsmen config. In single player goes all well.

ah, i still have mercenaries stand alone mode in the mods folder, shall i delate it

No, you don't need to delete it. I am really baffled because I just changed my configs to match yours and in hotseat my interface is there and I am able to play like normal.
 
Ok, no problem, the single player goes fine and its great.
Thanks very much for the feedback
 
could that add something...

when i load your mode and if the 1st attempt is a MP game, then the SP game dont work too so i have to load again the mode to play in SP
 
TheLopez,
I succesfully merged your mod with my. COOL!

If you need some units I may do it for you mod.
 
FYI, updated to v0.1.8
 
Nishdog said:
If a future version of this mod is in the works, would it be possible to integrate the following mod?

http://apolyton.net/dir/index.php?sid=148585386&id=5135&t=reviews&toprate=5.0000&tophits=5810&cat=354

Nishdog, actually the Great Person Mod has already been included in the Gold Edition of the Great Options mod v0.0.2. This version has already sent to testers and is getting rave reviews from them. I am currently working on v0.0.3 which should be complete by this Friday and to testers either the same day or Saturday.
 
Craig_Sutter said:
I really like your great options mod.

However, I also use AIAutoplay mod. It's great for testing. Is there anyway it could also be merged with your mod? I don't have the ability, although the mod maker has explained quite thoroughly about how it may be done. I don't do SDK stuff though.

Hope you do it.

Thanks

Craig_Sutter, the AIAutoplay mod is already included in the list for the Great Options Mod, Gold Edition. I might be able to sqeeze it into the v0.0.3 of the mod this week before it goes to testers. I am working on a completely new mind blowing feature - did that peak your interest? - for both the Core and Gold Editions of the Great Options mod and as a stand alone mod component... What is it? Well... I don't want to ruin the surprise.
 
TheLopez said:
Nishdog, actually the Great Person Mod has already been included in the Gold Edition of the Great Options mod v0.0.2. This version has already sent to testers and is getting rave reviews from them. I am currently working on v0.0.3 which should be complete by this Friday and to testers either the same day or Saturday.

By the way, there is a small improvement to that buried in my mod, I delay the popup to somewhat closer to an appropriate time. Feel free to use it (or anything else). You've probably already fixed the path stuff and the event manager.
 
TheLopez,
When my friend was merging his SDK mod with your, he has that error:

error C1083: Cannot open compiler intermediate file: 'D:\DOCUME~1\Serg\LOCALS~1\Temp\_CL_aaa03320sy': Permission denied

Can you tell me please, how to fix this error?
 
PSYX said:
TheLopez,
When my friend was merging his SDK mod with your, he has that error:

error C1083: Cannot open compiler intermediate file: 'D:\DOCUME~1\Serg\LOCALS~1\Temp\_CL_aaa03320sy': Permission denied

Can you tell me please, how to fix this error?

Hmmmm... that is a wierd error, it sounds like it is a permissions error to me.
He needs to make sure that he has write permissions to the directory you listed.
 
TheLopez said:
Nishdog, actually the Great Person Mod has already been included in the Gold Edition of the Great Options mod v0.0.2. This version has already sent to testers and is getting rave reviews from them. I am currently working on v0.0.3 which should be complete by this Friday and to testers either the same day or Saturday.

Hopeless insomniac here. Anyways, the latest version of the mod I have is Great Options Mod, Core Edition v0.1.8 which was downloaded from http://forums.civfanatics.com/showthread.php?p=4149594. Is there a more updated version of the MOD? Is there a different thread on the forum that has the Gold Edition? The Great Person pop-up doesn't work when I play. Below is a list of the mod components I have disabled on my system:

GP Trickle
Immigration (this one was tricky...I would disable the mod, but then it would automatically re-enable itself mid-way through the game...but I think I have that issue fixed now...just had to edit a few additional lines in CvCustomEventManager.py)
Localized Starting Techs
MAD Nukes
Mercenaries
Random Great Person Births
Unit Allegiance
Water animals

I have not yet figured out how to disable the Unique Barbarian.

I have the Improvements outside Borders mod enabled, but the game still won't allow me to use these features.

Hopefully the new version will work a bit better on these mod changes.

Overall, though, this is the best mod package I've seen developed. Thanks.
 
Nishdog said:
Hopeless insomniac here. Anyways, the latest version of the mod I have is Great Options Mod, Core Edition v0.1.8 which was downloaded from http://forums.civfanatics.com/showthread.php?p=4149594. Is there a more updated version of the MOD? Is there a different thread on the forum that has the Gold Edition? The Great Person pop-up doesn't work when I play.
Nishdog, the version you downloaded is the latest version of the mod. It does not include the Great Person mod, but the Gold Edition does. As for the Gold Edition, it has not been released yet but when it is it will be in the "Civ4 - Modpacks" forum.

Nishdog said:
Below is a list of the mod components I have disabled on my system:

GP Trickle
Immigration (this one was tricky...I would disable the mod, but then it would automatically re-enable itself mid-way through the game...but I think I have that issue fixed now...just had to edit a few additional lines in CvCustomEventManager.py)
Localized Starting Techs
MAD Nukes
Mercenaries
Random Great Person Births
Unit Allegiance
Water animals

I have not yet figured out how to disable the Unique Barbarian.
You cannot disable the Unique Barbarian mod. If you want to change which barbarians are created you need to modify the CIV4Civilizations.xml file.

Nishdog said:
I have the Improvements outside Borders mod enabled, but the game still won't allow me to use these features.
I just ran a game using v0.1.8 of the core edition and I was able to build forts outside of my cultural borders. What other improvements are you trying to build? By default you cannot build anything else besides forts and field hospitals. If you want to build other improvements outside of your cultural borders you need to enable them through the appropriate configuration file.

Nishdog said:
Hopefully the new version will work a bit better on these mod changes.

Overall, though, this is the best mod package I've seen developed. Thanks.
Thanks, wait till you see the Gold Edition...
 
In reply to:
What other improvements are you trying to build? By default you cannot build anything else besides forts and field hospitals.

------
Ahh..that answers my question. I was trying to build a pasture outside my borders.

Here's an idea I'm not sure has been discussed yet. Is it possible to randomize (or possibly even manually micromanage) which squares within the city radius get included in cultural borders upon a border expansion? If random, there would be a higher probability the cultural borders would first gravitate towards resources within the city radius. But to keep it somewhat realistic, the squares would always have to be adjacent to another square in your city's cultural borders. That way, if you have a valuable resource two squares north and one square west, you won't have to wait for considerable cultural growth before working the tile. Instead, you could forego including the plains tile directly south-east of the city square within the cultural borders upon the first cultural expansion. To make it a bit more difficult to get that tile, maybe a diagonal would not be considered "adjacent" for the purposes of border expansion. So if you wanted that tile 2 north and one west of the city, you would first have to include the tile 2 north of the city or the tile directly northwest of the city, since a city would still start out with it's standard of including the city square and then the squares directly north, south, east, and west when founded.

It could also make for interesting border possibilities when you have neighbors nearby, instead of having your typical square-like border expansions.

If that is not possible, how could I tweak the number of culture points required for a border expansion so that my entire city radius is included in my cultural borders quicker, but the overall culture points required to get a cultural victory remains unchanged? Maybe something like this:

1st expansion: 15 culture points (instead of 30 as in the current settings on a Marathon game)
2nd expansion: 150 culture points (instead of 300 as in the current settings)
3th culture expansion: 750 culture points (this would get the entire city radius included in the cultural borders. This is compared to the 1,500 points currently required in a marathon game to include the entire city radius)
4th culture expansion: 15,000 culture points (same as current game settings for Marathon game)
5th culture expansion: 150,000 (Legendary culture...same as current game settings for Marathon game)
 
PSYX said:
I'm trying it right now.

EDIT: PSYX, there are a lot of syntax errors in the files that your friend tried to merge together, for instance there are statements like this:
Code:
class CyArea;
class CvPlot;
class CyUnit;
class CyCity;
class CyPlot
{
In the CyPlot class file that are not valid. I will try to go through and fix them if I have more time today or tomorrow, but no promises.
 
Nishdog said:
In reply to:
What other improvements are you trying to build? By default you cannot build anything else besides forts and field hospitals.

------
Ahh..that answers my question. I was trying to build a pasture outside my borders.

Here's an idea I'm not sure has been discussed yet. Is it possible to randomize (or possibly even manually micromanage) which squares within the city radius get included in cultural borders upon a border expansion? If random, there would be a higher probability the cultural borders would first gravitate towards resources within the city radius. But to keep it somewhat realistic, the squares would always have to be adjacent to another square in your city's cultural borders. That way, if you have a valuable resource two squares north and one square west, you won't have to wait for considerable cultural growth before working the tile. Instead, you could forego including the plains tile directly south-east of the city square within the cultural borders upon the first cultural expansion. To make it a bit more difficult to get that tile, maybe a diagonal would not be considered "adjacent" for the purposes of border expansion. So if you wanted that tile 2 north and one west of the city, you would first have to include the tile 2 north of the city or the tile directly northwest of the city, since a city would still start out with it's standard of including the city square and then the squares directly north, south, east, and west when founded.

It could also make for interesting border possibilities when you have neighbors nearby, instead of having your typical square-like border expansions.

If that is not possible, how could I tweak the number of culture points required for a border expansion so that my entire city radius is included in my cultural borders quicker, but the overall culture points required to get a cultural victory remains unchanged? Maybe something like this:

1st expansion: 15 culture points (instead of 30 as in the current settings on a Marathon game)
2nd expansion: 150 culture points (instead of 300 as in the current settings)
3th culture expansion: 750 culture points (this would get the entire city radius included in the cultural borders. This is compared to the 1,500 points currently required in a marathon game to include the entire city radius)
4th culture expansion: 15,000 culture points (same as current game settings for Marathon game)
5th culture expansion: 150,000 (Legendary culture...same as current game settings for Marathon game)
Hmmm.... those are interesting ideas, I'll put them on the future features list for the cultural influences mod...
 
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