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[modmodmod] The Sword of Islam Reborn

Barbarians aren't spawning at all.

As for a Romanian civ, I would strongly recommend Wallachia over Moldavia, because of how iconic Vlad Dracula is (and there is already a really cool leaderhead for him)
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It seems like the link is broken. Do you have a alternative link or the civ local on your PC?

At least, I could find the working Vlad Dracula LH in the Database, but UU, UB and colour would be lost.
 
It seems like the link is broken. Do you have a alternative link or the civ local on your PC?

At least, I could find the working Vlad Dracula LH in the Database, but UU, UB and colour would be lost.
I can go look for it in a little bit. For some reason, I can't trade gold as the Safavids, could you please take a look at that?
 
I can go look for it in a little bit. For some reason, I can't trade gold as the Safavids, could you please take a look at that?
For the longest time I've experienced a bug where if I load a saved game from within a current game, I sometimes cannot trade gold. Whereas if I load a saved game from the main menu, everything is fine. If it's the same circumstance for you and it isn't a vanilla bug, I fear I may have broken something in the code a long, long time ago. However, at the moment I'm not entirely sure how many of my .dll changes have been included here.
 
For the longest time
I've experienced a bug where if I load a saved game from within a current game, I sometimes cannot trade gold. Whereas if I load a saved game from the main menu, everything is fine. If it's the same circumstance for you and it isn't a vanilla bug, I fear I may have broken something in the code a long, long time ago. However, at the moment I'm not entirely sure how many of my .dll changes have been included here.
I will try this
 
Workers can improve riverside desert tiles but they are forbidden to go to any desert. Perhaps, we should only ban military units and allow civilians and desert adaptation promoted military units?

Had a very enjoyable game as Kara-Khanids. Qara_Khitai enemy probably should get a Buddhist Missionary in their capital in with their Taklamakan stack: they starts without religion there and convert to Sunni Islam the moment they capture my Khotan ("one more turn"), which is a loss of opportunity to see a Buddhist civ for a change ☸️.

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Workers can improve riverside desert tiles but they are forbidden to go to any desert. Perhaps, we should only ban military units and allow civilians and desert adaptation promoted military units?

Had a very enjoyable game as Kara-Khanids. Qara_Khitai enemy probably should get a Buddhist Missionary in their capital in with their Taklamakan stack: they starts without religion there and convert to Sunni Islam the moment they capture my Khotan ("one more turn"), which is a loss of opportunity to see a Buddhist civ for a change ☸️.

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It's GregFred187's prerogative whether to include it here or not, but in my version of SoI I forced my man Dashi to never convert from Buddhism, as he would otherwise do it immediately under any circumstance. Simple matter of adding a line under the one for Portugul in CvPlayer::canConvert (CvPlayer.cpp). Same situation with the Khazars. It's also possible to seriously dissuade certain civs from adopting certain religions by editing some lines in CvPlayerAI.cpp. Be cool if this stuff was all in Python.
 
It's GregFred187's prerogative whether to include it here or not, but in my version of SoI I forced my man Dashi to never convert from Buddhism, as he would otherwise do it immediately under any circumstance. Simple matter of adding a line under the one for Portugul in CvPlayer::canConvert (CvPlayer.cpp). Same situation with the Khazars. It's also possible to seriously dissuade certain civs from adopting certain religions by editing some lines in CvPlayerAI.cpp. Be cool if this stuff was all in Python.
I also had a question about why Mongol civ was chosen to continue as Ilkhanate, with Chagatai as standalone civ, -- instead of vice versa? Chagatai shares the original Mongol core and stayed the most "Mongol" out of 3 successor states supported by the map. Would have make a lot of sense to start Ilkhanate in Tabriz and task to reign the Middle East.
 
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Kara Khitai, Dzunghars and Kalmyks should all be Buddhist, though the last two will be tough to make goals for unless the end date is pushed back to 1750. Similarly, Khazars will need a way to reliably spread Judaism for their UHVs.
 
Kara Khitai, Dzunghars and Kalmyks should all be Buddhist, though the last two will be tough to make goals for unless the end date is pushed back to 1750. Similarly, Khazars will need a way to reliably spread Judaism for their UHVs.
They were all Buddhist when I modded them in - I think GregFred187 would have to add in some of my specific .dll changes to keep them that way, as they will otherwise convert to one of the mod's 'major' religions in a heartbeat. Also, the Zunghars and Kalmyks are both respawns, so it'll be more difficult to make them playable and give them unique goals. I remember RFC Classical World had a playable Empire of Harsha which was a respawn of the Mauryans, but I'm not sure the scripting ever really worked correctly.

I also had a question about why Mongol civ was chosen to continue as Ilkhanate, with Chagatai as standalone civ, -- instead of vice versa? Chagatai shares the original Mongol core and stayed the most "Mongol" out of 3 successor states supported by the map. Would have make a lot of sense to start Ilkhanate in Tabriz and task to reign the Middle East.
Honestly, it was mainly because I added in the Mongol Empire civ long before I even had a map large enough to fit in part of the Golden Horde or the Chagatai Khanate. They were created basically so I could have a fun and playable thunder run towards Baghdad and Cairo, as well as a functional AI-controlled Mongol Empire and later Jalayirid Sultanate respawn. The Mongols in my version of the mod don't actually flip any regions at all - it's pure conquest with spawned stacks.
 
Hello guys!
Sadly, I was sick last week. I will continue modding soon.:coffee:
Can you please fix the bug with Golden Horde F8 screen before new content?
 
Just downloaded the mod again after a year away, looks like you are making a lot of progress, but which scenario is the one that should be played?

S677DjI.png
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MapsMerged gets a 'failed to load' error and I got some crashes on the others while loading into an later-start civ. Though I just successfully started a game as Oman.
 
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Just downloaded the mod again after a year away, looks like you are making a lot of progress, but which scenario is the one that should be played?

S677DjI.png
[/URL]

MapsMerged gets a 'failed to load' error and I got some crashes on the others while loading into an later-start civ. Though I just successfully started a game as Oman.
Looks like you have overwritten the mod, instead of deleting and AFTERWARDS redownloading it. (You have 6 maps to choose, which is not the actual version)
Maybe that way it causes troubles this way.
So delete everything and redownload it.

Can you please fix the bug with Golden Horde F8 screen before new content?
Sorry, I already started adding the new content, so I cannot just go back. But the missing/reworking UHVs, UPs, UBs, UPs will be just afterwards. That is when I will care of your bug.

Workers can improve riverside desert tiles but they are forbidden to go to any desert. Perhaps, we should only ban military units and allow civilians and desert adaptation promoted military units?
At the moment, it is excactly the other way. Military can pass, and no civilians. This will not change.
It makes also more sense to me. The military goes through the desert if it is strategic important, to overwhelm the enemy. But civilians, including women, children, elder and cattle only go where is water, so only along rivers.
 
Thanks, mod works fine now.
I just noticed that Cappadocia (including Sevasteia/Sivas) counts as a "foreign core" for Armenia. It should be contested, in my opinion.

The city was sacked by the troops of Muhammad ibn Marwan in 692 and became first a kleisoura and in 911 a theme. Under Nikephoros II Phokas, many Armenians settled in the region.[9] In the early 1020s, Basil II delivered the region around Sebasteia in exchange for Vaspurakan to King Seneqerim Ardzruni, who settled in Sebasteia with thousands of his Armenian followers.[10]

Supposedly Kaisareia, the other starting city in the region, may have been named after an Armenian called Mishak when it was known as Mazak. Anyway there were plenty of Armenians in the region.

I also think giving the Byzantines a start with quite a few hamlets and villages, and positive starting net income, is too generous.
 
I meant the new civs. But at the moment, the const are not finished yet (so game won't work at all), and sadly I won't have time before thursday to mod on, due to a "real-life" project.
 
Hello guys!
The last weeks were quite stressful for me. I restarted working on the consts. Through the many new civs, I have to be really carefull about what I do, so it will take some time. But I expect the consts (so the major adding of the civs) to be done this week.
:newyear:
 
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