Modmods Requests Thread

At first I was afraid this was going down the route of simcity. Don't get me wrong nothing wrong with that, but this is civ. But the power management at the national level. That works perfectly. I like the way it is panning out, to throw in my 2 cents. Let me know if there is any way I can help. Looks like it is under control, but just to throw my help out there.
 
1. Oops! I was never good at math. But you get the idea.

2. As long as this mod is not held up over the "Megawatt Bar". I really want to see this mod get made in the near future.

3. Oh good! I was hoping such a thing could be added to diplomacy.

As for the boost to other things that sounds reasonable as long as they do not over power things too much. We already have a lot of buildings doing the same thing.

And of course each power plant would have their own +/- effects such as power/pollution.

------

What should we do about the Three Gorge Dam and Fusion Power? Right now it provides power to all cities on the continent. But with the whole "Department of Energy" and "Power Lines" every city would get "power" but not necessarily enough megawatts. So I am thinking that both would give an extremely large amount of megawatts to the national power grid. In addition keep the limit of only 3 Fusion Power Plants. Likewise the new "Solar Updraft Tower" wonder could also give a high amount of megawatts too.

Oh, you're so punny....


I agree with your ideas about the Three Gorges Dam and Fusion Power Plant. They should just generate a massive amount of power.

Edit:

I don't know how much you care, but one thing this modmod so far does not simulate is wasted power from transmission lines. The farther away the source of power, the more gets wasted. I believe it's something like 1/3 of Electricity is wasted in the power lines in the USA.
 
Oh, you're so punny....

What pun?

I don't know how much you care, but one thing this modmod so far does not simulate is wasted power from transmission lines. The farther away the source of power, the more gets wasted. I believe it's something like 1/3 of Electricity is wasted in the power lines in the USA.

Well in the other thread i did bring up the idea of power being distributed like trade or even a "resource" However i think this is making it too complex or impossible thanks to the bug GeneralStaff found when adding more resources like baskets, pottery and honey.

As for distance and distribution of lost energy I do not know how that would or could work. its not like we are building power lines on the map or connecting power via road connections.

In short what I am proposing is not completely realistic but its at least better than how the game address power currently. If somehow we can make it better in the future then I say go for it. But for now I think we should try out the idea I have proposed.
 
Well in the other thread i did bring up the idea of power being distributed like trade or even a "resource" However i think this is making it too complex or impossible thanks to the bug GeneralStaff found when adding more resources like baskets, pottery and honey.

As for distance and distribution of lost energy I do not know how that would or could work. its not like we are building power lines on the map or connecting power via road connections.

In short what I am proposing is not completely realistic but its at least better than how the game address power currently. If somehow we can make it better in the future then I say go for it. But for now I think we should try out the idea I have proposed.

You're right, I have no good idea on how to make that work. Well, this wouldn't be the first time we settled for less in the name of Civilization. (At least it would still be a lot better than the current way power works.)

One last question:
What do you want to do with all the buildings that require power now to operate? How do we know when they lack power?
 
You're right, I have no good idea on how to make that work. Well, this wouldn't be the first time we settled for less in the name of Civilization. (At least it would still be a lot better than the current way power works.)

One last question:
What do you want to do with all the buildings that require power now to operate? How do we know when they lack power?

Hmm this is a good question. If we left them then basically once the "Department of Energy" was made and then gave all the cities "Power Line" buildings which in turn mark it to have power then it would mark as "having power". This seems unrealsitic since they really could never have no power.

However if we are having a "Megawatt System" perhaps it could be related to the amount of megawatts available. I am not sure how it should work though. If say the megawatts is under the amount consumed then the factories will loose production (until 0). And if its over the amount then perhaps it could gain extra production (up to a limit).
 
Hello,

I'm wondering if anyone is interested in Mastery Victory?
It combines the victories into one.

I propose that there be two types of Mastery Victories:
1. The one that have Time victory "included", in other words the end year of the game is 2100 CE.

2. The one that have no Time Victory "included", in other words the game ends in about 5000 CE or so. Far enough in the future to never meet that time victory anyway with enough time to satisfy Conquest Victory finally.
 
Hello,

I'm wondering if anyone is interested in Mastery Victory?
It combines the victories into one.

I propose that there be two types of Mastery Victories:
1. The one that have Time victory "included", in other words the end year of the game is 2100 CE.

2. The one that have no Time Victory "included", in other words the game ends in about 5000 CE or so. Far enough in the future to never meet that time victory anyway with enough time to satisfy Conquest Victory finally.

I'd like it, I looked at that modcomp a while ago.

However, I'm far too busy with other things to implement it ATM. If you want to modmod it in... ;)
 
I'd like it, I looked at that modcomp a while ago.

However, I'm far too busy with other things to implement it ATM. If you want to modmod it in... ;)

I have Avain's SDK here. The question is: what files other than dll comes with Mastery Victory.
Or do I just concentrate on merging in Mastery Victory code in and let you worry about extra files later on?
If so, pm me your latest SDK please and I will get to work merging in to your SDK AFTER! I migrate the code to vanilla code for easier merging :lol:.
 
If so, pm me your latest SDK please and I will get to work merging in to your SDK AFTER! I migrate the code to vanilla code for easier merging :lol:.

Strike that. I will just merge into vanilla SDK and let you merge into your SDK later. Since it will be a pristine Mastery Victory only code, you can easily figure out how to make two types of Mastery Victories I talked about above.
 
I have Avain's SDK here. The question is: what files other than dll comes with Mastery Victory.
Or do I just concentrate on merging in Mastery Victory code in and let you worry about extra files later on?
If so, pm me your latest SDK please and I will get to work merging in to your SDK AFTER! I migrate the code to vanilla code for easier merging :lol:.

Don't worry about me. Just see if you can get it to work with standard BTS. If you can, just merge it with the 1.41 sources I provided. I can update it as needed for 1.5
 
Hello,

I'm wondering if anyone is interested in Mastery Victory?
It combines the victories into one.

I propose that there be two types of Mastery Victories:
1. The one that have Time victory "included", in other words the end year of the game is 2100 CE.

2. The one that have no Time Victory "included", in other words the game ends in about 5000 CE or so. Far enough in the future to never meet that time victory anyway with enough time to satisfy Conquest Victory finally.

These will be useful for "RoM in Space" since we will need to push back time to a later date than 2100 CE
 
I don't know how much you care, but one thing this modmod so far does not simulate is wasted power from transmission lines. The farther away the source of power, the more gets wasted. I believe it's something like 1/3 of Electricity is wasted in the power lines in the USA.


Ok so i was thinking this problem over and i came up with a solution as well as a new problem. First the solution...

While it would be nearly impossible to calculate the distance of each power plant from each city to simulate power loss over distances you could however calculated "local megawatts" vs "national megawatts". Thus you could have a city know how much power it was making and then if it needed more power then it could take it from the "national megawatts" at a reduced amount. Such as 1/3 the megawatts.

But then I said "well what happens if my Department of Energy gets taken over? Would I loose all my power line buildings? Would the entire nation loose power?" So I came up with a solution ...

The "Department of Energy" national wonder would make "Transformer Stations". These do not provide any "power" like the power lines do. However it would allow power to be distributed to the entire nation. If the "Department of Energy" was taken over all the "Transformer Stations" would disappear and all cities would loose access to the "national megawatts".

However the "power lines" would not be forgotten but are now a required building for all power planets (as stated before). And would not be built by the "Department of Energy" national wonder but have to be produced by hand. It (unlike the transformer stations or power plants) would provide "power" (not megawatts).

Thus a city could still use their "local megawatts" if they had enough megawatts from their cities power plant(s). In short ...

Department of Energy = Gives free "Transformer Stations" to every city.

Transformer Stations = Gives access to "National Megawatts" at 1/3 the amount. Can only be built by "Department of Energy" national wonder.

Power Lines = Provides "Power" to each individual city. Is required to build power plants.

Power Plants = Provides both "local megawatts" and "national megawatts". Requires "power lines" to be built.

Local Megawatts = Provides megawatts to an individual city. Any extra megawatts gets added to "national megawatts"

National Megawatts = The extra megawatts produced by "power plants". Can only be distributed by "transformer stations" when the "Department of Energy" national wonder is built. The amount sent to each city is 1/3 the amount put in.

I hope I made everything clear. And no I do not know the math for all that. :p
 
Here is the folder with all source files with Mastery Victory code. I compiled the vanilla code with it and it gave only one warning. Compiled fine.

I tried to make a mod out of it but it seem that the Mastery option in Custom Game works, the game loads just fine. But when I check the Victory Screen (F8), the screen showed nothing at all. So I gave up on CvVictoryScreen.py merging :shudder:. I will let you do this yourself.
One thing is for sure, the source code compiles fine.

BIG EDIT!

Hold on. Let me try something new today. It is morning and I have a fresh mind. I'll let you know what happens :).
 
Ok so i was thinking this problem over and i came up with a solution as well as a new problem. First the solution...

While it would be nearly impossible to calculate the distance of each power plant from each city to simulate power loss over distances you could however calculated "local megawatts" vs "national megawatts". Thus you could have a city know how much power it was making and then if it needed more power then it could take it from the "national megawatts" at a reduced amount. Such as 1/3 the megawatts.

That sounds reasonable.

But then I said "well what happens if my Department of Energy gets taken over? Would I loose all my power line buildings? Would the entire nation loose power?" So I came up with a solution ...

The "Department of Energy" national wonder would make "Transformer Stations". These do not provide any "power" like the power lines do. However it would allow power to be distributed to the entire nation. If the "Department of Energy" was taken over all the "Transformer Stations" would disappear and all cities would loose access to the "national megawatts".

However the "power lines" would not be forgotten but are now a required building for all power planets (as stated before). And would not be built by the "Department of Energy" national wonder but have to be produced by hand. It (unlike the transformer stations or power plants) would provide "power" (not megawatts).

Thus a city could still use their "local megawatts" if they had enough megawatts from their cities power plant(s). In short ...

Department of Energy = Gives free "Transformer Stations" to every city.

Transformer Stations = Gives access to "National Megawatts" at 1/3 the amount. Can only be built by "Department of Energy" national wonder.

Power Lines = Provides "Power" to each individual city. Is required to build power plants.

Power Plants = Provides both "local megawatts" and "national megawatts". Requires "power lines" to be built.

Local Megawatts = Provides megawatts to an individual city. Any extra megawatts gets added to "national megawatts"

National Megawatts = The extra megawatts produced by "power plants". Can only be distributed by "transformer stations" when the "Department of Energy" national wonder is built. The amount sent to each city is 1/3 the amount put in.

I hope I made everything clear. And no I do not know the math for all that. :p

I think you made the Department of Energy too complex. Make it a national project instead of a national wonder, and then it can never be captured. ;)
 
Here is the folder with all source files with Mastery Victory code. I compiled the vanilla code with it and it gave only one warning. Compiled fine.

I tried to make a mod out of it but it seem that the Mastery option in Custom Game works, the game loads just fine. But when I check the Victory Screen (F8), the screen showed nothing at all. So I gave up on CvVictoryScreen.py merging :shudder:. I will let you do this yourself.
One thing is for sure, the source code compiles fine.

BIG EDIT!

Hold on. Let me try something new today. It is morning and I have a fresh mind. I'll let you know what happens :).

UPDATE:

You have the sources in the above post. Search string is Sevo. Be sure to use that because there are two lines in CvGame.cpp and CvGame.h that are just that, lines. So search for Sevo and you should be fine merging in them.

Now here is the new attachment of what files that are needed to go with the Mastery. I modified CvVictoryInfos.xml in Modules/Afforess/Mastery to 0 for EndScore because I'm assuming that it is for Time from what I understand from the original CvVictoryInfos.xml :). You can confirm this by going to RoM/Assets/XML/GameInfo and opening up VictoryInfos.xml there and see the Time victory, it only has EndScore as 1. Since I don't want that, I'm assuming that if you have it at 0 for Mastery, then the game can continue till I finally conquer the entire world :D.
 
Status of whether or not my Mastery request will go into your next version, Afforess? No rush, though, if it isn't for 1.5, I can wait for 1.6 :).
 
Status of whether or not my Mastery request will go into your next version, Afforess? No rush, though, if it isn't for 1.5, I can wait for 1.6 :).

It is slated for a 1.5 release. Compiling now. ;)
 
Could a Modmod be made that makes it so that every 10 pop. adds +1:mad:\:yuck:. Would it need SDK changes?
 
Could a Modmod be made that makes it so that every 10 pop. adds +1:mad:\:yuck:. Would it need SDK changes?

Eh, We just need to balance the buildings more. I don't think stuff was balanced well for RoM 2.8's slower growth.

If you want to make a list of buildings whose effects should be weakened, that would be awesome.
 
It is slated for a 1.5 release. Compiling now. ;)

Cool! Looking forward to it :D.
Btw, on a side note, I finally installed Windows 7. Had not yet installed Civ4 and BtS but from your stories, I'm really stoked :D.
 
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