My take on stuff

and when "The Witcher 3" stops consuming the little free time I atm have. :)

Know the feeling, my brother keeps wanting me to play Ark:Survivor. Having a team makes things possible, like having someone to rescue you when stuck; or have your back when taming a mammoth.:)
 
My Take on Civics - Reboot v1.1
-Updated to work with Rev.8691
-Overhauled most difficulty paramaters; AI now plays on Chieftain and barbarians play on Settler (dunno what the difficulty means for the barbs though...) Chieftain is now the diff where you and the AI have no handicaps whatsoever relative to each other; this was Noble in vanilla BTS and C2C.
-Small tweaks to some of the earliest civics; but fret not, more to come, I promise.

@ Xanthippus: The AI settles more cities than I can afford (On Deity diff) in all my test games in this version. If you still experience that the AI are reluctant at settling new cities; then I would like to know all the game options you play with to diagnose the problem.
 
Dont know if this is just your python or WAS a C2C python error? But the Celebrity icon appears on the TOP and not where it is supposed to be??
My python change is so minor it can't be the cause; if it got fixed after I made the python change I might need to update my version of the script to match the current C2C version.

Are you certain this isn't in vanilla C2C anymore?'

Edit: Comparing the python script I changed with the one in the SVN only differs in the small change I made....

Spoiler :
From this:
Code:
        else:
          g_szTimeText += u" - "
        szDateGA = unicode(CyGameTextMgr().getInterfaceTimeStr(ePlayer))
        if(ClockOpt.isUseEraColor()):
          iEraColor = ClockOpt.getEraColor(gc.getEraInfo(gc.getPlayer(ePlayer).getCurrentEra()).getType())
          if (iEraColor >= 0):
            szDateGA = localText.changeTextColor(szDateGA, iEraColor)
        g_szTimeText += szDateGA
To this:
Code:
        else:
          g_szTimeText += u" - "
        if (gc.getGame().getActivePlayer() > -1):
			humanPlayer = gc.getPlayer(gc.getGame().getActivePlayer())
			if (humanPlayer.isGoldenAge()):
				szDateGA = u"GA (%d) %s" % (humanPlayer.getGoldenAgeTurns(), CyTranslator().getText("[ICON_STAR]", ()))
			else:
				szDateGA = " "
        g_szTimeText += szDateGA
 
@Toffer,
Just dl'd the newest reboot. I've not had the opportunity to try your previous versions because of Crime/Pest/Disease. But I'm really itching to start a new game with this one. Current test game for Crime modmod is in Ren era and I'm still using many of the earlier Civics instead of the newest, which have too much of almost everything and the malus(es) generally outweighs any benefits.

Plus that game is in the Ren era with 8 AI on a large PM map and EoT wait time is in the 6min 30 sec to 8 min+ range. It's like trudging thru ankle deep mud to get to next turn. :P

I know your Civics modmod won't change that but a fresh start on a new game will also help me decide which Crimes need moved out of Preh to Ancient or Class. Eras. Even if you've moved some Tech around.

JosEPh
 
@Joe:
I'm eagerly awaiting your critical feedback. :goodjob:
Working on something this big without any feedback quickly leads to a loss of perspective on what I'm actually doing. ^^
 
@Joe:
I'm eagerly awaiting your critical feedback. :goodjob:
Working on something this big without any feedback quickly leads to a loss of perspective on what I'm actually doing. ^^

Dont get discouraged, i have done things that even after a YEAR didnt get any feedback, its not that they dont care, its just TIME, and RL always kick in. .
 
OK a few questions then?

1. Chiefdom, why 3 rev (pic 1)

2. Agrarian, who would ever use this, almost ALL :mad: (pic 2)

3. The others i will just combine, where's the rest of the help or hindrance from civics? If none then it should not be a civic? or what is going on with these??(all the other pics)

4. Did you dismantle the years, because it does not show up now??

there hows that for a start??:p
 
OK a few questions then?

Spoiler :
1. Chiefdom, why 3 rev (pic 1)

2. Agrarian, who would ever use this, almost ALL :mad: (pic 2)

3. The others i will just combine, where's the rest of the help or hindrance from civics? If none then it should not be a civic? or what is going on with these??(all the other pics)

4. Did you dismantle the years, because it does not show up now??


there hows that for a start??:p
Better than no start. ^^

1. No real reason, why, is it too long?

2. I'm planning more for agrarian, just not sure what yet. It should eventually be worth it considering the 40-50% food production penalties in the three earlier civics.

3. They are just a mess that I haven't had time to give substance yet. Some of them have leftover content that is not really meant to be there and will eventually be completely changed.

4. The years are still in the background controlling events and animal extinction. I'm guessing the timekeeper screen (ctrl + F2?) can show you the year; Saves also have the year in their names. I removed it because it is useless information to the player; and because no matter how well it's calibrated it will always at one point during a game show a ridiculous year for when something happens like ICBM in 1743 AD

PS.
Is it possible to make the date change only when a certain tech is first researched by someone? (I'm thinking an xml entry like <iSetYear> in the technology xml)
Example: The first to invent sedentary lifestyle sets the date to 10 000 BC for all. The date that was before sedentary lifestyle would perhaps have been 20 000 BC and got set when Hunting Tactics was first invented by someone.

This could make an easier to control date system than what we currently have.
 
OH yeah, i almost forgot, PLS when ANYONE is making a modmod, PLS make YOUR own TEXT file, dont just use someone else's, because when WE (C2C) personnel change things in the SVN, then it changes things back and then you have TXT errors missing this and missing that, so PLS make YOUR own TXT file. And IF possible, make your all files a module, if not its ok, but if a module it can be added or subtracted very easily.
 
Is it possible to make the date change only when a certain tech is first researched by someone? (I'm thinking an xml entry like <iSetYear> in the technology xml)
Example: The first to invent sedentary lifestyle sets the date to 10 000 BC for all. The date that was before sedentary lifestyle would perhaps have been 20 000 BC and got set when Hunting Tactics was first invented by someone.

This could make an easier to control date system than what we currently have.
Simple answer... no.

Complex answer... I suppose it could be done but it would not only be a serious pain in the tookus to try such a rewrite, I don't think it would play out enjoyably at all. I could site numerous reasons why. Each turn counts its own dating and turns themselves are denoted by their date. If you made dates only change as techs are researched, you'd take numerous turns before the date would change and that would lead to massive complications. Plus, I suppose you'd only date things according to the tech leader or would each civ have its own perceived date? I could go on.

I've been finding that with the recent tech cost changes, research is following a more historical dating path anyhow.
 
Simple answer... no.

Complex answer... I suppose it could be done but it would not only be a serious pain in the tookus to try such a rewrite, I don't think it would play out enjoyably at all. I could site numerous reasons why. Each turn counts its own dating and turns themselves are denoted by their date. If you made dates only change as techs are researched, you'd take numerous turns before the date would change and that would lead to massive complications.
I see, seems like dates have a larger function than I was aware of; I only thought it was used for events and barb/animal spawning.
Plus, I suppose you'd only date things according to the tech leader or would each civ have its own perceived date? I could go on.
Date is a global value, so it would have to change for all when it changes... Just imagine how animal extinction would work if there was a lot of different dates at the same time.
 
PS.
Is it possible to make the date change only when a certain tech is first researched by someone? (I'm thinking an xml entry like <iSetYear> in the technology xml)
Example: The first to invent sedentary lifestyle sets the date to 10 000 BC for all. The date that was before sedentary lifestyle would perhaps have been 20 000 BC and got set when Hunting Tactics was first invented by someone.

This could make an easier to control date system than what we currently have.

Platyping has a mod that changes the displayed era based on events or techs. Another mod tried to have the dates displayed more relevant for each player. It was based on multiple calendars. I don't think it ever worked fully.

How long an individual turn is in years, months etc., is defined in the XML and is not related to how the game plays out.
 
Is it possible to make the date change only when a certain tech is first researched by someone? (I'm thinking an xml entry like <iSetYear> in the technology xml)
Example: The first to invent sedentary lifestyle sets the date to 10 000 BC for all. The date that was before sedentary lifestyle would perhaps have been 20 000 BC and got set when Hunting Tactics was first invented by someone.

This could make an easier to control date system than what we currently have.

A problem I can see, is the order of research. Your dates may flip forwards and backwards. i.e. 100AD to 125AD then to 115AD etc. Unless you make the Tech that changes the date a chokepoint.
 
A problem I can see, is the order of research. Your dates may flip forwards and backwards. i.e. 100AD to 125AD then to 115AD etc. Unless you make the Tech that changes the date a chokepoint.
I was thinking only the checkpoints needed to control events and animal extinction. We would only need a few checkpoints throughout the game as far as I know. At least one at sedentary lifestyle to stop Neanderthal spawn.
Disclaimer: I don't have a good overview on how many checkpoints would be necessary for events, nor for all the animal extinctions.

There might be alternate ways of controlling these things than through the date system, if I figure it out I will disband the whole calendar for the game. But I suspect the required dll modifications would stop me from doing this.
 
There are two main extinctions that affect the game 40,000 BC and 10,000 BC. Although we use the first only at the moment for all of the old megafauna beasts.
 
There are two main extinctions that affect the game 40,000 BC and 10,000 BC. Although we use the first only at the moment for all of the old megafauna beasts.
Would it be plausible to use "first to research a certain tech" as the extinction point instead of the dates? 40 000 BC could in that case be tied to the "Hunting" tech.

Edit: I see a problem with the free starting techs from difficulty (not the case in this modmod though). It could lead to animals, more or less already extinct from the beginning of the game.
 
Back
Top Bottom