My take on stuff

Ok - thanks ! I am playing your ModMod with the recommended SVN version, i assume it is not yet safe to update to the latest SVN version ?
Rev.8897 Should be compatible, you will only miss out on French translation and a few adjustments to crime as far as I can see.
You will gain the improved dll that TB just updated where he fixed some crucial bugs in hide and seek. ^^
 
Rev.8897 Should be compatible, you will only miss out on French translation and a few adjustments to crime as far as I can see.
You will gain the improved dll that TB just updated where he fixed some crucial bugs in hide and seek. ^^

Cheers thanks :)
 
Toffer's C2C modmod v0.1.4 for Rev.8916
  • Substantial change to Mapinguari units and how they are acquired. - @DH: you might be interested to see what I did here.
  • Added new worker unit for prehistoric, "builder", who can build defensive improvements and paths without being consumed as well as heal mechanical units (not many of those in prehistoric yet ^^). It can upgrade to both worker and Cartwright. Gatherer cannot make those improvements any more. This was needed to get rid of the duplicated improvements in prehistoric (those that consume worker and those that do not).
 
OK finally managed to get this to install and play OK - at least to the starting screen. ;)

I get two errors for civics but that is not a problem. One of those civics has code attached to it in C2C. Military Tradition gives a chance that new units will start with a lesser terrain promotion that they "learn at their mother's knee" ie it was the fashion for that group of people to have some minor expertise in survival and combat some local terrain. You may want to consider having this on Warrior Class and maybe Voluntary Army.

Having the Builder unit sounds like an improvement. It took a lot of iterations to get to where we were in C2C but that doesn't mean we were totally satisfied.

Now to play a game.
 
I get two errors for civics but that is not a problem. One of those civics has code attached to it in C2C. Military Tradition gives a chance that new units will start with a lesser terrain promotion that they "learn at their mother's knee" ie it was the fashion for that group of people to have some minor expertise in survival and combat some local terrain. You may want to consider having this on Warrior Class and maybe Voluntary Army.
Huh, I don't get these errors even with the debugger dll.
 
Both are about Civics and are Python Exceptions so they come up in the Python log. They are
Can't find type enum for type tag CIVIC_MILITARY_TRADITION
Can't find type enum for type tag CIVIC_VOLUNTEER_ARMY

I went straight for Tracking so I could get Trails to get resources back to my city only to discover that they are no longer on that tech but are on a tech that seems to have no relevance to trails at all.:blush:

So far my early units are surviving better but I am not getting any Myths built. Perhaps the Neolithic Rush (rapid breakthroughs in tech) happens later in your mod;)

edit I now have Shelter Building but I still can't build the route Trails!
 
Both are about Civics and are Python Exceptions so they come up in the Python log. They are
ok, will look into that.
I went straight for Tracking so I could get Trails to get resources back to my city only to discover that they are no longer on that tech but are on a tech that seems to have no relevance to trails at all.:blush:

So far my early units are surviving better but I am not getting any Myths built. Perhaps the Neolithic Rush (rapid breakthroughs in tech) happens later in your mod;)
I usually get it mid prehistoric not long before tribalism. as soon as a tracker has got some hunting promos the animals start raining in.
edit I now have Shelter Building but I still can't build the route Trails!
perhaps I should make the builder unit available at shelter building instead of simple wood working? I made the unit yesterday and did not plan for it, nor consider the impact of what tech he required. Thanks for voicing that frustration.
 
Last edited:
@DH: I fixed the military promotion python, but do you have any idea what this list in zCivics.py does?
Spoiler :
Code:
		self.addUnitPre("UNIT_INQUISITOR", "CIVIC_INTOLERANT")
		self.addBuildingPre("BUILDING_SLAVE_MARKET", "CIVIC_SLAVERY")
		self.addBuildingPre("BUILDING_MANOR", "CIVIC_ARISTOCRACY")
		self.addBuildingPre("BUILDING_AGORA", "CIVIC_REPUBLIC")
		self.addBuildingPre("BUILDING_STATUE_OF_LIBERTY", "CIVIC_LIBERAL")
		##generalstaff Start
		self.addBuildingPre("BUILDING_DICTATOR_MONUMENT", "CIVIC_DESPOTISM")
		self.addBuildingPre("BUILDING_ROYAL_MONUMENT", "CIVIC_HEREDITARY_RULE")
		self.addBuildingPre("BUILDING_POLLING_PLACE", "CIVIC_DEMOCRACY")
		self.addBuildingPre("BUILDING_REEDUCATION_CENTER", "CIVIC_COMMUNIST")
		self.addBuildingPre("BUILDING_CHECKPOINT", "CIVIC_FASCIST")
		self.addBuildingPre("BUILDING_TOWN_HALL", "CIVIC_FEDERAL")
		self.addBuildingPre("BUILDING_VILLA", "CIVIC_PATRICIAN")
		self.addBuildingPre("BUILDING_POLIS_COUNCIL", "CIVIC_SENATE")
		self.addBuildingPre("BUILDING_WARLORD_KEEP", "CIVIC_VASSALAGE")
		self.addBuildingPre("BUILDING_CIVIL_SERVANT_SCHOOL", "CIVIC_BUREAUCRACY")
		self.addBuildingPre("BUILDING_SINGLE_ISSUE_PARTY", "CIVIC_PARLIAMENT")
		self.addBuildingPre("BUILDING_PRESIDENTIAL_MONUMENT", "CIVIC_PRESIDENT")
		self.addBuildingPre("BUILDING_BRAHMIN_LIBRARY", "CIVIC_CASTE_SYSTEM")
		self.addBuildingPre("BUILDING_ART_PATRONAGE", "CIVIC_BOURGEOIS")
		self.addBuildingPre("BUILDING_FESTIVAL", "CIVIC_PROLETARIAT")
		self.addBuildingPre("BUILDING_ESTATE", "CIVIC_FEUDAL")
		self.addBuildingPre("BUILDING_PARAMILITARY_CORPS", "CIVIC_NATIONALIST")
		self.addBuildingPre("BUILDING_DISSIDENT_PRESS", "CIVIC_LIBERAL")
		self.addBuildingPre("BUILDING_SOCIAL_JUSTICE_ORGANIZATION", "CIVIC_MARXIST")
		self.addBuildingPre("BUILDING_IMPERIAL_MINT", "CIVIC_MERCANTILISM")
		self.addBuildingPre("BUILDING_FREE_PORT", "CIVIC_LAISSEZ_FAIRE")
		self.addBuildingPre("BUILDING_PLANNING_OFFICE", "CIVIC_PLANNED")
		self.addBuildingPre("BUILDING_CHAIN_STORE", "CIVIC_CORPORATIST")
		self.addBuildingPre("BUILDING_HIGHWAY_PROJECT", "CIVIC_KEYNESIAN")
		self.addBuildingPre("BUILDING_WASTE_TO_ENERGY", "CIVIC_ENVIRONMENTALISM")
		self.addBuildingPre("BUILDING_MYSTIC_HUT", "CIVIC_PROPHETS")
		self.addBuildingPre("BUILDING_DIVINE_MONUMENT", "CIVIC_DIVINE_RULE")
		self.addBuildingPre("BUILDING_SEMINARY", "CIVIC_STATE_CHURCH")
		self.addBuildingPre("BUILDING_CHURCH_SCHOOL", "CIVIC_FREE_CHURCH")
		self.addBuildingPre("BUILDING_REVIVALIST_CHURCH", "CIVIC_INTOLERANT")
		self.addBuildingPre("BUILDING_UNIVERSAL_CHURCH", "CIVIC_SECULAR")
		self.addBuildingPre("BUILDING_CHURCH_OF_STATE", "CIVIC_ATHEIST")
		self.addBuildingPre("BUILDING_PLAGUE_HOSPITAL", "CIVIC_CHARITY")
		self.addBuildingPre("BUILDING_FOUNDLING_HOSPITAL", "CIVIC_CHURCH")
		self.addBuildingPre("BUILDING_WORKHOUSE", "CIVIC_PUBLIC_WORKS")
		self.addBuildingPre("BUILDING_FOUNDATION", "CIVIC_PRIVATE")
		self.addBuildingPre("BUILDING_CHAMBER_OF_COMMERCE", "CIVIC_CORPORATE")
		self.addBuildingPre("BUILDING_SOCIAL_SERVICES", "CIVIC_SUBSIDIZED")
		self.addBuildingPre("BUILDING_WELFARE_OFFICE", "CIVIC_SOCIALIZED")
		self.addBuildingPre("BUILDING_THINK_TANK", "CIVIC_SUPREMACY")
		self.addBuildingPre("BUILDING_AI_SURVEILLANCE", "CIVIC_TECHNOCRACY")
		self.addBuildingPre("BUILDING_BODY_EXCHANGE", "CIVIC_SUPERHUMAN")
		self.addBuildingPre("BUILDING_AUTOMATED_DEFENSES", "CIVIC_POST_SCARCITY")
		self.addBuildingPre("BUILDING_PARK_ARCOLOGY", "CIVIC_PARADISE")
		self.addBuildingPre("BUILDING_FORTIFIED_ENCAMPMENT", "CIVIC_CHIEFDOM")
		self.addBuildingPre("BUILDING_INTERROGATION_BUILDING", "CIVIC_OLIGARCHY")
		self.addBuildingPre("BUILDING_WARRIOR_HUT", "CIVIC_TRIBAL")
		self.addBuildingPre("BUILDING_CARAVAN_POST", "CIVIC_BARTER")
		self.addBuildingPre("BUILDING_IDOL_SHRINE", "CIVIC_FOLKLORE")
		self.addBuildingPre("BUILDING_MERCENARY_CAMP", "CIVIC_SURVIVAL")
		self.addUnitPre("UNIT_FUNDAMENTALIST_GUERRILLA", "CIVIC_INTOLERANT")
		self.addUnitPre("UNIT_SWAT", "CIVIC_SUPREMACY")
		self.addUnitPre("UNIT_IMPERIAL_GUARD", "CIVIC_HEREDITARY_RULE")
		self.addUnitPre("UNIT_GUARD_DU_CORPS", "CIVIC_HEREDITARY_RULE")
		self.addUnitPre("UNIT_MODERN_IMPERIAL_GUARD", "CIVIC_HEREDITARY_RULE")
		self.addUnitPre("UNIT_ROBOTIC_IMPERIAL_GUARD", "CIVIC_HEREDITARY_RULE")
		self.addUnitPre("UNIT_MASS_PRODUCED_ROBOT", "CIVIC_POST_SCARCITY")
		self.addUnitPre("UNIT_PARAMILITARY", "CIVIC_NATIONALIST")
		self.addUnitPre("UNIT_LEFTIST_GUERRILLA", "CIVIC_COMMUNIST")
		##generalstaff End
		##Afforess Start
		self.addBuildingPre("BUILDING_WATCH_TOWER", "CIVIC_BANDITS")
		self.addBuildingPre("BUILDING_DRAFT_OFFICE", "CIVIC_CONSCRIPTION1")
		self.addBuildingPre("BUILDING_SHANTYTOWN", "CIVIC_FUEDALISM")
		self.addBuildingPre("BUILDING_MARCHING_PAVILION", "CIVIC_STANDING_ARMY")
		self.addBuildingPre("BUILDING_RECRUITMENT_OFFICE", "CIVIC_VOLUNTEER_ARMY")
		self.addBuildingPre("BUILDING_ART_GALLERY", "CIVIC_PACIFISM")
		self.addBuildingPre("BUILDING_MISSILE_SILO", "CIVIC_MUTUALLY_ASSURED_DESTRUCTION")
		self.addBuildingPre("BUILDING_CONTROL_CENTER", "CIVIC_UNMANNED_WARFARE")
The whole darn list is basically wrong with this modmod.

Toffer's C2C modmod v0.1.4.1 for Rev.8916
  • Moved builder unit to shelter building.
  • Fixed builder having too low build rate: 12 → 111
  • Gave minor strength to settler units for animal protection.
  • Fixed a python error.
 
As far as I can tell zCivics.py is not actually used anywhere. It is mentioned in one other file but not used. I will test it to be sure and if it is not I will remove it.
 
  • Gave minor strength to settler units for animal protection.

I don't think this is a good idea. Mostly because it only helps the human players as the AI will escort zero strength units but now they wont and humans should have been doing so but can now be slack.

Also what about other zero strength units - missionaries, corporate executives, workers etc.?


edit Removed zCivics.py. Good catch.
 
I don't think this is a good idea. Mostly because it only helps the human players as the AI will escort zero strength units but now they wont and humans should have been doing so but can now be slack.

Also what about other zero strength units - missionaries, corporate executives, workers etc.?
I wanted to test it out on a limited number of units to begin with, as I don't know if it's a good idea in the first place. You point at a possibly big problem with this change so I migh have to limit it to only the band of homo sapiens as they need some protection against barbs until they settle. I've reduced the barb spawn delay for settler difficulty to 10 turns and removed it completely for deity.
 
I don't think this is a good idea. Mostly because it only helps the human players as the AI will escort zero strength units but now they wont and humans should have been doing so but can now be slack.

Also what about other zero strength units - missionaries, corporate executives, workers etc.?


edit Removed zCivics.py. Good catch.
They may well still escort settlers. I'm not 100% sure of this but if I recall, settlers are somewhat a special case when it comes to the AI ordering escorts.
 
I wanted to test it out on a limited number of units to begin with, as I don't know if it's a good idea in the first place. You point at a possibly big problem with this change so I migh have to limit it to only the band of homo sapiens as they need some protection against barbs until they settle. I've reduced the barb spawn delay for settler difficulty to 10 turns and removed it completely for deity.

Normal BtS has a 10 turn delay in all spawns and players may not attack each other in those turns either. C2C does not. perhaps it should.
 
C2C has 45 turns barb spawn delay on settler and 15 turns delay on deity.
On settler and fast gamespeed prehistoric animals will not have time to spawn before they go extinct. ^^
 
Toffer's C2C modmod v0.1.4.2 for Rev.8925
  • Removed Continental shelf terrain.
  • Adjusted some movement rules for climatic Sea variations.
  • Made some experimental changes to the improvements that were available at sedentary lifestyle
  • Removed siege tower during city attack for all (most?) prehistoric units.
  • New improvement at digging tech; Pit (Early Quarry). Provides clay, and can be built on muddy without the resources present with a chance to discover clay. It has new graphics.
  • Added a Master Chaser Unit.
 
Toffer's C2C modmod v0.1.5 for Rev.8927
  • Added 6 new cultural levels.
  • Added lesser and meager espionage for city to build.
  • Stuff I don't remember.
Save game compatibility broken, new game recommended.
 
@Toffer,
Might want to update it to Rev. 8928. Lots of small adjustments and tweaks in Regular_CIV4BuildingsInfos.xml to crime fighting and crime giving buildings plus some tweaks to Flammability property on some building that had very high levels. Adjustments/tweaks were to values for Buildings starting with names from A thru M (Part1). Buildings starting with N thru Z to follow in next day or so.

This is mostly crime adjustments but some iHealth changes were made too.

JosEPh
 
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