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My take on stuff

Discussion in 'C2C mod mods' started by Toffer90, May 17, 2015.

  1. Fermongu

    Fermongu Warlord

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    This is the save
     

    Attached Files:

  2. Fermongu

    Fermongu Warlord

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    I have seen something strange on special buildings that may be related (or not):

    c2cwonder.png
     
  3. Toffer90

    Toffer90 C2C Modder

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    Thanks, its getting late here so I'll look at it tomorrow.
    Heh, first I only saw the text key error and was going to reply that it was unrelated, but when I took another look at the image I noticed the line about National Wonders, so yeah that could actually be related.
    I haven't played the modmod since i added that "civic superstition" autobuild. Maybe I've accidentally set it to be a national wonder.

    Good bug reporting. Thanks, saves me a lot of time.

    I'm sure I'll have it fixed in no time tomorrow.
     
    Last edited: Feb 26, 2018
  4. Toffer90

    Toffer90 C2C Modder

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    MToS v0.1.6.8.7
    • Two autobuilds ("Superstition" and "Oral Tradition") were accidentally defined as national wonders, fixed that.
      • @Fermongu : This won't retroactively get your city to understand that it has built one national wonder less. I don't think there's any way to fix that. I'd advice you to start a new game; sorry.
      • You could cheat your way through it by increasing the max NW limit by 1 for Poor culture level, it is found in CIV4CultureLevelInfo.xml.
        • add this line to the CULTURELEVEL_ALT_POOR entry:
          • <iMaxNationalWonders>2</iMaxNationalWonders>
     
    Last edited: Mar 4, 2018
  5. Fermongu

    Fermongu Warlord

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    Thanks, I will start a new one.
     
  6. Toffer90

    Toffer90 C2C Modder

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    MToS v0.1.6.8.8
    • Updated for SVN rev. 9954
     
  7. Fermongu

    Fermongu Warlord

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    I like a lot the concept of gatherers constructing "gather-related" buildings, BUT i really dislike that gatherers auto-complete tile improvements. Again, is the later intended? Can this "auto-complete" be reverted to base C2C?
     
  8. Toffer90

    Toffer90 C2C Modder

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    It's intended. It helps the AI to get improvements up faster in the early game without having to repeatedly retreat with their gatherer (before finishing the improvement) because of roaming barbarians/Neanderthals close to the border.
    If you wan't to try and revert it you will have to look at what builds the UNIT_GATHERER can perform in CIV4UnitInfos.xml.
    And change the iTime for those builds inside CIV4BuildInfos.xml.

    MToS v0.1.6.8.9
    • SVN compatibility update
    MToS v0.1.6.8.9.1
    • SVN compatibility update
    MToS v0.1.6.8.9.2
    • SVN compatibility update
    • Removed Settler and Chieftain Difficulties
    • Made Warlord one step harder than Noble instead of one step easier.
    • This update break saves, at least if you were playing on Deity or Immortal difficulty.
    • Made a new Patch for PPIO
    MToS v0.1.6.8.9.3
    • SVN compatibility update
    • Made a new Patch for PPIO
    MToS v0.1.6.8.9.4
    • SVN compatibility and maintenance update, fixed some inconsistencies.
    • Made a new Patch for PPIO
     
    Last edited: Apr 9, 2018
  9. colonelflag

    colonelflag Warlord

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    Hi Toffer90,

    Is this compatible with the latest SVN version ?

    Cheers
    ColonelFlag
     
  10. Toffer90

    Toffer90 C2C Modder

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    Perhaps, probably not, it is terribly outdated atm.

    I'll polish it up for latest SVN soonish. Perhaps develop it some more too.

    This modmod has been low priority for me lately.
    I've also been playing the game Hearts of Iron IV a lot lately, takes much of my modding time away. ^^
     
  11. colonelflag

    colonelflag Warlord

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    Great looking forward to it I really enjoy playing with this Modmod and the changes you incorporate into it. Not a fan of HOI IV sorry, much prefer HOI III :)
     
  12. Toffer90

    Toffer90 C2C Modder

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    Both are good games imo.

    MToS v0.1.6.8.9.5 ▬ C2C v38.5 edition
    • Adjusted for C2C v38.5 ( SVN rev. 10106 ).
    • Updated the PPIO patch
    MToS v0.1.6.8.9.6 ▬ C2C v38.5 edition
    • Reduced probability for a few events.
    • Tweaked resource placement frequency (reduced) when creating new map.
     
    Last edited: Jun 19, 2018
  13. colonelflag

    colonelflag Warlord

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    Hi Toffer90,

    Is MToS good to use on the latest SVN ?

    Cheers
    Colonelflag
     
  14. HorseshoeHermit

    HorseshoeHermit 20% accurate as usual, Morty

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    I love these civic categories. Very sad that support/development has been suspended.
     
    colonelflag likes this.
  15. Toffer90

    Toffer90 C2C Modder

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    MToS v0.1.6.8.9.7
    SVN rev. 10511
    • Updated for latest SVN
    • May be unstable as it's almost a year of SVN changes since I last updated.
      • Only tested that the game starts up and ran 15 turns AI autoplay.
      • I will, going forward, first be working on bugs and generally tidying up the mess I left behind in the previous version.
      • After that I will continue on adding new stuff to the modmod.
    MToS v0.1.6.8.9.8
    SVN rev. 10518
    • Fixed TXT_ERROR's in the civic screen.
    • Reduced spawn of panthers and jaguars, reduced their movement from 2 to 1 too as they are sneaky and territorial animals that don't travel fast from one area to another.
      • They were a bit too deadly, this may make them more reasonable in that regard.
    MToS v0.1.6.8.9.9
    SVN rev. 10518
    • Fixed TXT_ERROR's in tech pedia/tooltip.
    • Small balancing changes.
    MToS v0.1.6.9
    SVN rev. 10525
    • Fixed some TXT_ERROR in techs.
    MToS v0.1.6.10
    SVN rev. 10527
    • Updated to latest SVN.
     
  16. IdioticUlt1mara

    IdioticUlt1mara Prince

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    I will be trying this modmod soon @Toffer90
     
  17. Toffer90

    Toffer90 C2C Modder

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    MToS v0.1.7
    SVN rev. 10537
    • Abandoned some of my more ambitious event project.
      • Unimproved animal map bonuses will no longer move around the map.
        • This was mostly an annoying mechanic.
      • Forest aging and burn down mechanism moved from events to a dedicated python script that is independent to the event system.
        • No more popups about forest that burn down or age outside (or inside) the area you have explored.
    • Turned down event chance per turn as my experiment is finished.
    • Some minor balancing tweaks.
     
    Last edited: Apr 19, 2019
  18. Thunderbrd

    Thunderbrd C2C War Dog

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    This sounds like it would be welcome in the core.
     
    KaTiON_PT likes this.
  19. strategyonly

    strategyonly C2C Supreme Commander

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    wish we could figure out how to get the "burnt" forest to be processed so that it does work when u start a game. Meaning we have burnt forest already , but unable to get it to be built when the game starts . . .DH was working on this like 4 years ago, but nothing ever was done about it . .??
    Like the Andromeda strain also.
    also the Nomad demo, for the Mongols etc. .
    also Bandits and Pirates that pop up in the forest area . . .
     
  20. IdioticUlt1mara

    IdioticUlt1mara Prince

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    OK so I am trying this modmod out and it is very very interesting tbh
     

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