[NOT IN DEVELOPMENT] DOC Community Mod Compilation

I would love the camp mod to be included, as a Canadian it pains me to see that North America is completely empty before the Europeans show up.

Is there a git version of this? I'm just wondering how the modcomp compares to the base mod.

This mod is indeed hosted on github, just click the download link.

I have been eyeing the Camp mod for quite some time, since there have been no reported issues outside of the strange 600 AD Israel one, I suppose I could add it in the morning.

In your experience, does the camp mod make it less frustrating to fight off the natives? I previously tweaked the strength of later game native troops and would like to know if the camp mod addresses the same issue. Basically do you think I should remove the -2 strength for Native Mohawks and Mounted Braves that I added to my modcomp when I add in camps?
 
It includes all of Merijn's civs and Steb's Israel. I have not added Merijn's 2nd UUB as I do not know what the second UUBs would be for the new Civs. I have not included the playable barbarian or camp mods because I was unsure of whether or not people would want them in the modpack.

It's your modpack, so IMO the decision of including them is up to you. ;)
I coded the Playable barbarians in such a way that if you don't select to play them, the base mod doesn't change. So you can freely add it if you want. People who don't want them just shouldn't select them and they will never appear and it doesn't have any other effect on the game.
 
It's your modpack, so IMO the decision of including them is up to you. ;)
I coded the Playable barbarians in such a way that if you don't select to play them, the base mod doesn't change. So you can freely add it if you want. People who don't want them just shouldn't select them and they will never appear and it doesn't have any other effect on the game.
I did not know that. Guess there's no reason not to add it then, is there? Awesome!
 
I am very sorry I didn't have the update ready yesterday as planned. I was terribly sick, the kind where you're both hot and cold at the same time, so I couldn't focus on work. Thankfully, my illness left as quickly as it came. I went to bed at 6 last night, and now I feel fine.
 
New Version!

Merged latest DOC version

Merged Native Camps mod

Zoroastrianism now affects pagan buildings like Judaism does. Took a good 30 minutes to figure out how the code for this should be written.

Implemented DOC relocation changes primarily because it's starting to become a pain to keep track of what changes were merged and what were not, and partly because it seems to be at the very least mostly stable.

The latest changes to the 1700 AD scenario took me an hour or two to merge. The main issue was Sweden. Thank god it's the only new civ that is around at the turn of the 1700s. If anyone knows how to merge their revealed tiles, PLEASE TELL ME. I spent 55-115 minutes copy/pasting "38,"

In doing so I also gave the Vikings their Independent cities back. Thank you @soul-breathing for the heads up. I had no idea the Sweden mod also affected which cities the Vikings owned. I'll be placing you on my bugtesting list of special thanks for this.

Also, @Leoreth, I hope you won't make changing the tile reveals a common activity. I can put up with it once a month if you really need to make any changes, but I learned a new definition of hell from this.

While merging the Russia and India Modifiers I put all of the modifiers into an orderly format, and realized I never gave Israel it's CivicUpkeep Modifier. Fixing this also has an impact of the CivicUpkeep of Independents, Natives, Barbarians, and Seljuks.

I decided not to merge the Human Barbarian mod quite yet as it makes a lot of changes, I've spent the entire day merging, and I'm not in the mood to merge all of these changes. Maybe another day, but right now I'm fine with keeping the barbarians as an AI only civ.

If anyone finds anything I messed up, please tell me, it took a long time to merge everything, and I may have forgotten a thing or two.
 
If anyone pulled in the last 10 minutes, please pull again. I forgot how to add.
 
Tiny update, just fixes an error with Independent units erroneously being owned by Australia and Brazil in the 600 AD scenario.
 
New update, Greece can't consistently build the Moai Statues anymore
 
Why were they building in a first place and WHERE? DoC's Moai require an island with 20 coast tiles around it, which island can qualify for it in Mediterranean?
 
Why were they building in a first place and WHERE? DoC's Moai require an island with 20 coast tiles around it, which island can qualify for it in Mediterranean?
Where? Cities with access to coast.

Why? I forgot how to add 1.
 
Just coast? No, I think you are mistaken, Moai can be built only on one tile island with no other islands in city radius! In DoC no AI ever builds Moai...
 
While not pertinent to the fix you just did (as I, with Tigranes, cannot see where a Greece AI would build the thing), a human Greece could actually build the Moai Statues (in the old Pantheon days) by settling Ponta Delgrada in the Azores, and rushing it with a Great Engineer. Obviously this never actually happens, but that is an eligible island tile for the Moai Statues which at least in the old revisions you could build the wonder off of.
 
While not pertinent to the fix you just did (as I, with Tigranes, cannot see where a Greece AI would build the thing), a human Greece could actually build the Moai Statues (in the old Pantheon days) by settling Ponta Delgrada in the Azores, and rushing it with a Great Engineer. Obviously this never actually happens, but that is an eligible island tile for the Moai Statues which at least in the old revisions you could build the wonder off of.
If it wasn't obvious I didn't add 1 to the number of buildings in Rhyes.h, leading to the game giving Moai statues' restriction and effect to some other wonder, hence the I forgot how to add 1.
 
If it wasn't obvious I didn't add 1 to the number of buildings in Rhyes.h, leading to the game giving Moai statues' restriction and effect to some other wonder, hence the I forgot how to add 1.

Not everyone knows even about the existence of the file Rhyes.h, much less how 1 connects with Moai :lol: Word "obvious" is obviously reserved for more obvious situations, like absurdity of gun laws in America! Oh, wait....
 
Not everyone knows even about the existence of the file Rhyes.h, much less how 1 connects with Moai :lol: Word "obvious" is obviously reserved for more obvious situations, like absurdity of gun laws in America! Oh, wait....
By obvious I meant it was obvious that I didn't increment something by 1. Don't need to know about Rhyes.h or Moai, just need to know that not adding 1 could throw off math and mess everything up.

As for gun laws, I will put up 1 defense: Smuggling. It's not like we're so sparsely populated that it's rare for a shooting in general (Canada), have a nationwide moat to keep the smugglers out (Britain), or have buffer regions with the thickness of entire nations that catches smugglers before they even get to us (Germany)

We're stuck with Mexico to our south, which isn't even a factor when you consider our states are producing their own guns, giving them away like Oprah gives cars, and we don't have a single border control point within our country. Even if we ban the production or importation of guns, once a criminal gets their wares inside of our country, through production or procuration, there is a near zero chance they're getting caught before doing something heinous.

I keep telling people, if you want to fight the war on drugs, don't fight it on the border, fight it everywhere. Same thing goes for guns, except guns don't just kills the user, it also kills people around them. Except Tobacco. Second hand smoke is horrible and while I don't think it should be banned, it's absurd that we act like it's so much better than weed.
 
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