[NOT IN DEVELOPMENT] DOC Community Mod Compilation

Accidentally removed Tsor and Ninua as well. Sigh. Fixed.

Tweaked the Hittites.

Fixed Egypt flipping Niwt-Rst

Niwt-Rst starts with 3 Archers. No more easy conquering.
 
NEW UPDATE

Independent1 Starts with Masonry and Pastoralism

Niwt-Rst no longer starts with a Worker

Egypt no longer flips Horse and Southern Stone upon spawn
 
I know you posted this somewhere, but how do I set up my mod folder for the SVN update? I thought I had done it but no option to update shows up/
 
You should always be able to use Blue Marble by copying BlueMarble.fpk into the Assets folder.
 
I know you posted this somewhere, but how do I set up my mod folder for the SVN update? I thought I had done it but no option to update shows up/
Are you pulling from the BalanceAndCivs branch? The develop branch is an old branch that I intended to be based on vanilla DOC, but never got around to making vanilla.
 
NEW UPDATE

I've been reading into Egyptian History, and it seems that their spawn date is around the time of their unification and not the rise of Lower Egypt. Because I could not find a proper date for either Upper or Lower Egypt's rises, I've set them to spawn as Independent cities circa 3600 BC and have Egypt spawn and rise at 3150 BC.
 
You have to specifically set up your normal art as an FPK so that the Blue Marble one can override it by being included. The paths in both FPKs have to match exactly.
 
You have to specifically set up your normal art as an FPK so that the Blue Marble one can override it by being included. The paths in both FPKs have to match exactly.

Thank you. Does that mean that I can't make Blue Marble work for RFCE without having actual coding experience? (My modding skills are very limited, as evidenced by the fact that my SoI modmodmod still remains in a beta state 4.5 years later)
 
That's right. Is RFCE still in development? You should contact their developers instead.
 
So I gave merging this another shot and got some more questions:

What's the reasoning behind prohibiting auto-raze of cities before 1000BC?

Also

Code:
if (eIndex == KOREA && getX_INLINE() == 108 && getY_INLINE() == 48)
    {
        return 82393;
    }

Boy, you really want Korea to settle that spot. :lol:

Code:
if (getOwner() == EGYPT && !isHuman() && pPlot->getX() <= 65 && GC.getGameINLINE().getGameTurnYear() < -1200 &&
        !pPlot->isCity() && (getUnitType() != GC.getInfoTypeForString("UNIT_WORKER") || GC.getInfoTypeForString("UNIT_SETTLER")))
        return false;

Before 1200BC Egyptian Workers and Settlers can not move west (or is it south? I always mix them up) of x65? Why's that?

Right below that (both in CvUnit.cpp) there's another block that seems to prohibit Huluganni from moving into a certain area as well.

Again in CvUnit.cpp in line 4913 in the function bool CvUnit::pillage() (and in that if (pPlot->isWater())) setMadeAttack() was set from false to true. Why's that?

In CvUnitAI.cpp starting from line 1167 in the function void CvUnitAI::AI_settleMove() you added:

Code:
    if (!plot()->isCity() && canFound(plot()) && plot()->getPlotType() != PLOT_OCEAN && GC.getMap().getArea(getArea())->getNumTiles() == 1)
    {
        getGroup()->pushMission(MISSION_FOUND);
        return;
    }

I'm assuming this is to motivate AI Polynesia to settle 1 tile islands, correct?
 
So I gave merging this another shot and got some more questions:

What's the reasoning behind prohibiting auto-raze of cities before 1000BC?

Also

Code:
if (eIndex == KOREA && getX_INLINE() == 108 && getY_INLINE() == 48)
    {
        return 82393;
    }

Boy, you really want Korea to settle that spot. :lol:

Code:
if (getOwner() == EGYPT && !isHuman() && pPlot->getX() <= 65 && GC.getGameINLINE().getGameTurnYear() < -1200 &&
        !pPlot->isCity() && (getUnitType() != GC.getInfoTypeForString("UNIT_WORKER") || GC.getInfoTypeForString("UNIT_SETTLER")))
        return false;

Before 1200BC Egyptian Workers and Settlers can not move west (or is it south? I always mix them up) of x65? Why's that?

Right below that (both in CvUnit.cpp) there's another block that seems to prohibit Huluganni from moving into a certain area as well.

Again in CvUnit.cpp in line 4913 in the function bool CvUnit::pillage() (and in that if (pPlot->isWater())) setMadeAttack() was set from false to true. Why's that?

In CvUnitAI.cpp starting from line 1167 in the function void CvUnitAI::AI_settleMove() you added:

Code:
    if (!plot()->isCity() && canFound(plot()) && plot()->getPlotType() != PLOT_OCEAN && GC.getMap().getArea(getArea())->getNumTiles() == 1)
    {
        getGroup()->pushMission(MISSION_FOUND);
        return;
    }

I'm assuming this is to motivate AI Polynesia to settle 1 tile islands, correct?

Ur, Ninua, and Sur were frequently razed, this prevents that. I didn't want to script autoraze denial for specific cities.

Leoreth put in that Korea code, not me.

Egypt keeps sending their scouts and war chariots into the sahara, this makes it so that only Settlers and Workers are able to go there unless it's a city, though now that I reread it I see that the setter check is incorrectly implemented.

Barbarians kept sending their Hulugannis into Russia, since Hulugannis are supposed to terrorize the middle east, I see no reason to let them go ujp there.

That's not supposed to be a change. I'll revert it during lunch.

Yes, previously they'd leave a settler on a 1 tile island and never settle.
 
Just as an update, as of yesterday I've been taking a small break from active development of CMC.

I've been wanting to make a game of my own for quite some time, and I've recently found a language known as Julia. After looking into it I believe it suits me the best out of all of the languages I've seen so far. It is almost as fast as C, yet it is just as intuitive to use as Python. Add in the fact that it's open source and SFML has been ported to it, and it's probably the best language I've used so far. While it is a Functional language, which gave me a lot of difficulty at first, I've since adjusted my approach to development and am doing quite nicely.

I'm currently looking to make a Textual User Interface based game, otherwise known as TUI. The main reason for this is that I am a perfectionist and if I make art I end up putting way more effort into it than I should, leading to eventual burn out, leading to a decision against GUI. I also dislike how CLIs require the use of so many buttons and actions to use, leading it being ruled out too. So I'm using a TUI.

As for what kind of game I'll make, I'm currently thinking that I'd like to design a game built around systems such as in Breath of the Wild, but applied to a more traditional Text-Adventure type movement format with RPG combat. How I'm imagining it is that the game would be based on 2 concepts: Environment and Powers. My decision for a Text-Adventure type system rather than a traditional Turn-Based RPG is that I'd rather combat to be based on using one's powers not just to attack the opponent, but to manipulate their environment. Because of how System-Based games work, I imagine I'd be able to create very varied fights, even between the same two characters, just by changing what's nearby.

So that's what I've been doing these last two days, thinking up ideas for a game and working on a text based game engine. I'll update CMC whenever there's a new version of DOC or an included modmod, and I'm certainly not done working on it.

Expect the update frequency to stay as it has been since the weekend for a couple days.
 
NEW UPDATE

I was been playing as the Khmer today and I've been annoyed by how India keeps building Borobudur, a Wonder from Java, in land-locked cities, and how they consistently build Khajuraho between 600 and 800 AD. I've moved Khajuraho to Humanities, leading to the more historically accurate dates of 900-1100 in the handful of rolls I made. I've also made Borobudur require coast, though the Indonesians don't seem to attempt building it very often. In fact, I've seen India completely forgo building it for hundreds of years.

I also fixed the Swahili oversight I reported previously.
 
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