[NOT IN DEVELOPMENT] DOC Community Mod Compilation

Those changes are made by @citis as part of their Bits of Tales mod, namely the Roman and Religious overhauls.
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I have 7 health resourses here, but there is only 4 health from bonuses, is it also part of Bit(Limited Resourses modmod), or just bug?
 
Please remove this feature yourself, citis is clearly showing no interest in doing so.
 
I'm not sure if I overlooked something when merging, but one of the advertised features of this mod is that when you conquer a city it also receives all buildings it would get if it was settled at that moment but I don't recall finding any code to that effect. Would you mind pointing me in the right direction please?
 
Just rolled an Egypt start on Marathon and failed UHV 2 before I even spawned...

EDIT: Babylon built them way before I had a chance to spawn
 
Status Update: For 30 minutes I've been trying to find a way to revert the changes made by the resource branch's commits without having to go through them by hand. So far I've had no luck.

Just rolled an Egypt start on Marathon and failed UHV 2 before I even spawned...

EDIT: Babylon built them way before I had a chance to spawn

That is not good. Normal seems to be devoid of issues with Egypt's UHV, so if I had to guess it's due to the greater time Babylonia is afforded to conquer Mesopotamia. I'll make it so that Babylonia can't start building the Pyramids until Egypt spawns, much like the current situation with the Moors.
 
I've been trying for an hour and a half and failing all the while. I give up! I'm sorry @Leoreth, but unless you know of something I don't, I'm afraid there's no way to revert your resources changes without going in and manually reverting the files by hand, which I just am not in the mood to do. I'm really sorry, but it seems that untill @citis decides to help, I won't be able to fix this.

I'd rather players of my mod not use an incomplete feature, and I certainly don't want to get error reports of things that you already fixed, so I am going to update to the least incomplete version of these features that I cannot figure out how to undo, your latest commit of the resource branch. I am exceedingly sorry, and I hope you can forgive me.

Expect an update within 15 minutes everyone, fixing the Pyramids, and until I can find a way to remove it, officially supporting Leoreth's resource mod.
 
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I got the mod from GIT Clone and still cant play it. I have it renamed "DOC Community Mod Compilation"
 
I think I figured out what I was previously doing wrong. I may be able to revert the resources yet!
 
I also tried playing Israel and there is something very strange going on with the tech rate. Israel starts by far as the most advanced state on every start I rolled: none of the other covs even ever have assembly line. Is this connected to the turn changes?

Also is there a way to add a no production option? I did a Harappa game as well and ran out of things to build so I had to pump militia and lose money in order to grow. In general, I also think the 4000 BC start combined with the huge number of turns makes everything way way way too easy.

Sorry I'm always bringing you issues haha.
 
Just for everyone's information, I recently have been playing a game as the Swahili, and in the 15th century Japan became a colonial empire controlling western Polynesia (West of Tahiti) and Spain controls eastern Polynesia. Then Spain collapsed to core and THE FREAKING BYZANTINES grab their holdings.

Also the Byzantines' only core city is Constantinople, but I've seen that plenty.

I've also realized that the Swahili have a really nice core. They can expand their cities to absurd sizes without ever needing to conquer anybody, what with the Whales, Gold, Silver, Gems, Spices, Ivory, Copper, Iron, Sugar, Crabs, Fish, and Cows all in easily reached uncontrolled lands. The only lands I found myself thinking about taking are the Ethiopians' for their Camels, Incense, Wine, and Horses, and even then they consistently collapse to native so you don't even have to contest a major power if you want to grab their goods.
 
Thanks for doing this.
 
I also tried playing Israel and there is something very strange going on with the tech rate. Israel starts by far as the most advanced state on every start I rolled: none of the other covs even ever have assembly line. Is this connected to the turn changes?

Also is there a way to add a no production option? I did a Harappa game as well and ran out of things to build so I had to pump militia and lose money in order to grow. In general, I also think the 4000 BC start combined with the huge number of turns makes everything way way way too easy.

Sorry I'm always bringing you issues haha.
It's fine! I love a challenge, and I haven't had enough issues to fix lately. I wish more people complained, it makes me feel like people are actually playing my mod.

The Israel mod's starting techs are based on DOC's average techs prior to @Leoreth's major tech cost change if I'm not mistaken, though @Steb may have updated it to fix it since or it may be based on their historical techs so some confirmation would be nice. It could also be due to @citis' turn changes as you say, though that's to be expected as they've only just finished balancing the BC civs and any fixes for the Digital era are far away for them.

All that is not to say I'll just let other people do the work for me, I'm going to roll a few games and see if I can figure out where things are going wrong. I'm thinking I'll set up Python to keep a log on which civs get which techs when, and then I'll look through the data and figure out what's going wrong where.

If it helps you can always delete those militias so you don't have to lose money, but as for a fix that doesn't require constant deletion of units, I think a no production build would be amazing, after all the AI uses it all the time! (No seriously, the AI has the ability to build absolutely nothing, which drove me insane back when I tried to fix Polynesia)

As for the amount of turns in 4000 BC, it may be due to some changes I made that I forgot about, but if not I'll certainly start playing some more 4000 BC games. I've been thinking of perhaps adding in some civs in Mesopotamia, perhaps an actual Hittite/Lydian civ, instead of that lone barbarian city we currently have. Also I've seen that @Steb is working on an Assyrian civ, that's something I've been thinking of looking at for a while. But for difficulty itself, the problems I currently see are:
  • Babylonia has too much of an isolationist UHV - research some techs, become very cultured. It may be nice to combine the culture goals and add a goal about conquering the Levant and/or surviving the many nations that wanted to conquer it.
  • Egypt currently only needs to beat a couple of Independents and survive the Phoenician rise. Adding the Hittites would definitely fix this, as they'd have an actual threat like they did in history.
  • Harappa is Harappa, a isolationist UHV through and through and that's what makes it fun. If anything we just need to adjust it's modifiers. That might also fix the whole "militia" thing.
Babylonia and Egypt are the only ones I've tested so far, and you're saying Harappa's UHV is too easy. I'm honestly not very good at telling how hard UHVs are, so feedback like this is amazing. I was thinking before that I just suddenly got good at UHVs, but I guess it's just that they suddenly got bad. I guess I know what I'm going to do this week!
 
The Israel mod's starting techs are based on DOC's average techs prior to @Leoreth's major tech cost change if I'm not mistaken, though @Steb may have updated it to fix it since or it may be based on their historical techs so some confirmation would be nice. It could also be due to @citis' turn changes as you say, though that's to be expected as they've only just finished balancing the BC civs and any fixes for the Digital era are far away for them.
The Israel starting techs are based (very roughly) on the historical situation of Israel in 1948. For instance TV services were not established before 1966 so I didn't give them the Television tech. It is challenging to balance the starting techs, because the situation in 1948 is highly variable (and different from scenario to scenario)—I have had games where I was the most advanced civ, and others where I was far behind the tech leaders. I'm not sure I have tested them with the latest tech cost changes.

If people have feedback and suggestions I am open to changing the techs, although I'd rather have these suggestions based on the regular mod than CMC.

Also I've seen that @Steb is working on an Assyrian civ
I am not, not really. I just created a git branch for this at some point. Maybe I'll do it when I have more time in the (North Hemisphere) late spring/summer.
 
The Israel starting techs are based (very roughly) on the historical situation of Israel in 1948. For instance TV services were not established before 1966 so I didn't give them the Television tech. It is challenging to balance the starting techs, because the situation in 1948 is highly variable (and different from scenario to scenario)—I have had games where I was the most advanced civ, and others where I was far behind the tech leaders. I'm not sure I have tested them with the latest tech cost changes.

If people have feedback and suggestions I am open to changing the techs, although I'd rather have these suggestions based on the regular mod than CMC.


I am not, not really. I just created a git branch for this at some point. Maybe I'll do it when I have more time in the (North Hemisphere) late spring/summer.
I had a feeling that's what you did.

Could you post your ideas for Assyria, I'd love to try my hand at making it
 
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