Orion's Grand Inquisition

Hello's OV, I have been civing again..looks like you have been up to your usual madness..impressive. I second the using of PlatyUI.;)
 
- Fixed Grocery store prerequisite for supermarket to 1

- Eliminated obsolete techs for the following:
-- Monastery
-- Petra Wonder
-- Kremlin Wonder
-- Sphinx Wonder
-- Hagia Sophia Wonder
-- Rabbits Resource
-- Ivory Resource

- Moved Obsolete tech for the Great Light House to Satellites
-Changed health value for Apothecary to +3
-Changed health value for Hospital to +6

-Moved Obsolete tech for the National Slave Auction Wonder and slave cage to Democracy.


More fixes and changes in the works.
 
your work is very impressive i must say.

Thanks. More fanatical ideas are in the works.


i started a game now with ogi.

You are in for a few surprises. Good Luck against this AI. Let me know what you think about the mod game play and what you believe should be improved.


may i suggest using platypings ui instead of bug for next version?


OGI is intertwined with BUG. Not sure I could do it without a complete rebuild of the entire MOD, which took over a year of near constant work (SDK, XML and Python). What part of platypings ui would you most like to see in OGI and why?
 
Hello's OV, I have been civing again..looks like you have been up to your usual madness..impressive.

You have to have a touch of madness to spend as much time developing one game mod as I have done over the last couple of years. ...And then give it away to everyone for free! :) I believe that definitely meets the definition of a CIV4 fanatic. :lol:
 
Had to stop by and say I really like what you did with the merchants/Pirates in your naval mod Orion.

All your ideas are really awesome from what I've been reading about this mod as well. Modding takes a lot of time but I'd say its worth it.
 
Had to stop by and say I really like what you did with the merchants/Pirates in your naval mod Orion.

Thank you. The Merchants and Pirates add a touch of excitement to the mod. For those not really familiar with the Navy Mod, here is a couple of comments.

On the Pirate side: Can I capture or loot gold from an unsuspecting merchant ship this round?

On the Merchant side: Can I get my supplies through pirate infested waters and arrive safely to get some gold?

Tired of the Pirates? Then send out a few Pirate hunting ships and clear out those pesky pirates.

The popular Navy mod with its Merchants and Pirates represents just one of the many cool mods found in OGI.

However, my favorite mod without a doubt is Mine Warfare. Can I get my ships through without getting blown up by an invisible mine! On land its the same: Can I get my troops through to launch my attack without getting blown up! Mine Warfare is my biggest achievement and it is found only in OGI.
 
I reseached up to Genetic Agromatics 4 (whatever the future farming techs are). With this tech, I should have a future granary building which increases my food production 100%. However, this building does not appear in my cities as an auto-build building (like the spy camp) or as an option on the city screen to build it. My food production also did not increase.

Haven't forgot you. I have performed a fix for the next version, which still needs testing to prove the buildings do actually appear in every city. I'll let you know how the test turns out.
 
I reseached up to Genetic Agromatics 4 (whatever the future farming techs are). With this tech, I should have a future granary building which increases my food production 100%. However, this building does not appear in my cities as an auto-build building (like the spy camp) or as an option on the city screen to build it. My food production also did not increase.

Fixed Super Tech buildings by converting them into cheap (You now have to pay for them) National Wonders that provide the respective increases globally. It was an elegant solution that worked very well. The same kind of fix was applied to the spy tech buildings. So now instead of having the building in every city, you build only one, which globally changes every city. You will see this cool fix when I release OGI 3.02.

Also the Super tech buildings now provide experience globally. This allows you to pick the promotions you want instead of the techs providing specific promotions. More choice equals more fun.
 
Added the Integrated Air Defense System (IADS), as a unit that has no movement points and has a range of 2. So you build it a city, where it remains dormant until the city is attacked by air units. In a test, I sent 2 F15s to perform a bombing strike on a city protected by the IADS unit. The first aircraft successfully bombed the city. But the second aircraft went down in flames, as the IADS did a great job in protecting the city.
 
Request concerning Future techs;

I noticed that you took out the regular future techs that have +1 happiness and +1 healthiness per research. Any chance you can put something like that back in? In the late stages of the game with a high population, unhealthiness is a real problem and so can unhappiness with lots of warfare.

Just lookin for more choices is all!
 
Request concerning Future techs;

I noticed that you took out the regular future techs that have +1 happiness and +1 healthiness per research. Any chance you can put something like that back in? In the late stages of the game with a high population, unhealthiness is a real problem and so can unhappiness with lots of warfare.

Just lookin for more choices is all!

Sure. I'll put 1 health and happiness in the first level of super tech buildings; 2 health and happiness in all the 2nd level of super tech buildings; etc: For all cities. If you were to research all 25 super tech buildings, then you will get a total of +75 health and happiness in all cities. This should satisfy even the most ambitious city builders.

Update: Health and happiness has been added to OGI version 3.02 Super Tech Buildings.
 
Added Two more buildings: Shipyard and Garrison. They have become prerequisites to building Annapolis and West Point National wonders. These wonders now provide the respective new buildings for free in every city. The Air Force Academy is modified in like manner, providing a free Airfield in every city.
 
Added Two more buildings: Shipyard and Garrison. They have become prerequisites to building Annapolis and West Point National wonders. These wonders now provide the respective new buildings for free in every city. The Air Force Academy is modified in like manner, providing a free Airfield in every city.

Little confused OV, DL page states 3.01 while above post 3.02. Sooo, lol, which is the complete version?
 
Little confused OV, DL page states 3.01 while above post 3.02. Sooo, lol, which is the complete version?

I'm working on developing version 3.02, which will have an enormous amount of changes, fixes and additions over the current version that is available for download now: 3.01 + the patch file.

I don't expect version 3.02 to be available for a while, as we are going to attempt to improve stack attack and enable it in the SDK.
 
Not sure if it's me that's stupid, but... I get no user interface at all when starting a game. Just units and cities on a map. I can double click on my capital, but the city screen is gone too. :/

Installed the 3.01 version and then applied the patch and changed the CvAltRoot.py. Any clues what might be wrong?
 
I'm working on developing version 3.02, which will have an enormous amount of changes, fixes and additions over the current version that is available for download now: 3.01 + the patch file.

I don't expect version 3.02 to be available for a while, as we are going to attempt to improve stack attack and enable it in the SDK.

If you don't mind saying, are we talking weeks, month or years here? I'd like to know whether to wait and play other games until 3.02, or just play with 3.01.

Elsewhere in the thread, you also mention not having included the Revolutions mod. I assume you have a reason for this, but you don't seem to have posted it. Would you mind explaining why you decided to leave it out?

Thanks!

EDIT: I decided to give the mod a go, and have been finding it a lot of fun! One thing that does concern me is the Caste System civic, and in particular how it interfaces with the farmer specialist and certain wonders. Obviously, you won't be directly limited by food with that civic active, as you can have infinite farmers (each of which produces enough food to feed himself, and then some, along with other benefits). Normally, you'd be limited by happiness: entertainers would help, but you can't just stuff the city full of entertainers and farmers and expect it to keep growing forever, since 2/3 would have to be farmers to produce enough food, and 1/2 would have to be entertainers to get enough happiness. I assume this was intentional? Either way, it's a good idea.

However, certain wonders (for instance, the ancient-era Arc of the Covenant, and the NW globe theater) remove all unhappiness in a city. With one of these cities, it's possible to grow your cities indefinitely, and gain other benefits (depending on your civics/wonders/etc) at the same time. While this is fun, it also seems rather...overly powerful when compared to the other civics in that category. In my case my specialists happen to be giving +5 science each, and it makes science based improvements rather irrelevant - with only 3 really large cities, and 6 smaller ones, I'm getting all the renaissance techs in one turn anyway. Unless this is an intended effect, it might be worth changing it. My solution would be to remove farmers from the list of specialists caste system can give unlimited numbers of, and replace it with one of the other specialists. That'll prevent cities from growing unlimitedly, while still keeping the farmer's concept intact.
 
If you don't mind saying, are we talking weeks, month or years here? I'd like to know whether to wait and play other games until 3.02, or just play with 3.01.

Elsewhere in the thread, you also mention not having included the Revolutions mod. I assume you have a reason for this, but you don't seem to have posted it. Would you mind explaining why you decided to leave it out?

Thanks!

EDIT: I decided to give the mod a go, and have been finding it a lot of fun! One thing that does concern me is the Caste System civic, and in particular how it interfaces with the farmer specialist and certain wonders. Obviously, you won't be directly limited by food with that civic active, as you can have infinite farmers (each of which produces enough food to feed himself, and then some, along with other benefits). Normally, you'd be limited by happiness: entertainers would help, but you can't just stuff the city full of entertainers and farmers and expect it to keep growing forever, since 2/3 would have to be farmers to produce enough food, and 1/2 would have to be entertainers to get enough happiness. I assume this was intentional? Either way, it's a good idea.

However, certain wonders (for instance, the ancient-era Arc of the Covenant, and the NW globe theater) remove all unhappiness in a city. With one of these cities, it's possible to grow your cities indefinitely, and gain other benefits (depending on your civics/wonders/etc) at the same time. While this is fun, it also seems rather...overly powerful when compared to the other civics in that category. In my case my specialists happen to be giving +5 science each, and it makes science based improvements rather irrelevant - with only 3 really large cities, and 6 smaller ones, I'm getting all the renaissance techs in one turn anyway. Unless this is an intended effect, it might be worth changing it. My solution would be to remove farmers from the list of specialists caste system can give unlimited numbers of, and replace it with one of the other specialists. That'll prevent cities from growing unlimitedly, while still keeping the farmer's concept intact.

Guess it is time for another update. Much has improved in the development of version 3.02.

1. Using SDK, we solved a major problem with the AI's use of the farmer specialist. As a result, the AI now uses the farmer specialist far more effectively and in a balanced way. SDK UNIT_AI functions were added for Doctors Entertainers and Farmers.

2. We've added trait based Specialist Management buildings to provide an early start to the specialist economy. Each leader starts out with the ability to build two Spec Mgt buildings and can build more as more traits are acquired. Its a cool feature found in no other mod.

3. A major review was done and we have added and rebalanced many buildings and wonders. The decision on what you need to build next has just become far more difficult, as wonders that were previously thought to be worthless, now have something major to contribute.

4. Revolutions was left out because it would require major XML and SDK changes and extensive testing for compatibility with OGI. Performance has always been a major concern and our number one goal has always been to provide a reliable mod that allows the end user to play and finish games. At this time, we do not see enough value added to warrant inclusion of revolutions into OGI. We firmly believe OGI 3.02 will be the one mod everyone will want to have and play.

5. I don't want to project a completion date just yet, as there is much more to do before releasing version 3.02.
 
Guess it is time for another update. Much has improved in the development of version 3.02.

1. Using SDK, we solved a major problem with the AI's use of the farmer specialist. As a result, the AI now uses the farmer specialist far more effectively and in a balanced way. SDK UNIT_AI functions were added for Doctors Entertainers and Farmers.

2. We've added trait based Specialist Management buildings to provide an early start to the specialist economy. Each leader starts out with the ability to build two Spec Mgt buildings and can build more as more traits are acquired. Its a cool feature found in no other mod.

3. A major review was done and we have added and rebalanced many buildings and wonders. The decision on what you need to build next has just become far more difficult, as wonders that were previously thought to be worthless, now have something major to contribute.

4. Revolutions was left out because it would require major XML and SDK changes and extensive testing for compatibility with OGI. Performance has always been a major concern and our number one goal has always been to provide a reliable mod that allows the end user to play and finish games. At this time, we do not see enough value added to warrant inclusion of revolutions into OGI. We firmly believe OGI 3.02 will be the one mod everyone will want to have and play.

5. I don't want to project a completion date just yet, as there is much more to do before releasing version 3.02.

Thanks for the reply! Would you mind enlarging on point 2 a little? It sounds interesting, but I'm not clear what exactly these buildings do. Do they provide a free specialist of the appropriate type (farmers for agricultural, etc)?

You also didn't directly seem to respond to my concerns about Caste System and farmers. As it is, I managed to build the wonder unlocking all civics of that type. However, when you have large cities which are working most of the available land and reaching/at their maximum normal growth potential (which happens somewhere around the industrial era, depending on terrain and suchlike) the ability to grow your cities indefinitely makes Caste System clearly the best choice for that civic type, even compared to the ones unlocked in the modern era. That lowers the excitement and interest of getting a new civic in that category. It also makes the agricultural trait rather weaker than normal, since I'm often finding I want to have specialist farmers rather than working the fields even with its bonus. As I remarked before, removing farmers from the list of specialists who benefit from Caste System (on the basis that there's only so much farm land, no matter how many farmers you assign, while there's plenty of space for merchants and artists to set up shop) would sort this out neatly.

Again, though, it's a great mod and very well made!
 
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