Orion's Grand Inquisition

Get used to the words: It is found only in OGI, as work is progressing very nicely on version 3.08.

1. Added new graphic for the assault ship.
2. Added new graphic for the Mortar.
3. Deleted resource Lemons.
4. Added resource Metal deposits for ocean plots.
5. Metal deposits resource uses Sea factory improvement.
6. Stopped python population "limit" increase message, if player has tech genetics.
7. Stopped removal of improvement when prospect mission is complete.
8. Limited worker prospect mission to plots that have a mine or a deep mine.
9. Limited worker prospect mission to plots that have a hill or a peak.
10. Reduced time it takes to complete a prospect mission.
11. Replaced graphic for unit Quinquereme.
12. Replaced graphic for Trans-Continental Railroad Wonder.
13. Changed SDK to prevent all replicator builds (Planting Breeding, etc.) from replacing an existing revealed resource.
14. If there is an existing revealed resource on a plot, the replicator build icons will not be visible to execute. This significantly reduces clutter.
15. Added new Build Clear Plot, which removes any existing improvement and resource from a plot.
16. Only one worker is needed to clear a Plot, unless the plot has a feature like a forest to be removed first.
17. Removing a resource with Clear Plot, is now an intentional act by the player.
18. Added more naval pirate units, one for each era.
19. Added capability to build combined pirate unit fleets. Only in OGI :)
20. Land and water units that suffer 50 percent damage or more will receive a movement penalty. Only in OGI :)
21. The movement penalty is a temporary promotion that cuts unit movement in half.
22. The movement penalty persists until the unit is healed. (You can say it: Only in OGI) :)
23. Added SDK code to add and remove the unit movement penalty promotion automatically. :)
24. All destroyer units have their own promotion line.
25. All submarine units have their own promotion line.
26. All pirate units have their own promotion line.
27. Increased the amount of gold received for merchant ship missions.
28. Increased the amount of gold received for looting a merchant ship.
29. Readjusted the art settings for all helicopter units to make them appear better.
30. Added a new helicopter in tech stealth.
31. Added capability to combine helicopters in the future era to create the ultimate Air Assault Brigade.
32. Fixed combat bug that affected all Assassin units.
33. Assassin units are now completely invisible to all units.
34. Law Enforcement units can detect assassins.
35. Added game option to enable or disable assassin units.
36. Fixed Archery Barrage accuracy rates and randomized inflicted damage.
37. Added new combat category - Reserve Units.
38. Added 3 new reserve units: City Guard, Militia and the National Guard.
39. Reserve units have one quell revolt mission, which reduces the unrest time of a city.
40. The AI knows how to use Reserve Units. :)
41. Completely overhauled the Diplomat mod.
42. The Diplomat can perform the following bribe missions:
---- Bribe to obtain a foreign city.
---- Bribe for a combined unit (land, sea or air)
---- Bribe for a Great Specialist
---- Bribe for a technology
---- Bribe to improve relations.
43. A diplomat mission icon will only light up (for human players), if the mission is available and the player has enough gold to pay for the bribe.
44. An embassy agreement is required to execute a diplomatic mission.
45. A diplomatic mission can only be performed in a foreign city.
46. Any attempt to kill a diplomat will lead to war.
47. The AI knows how to use the Diplomat Unit and can execute any of the missions. :)
48. Fixed SDK Integer division by zero bug in CvCityAI: AI_bestPlotBuild, which causes CTD in all BTS mods. This is a huge accomplishment. :)
49. Fixed a couple of python bugs in CvMainInterface.py and CyberHacker.py files. :)
50. Added OGI Stack Attack :)
---- Sea unit Bombardment - Multiple sea units in range will bombard target city.
---- Siege unit Bombardment - Multiple siege units in range will bombard target city.
---- Stack Attack. Multiple combat units will attack target city.
51. Added 3 new buttons to trigger the mass unit attacks.
52. OGI stack attack is enabled by DCM Stack Attack game option.
53. Reorganized the documentation of OGI concept capabilities in SEVOPEDIA.
54. Fixed SDK Mine Warfare damage infliction bug (Very Rare CTD).
55. And so much more.

I often find myself wanting to play instead of developing new capabilities. :D
 
This is a recent post from a blogger, who evaluated 3 BTS mods: Realism Invictus, Quot Capita and OGI.



Tuesday, July 7, 2015

Sid Meier's Civilization IV: Beyond the Sword - 16/20 hours by John Frazer

I did something boneheaded. My idea was that I'd divide my mod posts up based on the mods' themes. First post would be "realistic" mods that aimed to flesh out the world of Civilization and make it more like a sim. Second post would be fantastic mods that attempted to bring Civilization into a world of magic. Third post would be science fiction mods that extended Civilization into the future. And it was a plan that was working well . . . at first. I'd dabbled with Realism Invictus and Quot Capita for a couple of hours each, and I was working out what I was going to say about the granularity of their tech trees and the slow pace of advancement even on "quick mode," when I decided to check out another mod whose main thrust I didn't quite understand, Orion's Grand Inquisition.

The name of the mod didn't really illuminate what it did, but the description seemed to indicate it was another "realism" mod, so I thought I'd take a quick peek at its civopedia and see what made it tick . . . ten hours later, I'm trying to write a post explaining how I did half my gaming time in one marathon session whose details are quickly fading to an undifferentiated blur.

The thing about this mod is that it completely changes the dynamic of the game. It basically takes all the brakes off the standard game, and gives you a super high-powered version of the game. By the end, my cities were in the 80-100 population range, I was making 3000+ gold per turn and cranking out ~20,000 research per turn, all while my culture rate was set at 100%. And I was in second place right up to the point where I pulled off an upset cultural victory. I have a feeling that if I weren't playing on easy difficulty, I'd have been effortlessly crushed by the massive AI civilizations.

So I can't really say for sure that OGI is unbalanced, it's possible that it's meant for multiple human players and/or high difficulty, and that the inflated numbers are actually just indicative of a higher resolution of conflict, where each individual population or unit is worth less, but the overall mass means about the same thing. All I know is that this mod let you plant food resources like wheat and rice (which normally you just have to find by luck), and prospect in the hills and mountains for valuable minerals, and cultivate your sea tiles by farming fish. And the net result is that it triggered my map-painting instincts something fierce, and put me in a trance from which I'm only now starting to awaken.

Which is to say, I liked it a lot. For most of those ten hours, I wasn't even concerned about winning the game. All I wanted to do was maximize my tile yields, squeeze as much out of my territory as possible, and craft a perfect little civilization. It was heaven.

I feel kind of bad for Realism Invictus and Quot Capita, though. They've been completely overshadowed in my memory, but if I'm remembering them correctly, they were both pretty strong in their own right. They too offered lots of fiddly little options to ensure that the build-obsessed never quite run out of things to do, but they were slower, more sedate experiences. The recommended game speed for both of them was extra-slow, and even on quick mode, I'd barely gotten to the common era after three hours of gaming (by contrast, three hours is more than enough time to win a space victory on vanilla Civ4 quick mode). I suspect that the adjusted unit and tech costs are such that they stretched out even the fastest game speeds. By contrast, I really don't think OGIs creators took quick mode seriously at all. At one point, I was spawning a great person every turn (they're normally pretty rare).

Maybe that's the way it's supposed to be, but I doubt it. I suspect that I wound up inadvertently breaking the mod. But you know what, I don't really care. That constant reward treadmill is like a drug to me, and to get such a potent dose is incredibly thrilling. I'll definitely be coming back to this mod again.
 
The blog above indicates OGI is on the right path to becoming like an addictive drug, as players get excited about what they can get and do next. This is exactly what we wanted to achieve and we are going to make OGI even better. As the word slowly spreads out to the gaming public, we hope the next release will double the number of downloads we saw with 3.07. We think 100 downloads the first week is achievable.

Meanwhile, I will address the number of great person's spawned and look at game speed for quick mode and we will make any necessary improvements. UPDATE: We see no problem with the quick speed setting. Everything just happens much faster. We do recommend the game speed be set to Marathon for the best OGI experience.
 
I could use some help with the fleet/army national units. How do I use them to combine units to make the bigger armies? For example I have the Helicopter instructor and 3 helicopter units on the same plot. I expected there to be a button that would group them into a new unit, but I'm at a loss. Tanks in advance.
 
I could use some help with the fleet/army national units. How do I use them to combine units to make the bigger armies? For example I have the Helicopter instructor and 3 helicopter units on the same plot. I expected there to be a button that would group them into a new unit, but I'm at a loss. Tanks in advance.


There are a multitude of prerequisites you must have to train a modern or future air assault brigade:

1. New game must select game option "Combined Forces" to create combined units.
2. City must have a Barracks - Nothing works without a barracks.
3. The city must have one helicopter training instructor
4. Must have tech vertical flight to combine units for a modern air assault brigade
5. Must have tech advanced flight to combine units for a future air assault brigade
6. For Era Modern: City must have 3 UH1 helicopter units to combine units for a modern air assault brigade.
7. For Era Future: City must have 3 gunship helicopter units to combine units for a future air assault brigade or the city must have 4 UH1 helicopter units to combine units for a Modern air assault brigade.

Please read SEVOPEDIA, BTS Concepts, Combined Units to get more information.

Have fun :)
 
I think i found a possible "loop" bug. It keeps happening on the same turn, so I am not sure what is causing it. I have attached one save game (turn 223) where when you end the turn, it starts to "loop" and the game stops.

After several weeks of intensive searching, I have discovered what caused your freeze up bug. It is an interaction between several units and an assassin unit in AI territory. The game played through once I changed the Assassin to be completely invisible to all units. As a result of this discovery, I am recoding the entire assassination mod. You will see the fix in version 3.08, when released. Additionally, there will be a new game option to enable or disable assassin units. More choice and another problem solved. :)
 
Work continues on OGI version 3.08.

See post 782 for a list of the latest updates.

This is going to be an awesome release, with major changes. :D

We believe we have a programming strategy for stack attack. If it works, like we believe it will, epic battles involving multiple attacking units, can be executed with the touch of one button.

The goal is to make stack attack available to both AI and human players. UPDATE: Stack attack is only for human players, as the AI automatically attacks with multiple units.
 
I out did myself last night, as I was able to fix the SDK Integer division by zero bug in CvCityAI: AI_bestPlotBuild, which causes a rare CTD in ALL BTS mods. This is a huge accomplishment. OGI has become far more stable after squashing this bug. It would be worth downloading version 3.08 just to get this BTS bug fix alone. :)

Meanwhile, the debugging and testing of the completely redesigned Diplomat mod has produced successful results for all missions. I have backed up this version and have now began work on stack attack. It will be awesome to press one button to execute an epic battle involving multiple attacking and defending units against a city. My goal is to finish stack attack and release OGI 3.08 before Thanksgiving day. :)
 
Work is progressing nicely on OGI Stack Attack. Huge epic battles involving large numbers of units will be executed by a single click of a trigger button. The trigger button will cause the respective units in range to all attack the target city in quick succession. There will be three separate mass unit attack button options:

1. Sea unit Bombardment - Multiple sea units will bombard the target city.
2. Siege unit Bombardment - Multiple siege units will bombard the target city.
3. Stack Attack. Multiple combat units will attack the target city.

The goal is to automate these epic battles to alleviate the drudgery of prosecuting an attack by each individual unit. The bombardment from sea and siege units, will soften up the city defenses to provide a better chance for the main stack attack units to take the city. I have finished coding mass Siege unit Bombardment and I am now working on coding mass Sea unit Bombardment. When the time comes to test the mod, executing an epic battle is going to be a lot of fun to watch. :)

Bottom Line is: OGI stack attack is going to be an awesome addition to OGI 3.08. :D
 
Stack attack works! All three mass attack buttons have been tweaked and are operational. I am attempting to add just a few more quick and easy fixes from my long wish list. We have good stability, as testing of this version has completed the first AI-AutoPlay game from start to finish without any bugs or CTDs! Ye ha! This means I am way ahead of schedule and will be releasing OGI version 3.08 way before Thanksgiving. :)
 
Announcing the release of OGI 3.08

:dance::bounce::banana::woohoo:

Yes indeed. :yup: The day you have all been waiting for has finally arrived! :clap:

This version has OGI Stack Attack. So let those epic battles execute with a push of a button.

The OGI308Setup.exe Installation file has been posted for download.

See first post for a detailed break down of the changes in this version.
 
The 1st weekend number of downloads for OGI 3.08 has been very good. We truly believe the performance of this version is the most reliable to date. I have been testing the mod on a very huge map with complete success. :)

I'd like to hear some feedback about the new capabilities and about what you think about OGI in general. So fire away.
 
I have a problem. I downloaded it and ran it. It claimed to be installed. But I wasn´t offered it as a mod when I started BtS, and when I followed the folder path from C it wasn´t in BtS/Mods. I installed again, this time as administrator, with the same result. When I go to windows / control panel / programs it is shown and I am offered to uninstall it. But somehow it seems to be elsewhere than where it should be.
 
And if I search for Grand Inquisitions, my computer finds the 305A folder and .ini file (as well as older ones), but no 308. (I never downloaded 306 and 307 as I was stll playing 305A.)
 
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