Orions Mod Collection

OGI Version 255E has become more reliable, as I have not experienced a CTD in over 600 rounds of AI autoplay. :) Part of the reason for this improvement was the previous versions were missing a couple of Schema files and there was some corrupt art work. The missing schemas were restored and I believe most of the art issues have been solved. If testing continues to go well, look for the release of OGI 255E sometime this Saturday.
 
I have started work on the SDK for a new base mod. This base mod will include the following:

Phase1: Merge BUG 4.4 and BBAI
Phase2: Merge Mountains back in service
Phase3: Merge Dale's Combat mod
Phase4: Merge SDK Mod Options
Phase5: Merge Building City Size Prereq
Phase6: Merge Immigration Mod
Water Animals
Air Combat Experience
Building Civic Prereq
Multi Building Unit Req.
Game Options (when you start a game on the Custom Game page):

Active Defense
Air Bombing Missions
Archery Barrage
Battle Effects
City Immigration
Civilization Changer
Combined Forces
Cyber Warfare
Diplomatic (Bribery) Missions
Limited Religions
Mine Warfare
Opportunity Fire
Ranged Bombardment
Religeous Inquisitions
Restricted Missionaries
Stack Attack (DCM)
Terraforming

After the SDK is finished, all mods from OGI 255E will be migrated into the new base mod. This base mod will not come overnight, as it has already taken several days just to combine a few of these mods together and make sure they actually work. So it is a long term project. This version will revolutionize Mine Warfare, as it is migrated into the SDK, where it actually belongs. The game options are going to give everyone more choice, as you can select which mods to enable or disable for your style of play. The ultimate goal is more speed in the game performance. Choice and speed is what I want and what you deserve. I'm excited about the prospect of the final product being the best mod I've turned out to date.
 
In support of my new project, I have released the City Size Prerequisite Mod. See 1st post for download link. This mod allows you to set a minimum city size prerequisite for a unit or a building. The effect prevents you from training a unit or constructing a building, when the city does not have the minimum specified population prerequisite value. There are two new tags for the XML:

<iCitySizeUnitPrereq> in CIV4UnitInfos.xml

<iCitySizeBldPrereq> in CIV4BuildingInfos.xml

The new tags are not required for the XML to load properly, so you can apply them only to the units or buildings that require a city size prerequisite. The download XML includes only one example for each tag. Locate the tags for the Archer unit and the Barracks, which each have the respective minimum city size prerequisite value set to 4. I must thank Shqype, as this mod is a conversion of his original idea to be compatible with BTS 3.19, but now it includes a unit expansion to provide greater flexability. For modders, I have tried to make merging easy. Just look for: "City Size Prerequisite" to identify the changes made in the SDK.
 
I made a tweak to your tech by conquest mod to the results messages. Maybe you'll like it?
Spoiler :

in new XML file TechByConquest_CIV4GameText.xml
Code:
<?xml version="1.0" encoding="ISO-8859-1"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Ed Piper (Firaxis Games) -->
<Civ4GameText xmlns="http://www.firaxis.com">
	<TEXT>
		<Tag>TXT_KEY_MESSAGE_CONQUEST_TECH_FOUND</Tag>
		<English>Your scientists have discovered the knowledge of %s1 after conquering %s2</English>
		<French>Your scientists have discovered the knowledge of %s1 after conquering %s2</French>
		<German>Your scientists have discovered the knowledge of %s1 after conquering %s2</German>
		<Italian>Your scientists have discovered the knowledge of %s1 after conquering %s2</Italian>
		<Spanish>Your scientists have discovered the knowledge of %s1 after conquering %s2</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_MESSAGE_CONQUEST_TECH_NOT_FOUND</Tag>
		<English>The vanquished in %s1 have no useful scientific knowledge</English>
		<French>The vanquished in %s1 have no useful scientific knowledge</French>
		<German>The vanquished in %s1 have no useful scientific knowledge</German>
		<Italian>The vanquished in %s1 have no useful scientific knowledge</Italian>
		<Spanish>The vanquished in %s1 have no useful scientific knowledge</Spanish>
	</TEXT>
</Civ4GameText>
in TechByConquest.py:
Code:
#success
CyInterface().addMessage(CyGame().getActivePlayer(),False,25,CyTranslator().getText("TXT_KEY_MESSAGE_CONQUEST_TECH_FOUND",(str(TechDescription),pCity.getName())),"",0, "", CyGame().getReplayMessageColor(20), 0, 0, False, False)
#fail
CyInterface().addMessage(CyGame().getActivePlayer(),False,25,CyTranslator().getText("TXT_KEY_MESSAGE_CONQUEST_TECH_NOT_FOUND",(pCity.getName(),)),"",0, "", CyGame().getReplayMessageColor(20), 0, 0, False, False)


btw, thanks for posting this mod (some of the original links were taken down)
 
I made a tweak to your tech by conquest mod to the results messages. Maybe you'll like it?
Spoiler :

in new XML file TechByConquest_CIV4GameText.xml
Code:
<?xml version="1.0" encoding="ISO-8859-1"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Ed Piper (Firaxis Games) -->
<Civ4GameText xmlns="http://www.firaxis.com">
	<TEXT>
		<Tag>TXT_KEY_MESSAGE_CONQUEST_TECH_FOUND</Tag>
		<English>Your scientists have discovered the knowledge of %s1 after conquering %s2</English>
		<French>Your scientists have discovered the knowledge of %s1 after conquering %s2</French>
		<German>Your scientists have discovered the knowledge of %s1 after conquering %s2</German>
		<Italian>Your scientists have discovered the knowledge of %s1 after conquering %s2</Italian>
		<Spanish>Your scientists have discovered the knowledge of %s1 after conquering %s2</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_MESSAGE_CONQUEST_TECH_NOT_FOUND</Tag>
		<English>The vanquished in %s1 have no useful scientific knowledge</English>
		<French>The vanquished in %s1 have no useful scientific knowledge</French>
		<German>The vanquished in %s1 have no useful scientific knowledge</German>
		<Italian>The vanquished in %s1 have no useful scientific knowledge</Italian>
		<Spanish>The vanquished in %s1 have no useful scientific knowledge</Spanish>
	</TEXT>
</Civ4GameText>
in TechByConquest.py:
Code:
#success
CyInterface().addMessage(CyGame().getActivePlayer(),False,25,CyTranslator().getText("TXT_KEY_MESSAGE_CONQUEST_TECH_FOUND",(str(TechDescription),pCity.getName())),"",0, "", CyGame().getReplayMessageColor(20), 0, 0, False, False)
#fail
CyInterface().addMessage(CyGame().getActivePlayer(),False,25,CyTranslator().getText("TXT_KEY_MESSAGE_CONQUEST_TECH_NOT_FOUND",(pCity.getName(),)),"",0, "", CyGame().getReplayMessageColor(20), 0, 0, False, False)


btw, thanks for posting this mod (some of the original links were taken down)

I like your tweaks.

:thanx:
 
btw, I did some more digging and there is a more elaborate version of a tech discovery mod in the archives.
Bhruic's mod gives a percentage research bonus upon capture.

I updated it for BUG 4.4, repackaged it and added a barbarian bonus. I'm not sure if 100% tech discovery was what you were going for, if not here is my thread on it.

My intention was 100% tech discovery if the former owner of the conquered city had at least one tech the new owner did not have. Simple and effective.
 
My intention was 100% tech discovery if the former owner of the conquered city had at least one tech the new owner did not have. Simple and effective.

yup i understand where you are coming from. one thing i noticed (i think) is that the tech awarded with your mod is always at the top of the list. you may want to add some sort of RND function? Or perhaps the cheapest techs are always first?
 
yup i understand where you are coming from. one thing i noticed (i think) is that the tech awarded with your mod is always at the top of the list. you may want to add some sort of RND function? Or perhaps the cheapest techs are always first?

Yes. The Tech By Conquest mod was created to provide a civilization, who has fallen behind in the tech race, a way to catch up through conquest. I believe an advanced civ, who has failed to protect a city, deserves to loose not only the city, but any technology the conquering civ may find. ...especially the more advanced techs. Its a reward for the high risk of attacking a more technically advanced civ and punishment for the looser's lack of vision. Moral of the Tech By Conquest story: Protect your cities to prevent your hard earned research from falling into the hands of the enemy.
 
Is the Navy Mod up to date with your icebreaker mechanics?

In OGI yes, but I need to update the NAVY mod... along with several other mods. Normally I would turn this out in a day or two, but I just can't right now. My plate is really overloaded with real world issues that are eating up all my spare time. When I do find some free time, I'm developing a new standard DLL, but the SDK is really difficult. Each task is taking many days to complete.

Of course you can download the Navy and Ice Breaker mods and merge them yourself, if you can't wait for my pitifully slow update to come later.

My Sincere Apologies for the delay,
 
In OGI yes, but I need to update the NAVY mod... along with several other mods. Normally I would turn this out in a day or two, but I just can't right now. My plate is really overloaded with real world issues that are eating up all my spare time. When I do find some free time, I'm developing a new standard DLL, but the SDK is really difficult. Each task is taking many days to complete.

Of course you can download the Navy and Ice Breaker mods and merge them yourself, if you can't wait for my pitifully slow update to come later.

My Sincere Apologies for the delay,

We're Real People with real lives. You seem pretty productive to me. I just needed a clarification. Thank You.
 
This is a progress report on the development of a new DLL for the next version of OGI. I have achieved the following Phases:

1. Merged Better BTS AI with BUG 4.4
2. Added SDK Mountains back in Service
3. Added SDK Dales Combat Mod (Still need to confirm 7 DCM tests)
4. Added SDK Checkbox Options for several mods
5. Added SDK CitySizePrereq Mod
6. Added Immigration Mod and converted associated python callbacks to SDK
7. Added SDK Multi-Building Unit Requirement Mod
8. Added SDK New Diplomacy Mod
9. Added SDK Better Air Interception Mod
10. Added Inquisitions Mod
11. Added Limited Religions Mod and converted associated python callbacks to SDK
12. Added SDK Water Animals Mod
13. Added SDK Building Civic Prerequisits
14. Converted the Slave Cage and Slave Auction building python callbacks to SDK
15. Converted Restricted Missionaries python callback to SDK
16. Converted Agriculture Mod python Callback to SDK
17. Converted Witches Hammer (Religion Spread) python callback to SDK
18. Converted Petra Monastery python callback to SDK.

Only 2 python callback conversions left to convert, which are Mine Warfare CanTrain units! Game speed is a awesome!

Each step has been difficult, but I am convinced the SDK changed are essential to game speed performance. Much more to come.
 
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