Probably Improved Gameplay Mod

Preview of v0.6.

Things marked "-" are finished. "+" are yet to be done.

-Merged Culturally Linked Starts modcomp http://forums.civfanatics.com/showthread.php?t=290694
(an optional component)

-Merged Events with images mod (by Renegadechicken) including all images uploaded by Afforess
http://forums.civfanatics.com/showthread.php?t=318487

-Printing press no longer requires machinery.
-Merged Espionage Process mod (v1.2). By Jon Deane. This feature might not be balanced and will be removed depending on the feedback received. Essentially it allows you to build Espionage after you research Paper.


-Merged [MODCOMP] New sentry actions for units by Pep http://forums.civfanatics.com/showthread.php?t=298512

-Merged ActualQuotes 4.20 http://forums.civfanatics.com/downloads.php?do=file&id=8624

-Merged Multiple Production Mod by denev. It is an optional component.

+increase price of 3GD?
+What's happening with IDW?
+Improved farming mod?http://forums.civfanatics.com/downloads.php?do=file&id=12945
+Merge CAR
+Realistic Diplomacy mod?
 
I'm at a complete loss. It looks fine, and you're not getting exceptions. :confused:

Reading over the code again I would rewrite it a bit.

Code:
			if (ePromoOr2 > -1):
				screen.attachLabel(panelName, "", localText.getText("TXT_KEY_OR", ()))
				screen.attachImageButton( panelName, "", gc.getPromotionInfo(ePromoOr2).getButton(), GenericButtonSizes.BUTTON_SIZE_CUSTOM, WidgetTypes.WIDGET_PEDIA_JUMP_TO_PROMOTION, ePromoOr2, 1, False )

				if (ePromoOr3 > -1):
					screen.attachLabel(panelName, "", localText.getText("TXT_KEY_OR", ()))
					screen.attachImageButton( panelName, "", gc.getPromotionInfo(ePromoOr3).getButton(), GenericButtonSizes.BUTTON_SIZE_CUSTOM, WidgetTypes.WIDGET_PEDIA_JUMP_TO_PROMOTION, ePromoOr3, 1, False )

				[COLOR="Orange"][s]#Commented out by PieceOfMind for PIG Mod[/s][/COLOR]
				[COLOR="Orange"][s]#[/s][/COLOR]if (ePromo > -1):
				[COLOR="Orange"][s]#[/s][/COLOR]	screen.attachLabel(panelName, "", ")")
					
			[COLOR="Orange"][s]if (ePromo > -1 and ePromoOr2 > -1):[/s][/COLOR]
				[COLOR="Orange"][s]screen.attachLabel(panelName, "", ")")[/s][/COLOR]

Yes, uncomment out the code I had you comment out, remove the duplicate code I scratched out, and indent and move the block in between them to before the commented out block. This makes it a little clearer what's happening and removes the need to comment out the old code.

Can you explain in English what is happening in the broken cases? For example, "When a promotion has an AND and three OR prereqs, none are shown except the last OR prereq".

BTW, the code should handle this, but it seems that if you have a promotion that has a single OR prereq but no AND prereq, you should move the OR to the AND position since it's semantically the same.
 
BTW, I only wrote the code for the Events with Images mod. renegadechicken put the whole thing together and had the original idea. You should give that person credit before me.
 
Some examples:
March: Is allowed with C3,M1 or D3.

In the sevopedia, it says Requires: Medic1 or D3 (no brackets are involved, and those are in pictures)

The code for that promo is:
Code:
<LayerAnimationPath>NONE</LayerAnimationPath>
			<PromotionPrereq>NONE</PromotionPrereq>
			<PromotionPrereqOr1>PROMOTION_MEDIC1</PromotionPrereqOr1>
			<PromotionPrereqOr2>PROMOTION_COMBAT3</PromotionPrereqOr2>
			<PromotionPrereqOr3>PROMOTION_DRILL3</PromotionPrereqOr3>
			<TechPrereq>NONE</TechPrereq>
			<StateReligionPrereq>NONE</StateReligionPrereq>
			<bLeader>0</bLeader>

Blitz: Should require Mil science and either c3 or d3.

In the sevopedia it says:
Requires: C3 Milscience (there are no commas or ORs or ANDs or brackets)

Code:
<LayerAnimationPath>NONE</LayerAnimationPath>
			<PromotionPrereq>NONE</PromotionPrereq>
			<PromotionPrereqOr1>PROMOTION_COMBAT3</PromotionPrereqOr1>
			<PromotionPrereqOr2>PROMOTION_DRILL3</PromotionPrereqOr2>
			<PromotionPrereqOr3>NONE</PromotionPrereqOr3>
			<TechPrereq>TECH_MILITARY_SCIENCE</TechPrereq>

Sentry
Should require either of Flanking 1, C3 or D3.

In sevopedia it says:
Requires: Flanking1

In the code:
Code:
<Type>PROMOTION_SENTRY</Type>
			<Description>TXT_KEY_PROMOTION_SENTRY</Description>
			<Sound>AS2D_IF_LEVELUP</Sound>
			<LayerAnimationPath>NONE</LayerAnimationPath>
			<PromotionPrereq>NONE</PromotionPrereq>
			<PromotionPrereqOr1>PROMOTION_FLANKING1</PromotionPrereqOr1>
			<PromotionPrereqOr2>PROMOTING_COMBAT3</PromotionPrereqOr2>
			<PromotionPrereqOr3>PROMOTING_DRILL3</PromotionPrereqOr3>
			<TechPrereq>NONE</TechPrereq>
			<StateReligionPrereq>NONE</StateReligionPrereq>

BTW, I only wrote the code for the Events with Images mod. renegadechicken put the whole thing together and had the original idea. You should give that person credit before me.
Oh, in that case, who was in charge of this in the readme?
----------------------------------------------------------------
======Events With Images: Source Code======
Version: 1.0
Creator: EmperorFool (thanks go to him!)
Uploader: Renegadechicken (complaints go to him!)
 
You do realise the amount of food per resource depends on mapsize? I think for Normal maps its .75:food: for sushi and 1:food: for Cereal. Whatever the case, Cereal gets more food per resource.

I only play Standard sized maps, so I am familiar with the numbers for that size.

Thanks for the feedback. I always want to hear opinions on the actual effects of changes, since I don't get enough time to playtest all these things myself. I'm also a very slow player, which doesn't help.

Guess we are a group of slowpokes (with EmperorFool).
 
Do the code changes I just posted have any effect? Are you sure those values are making it into the CvPromotionInfo objects? The Python code is pretty straight-forward, and it looks like it's using 1, 2, and 3 in the correct spots.

You can test the values in the info classes from the Python console (~).

Code:
march = gc.getPromotionInfo(gc.getInfoTypeForString("PROMOTION_MARCH"))
print march.getPrereqOrPromotion2()
print gc.getInfoTypeForString("PROMOTION_COMBAT3")

You should see the same number twice.
 
Quick Update:
To those who were wondering why IDW (influence driven war) wasn't working, turns out I'd removed some of IDW's code from the source by mistake, in CvUnit.cpp and CvUnit.h. It's now fixed and will work again in the next release.
 
v0.6 has been uploaded.

Since the download is getting larger, I had to 7zip the Art folder this time round. To install the mod correctly you will need to install the mod as usual and unzip that Art.7z file in the Assets folder to its location.

In the meantime I'll figure out another way of packaging the mod.

Changelog for v0.6:

-Merged Culturally Linked Starts modcomp http://forums.civfanatics.com/showthread.php?t=290694

-Merged Events with images mod (by Renegadechicken) including all images uploaded by Afforess
http://forums.civfanatics.com/showthread.php?t=318487

-Printing press no longer requires machinery.
-Merged Espionage Process mod (v1.2). By Jon Deane. This feature might not be balanced and will be removed depending on the feedback received. Essentially it allows you to build Espionage after you research Paper.

-Merged [MODCOMP] New sentry actions for units by Pep http://forums.civfanatics.com/showthread.php?t=298512

-Merged ActualQuotes 4.20 http://forums.civfanatics.com/downloads.php?do=file&id=8624

-Merged Multiple Production Mod by denev. Can be enabled from the Custom Game menu. It is enabled by default.

-Fixed a couple of SDK changes for Influence Driven War that had been deleted by accident. This is why IDW wasn't working in the last couple of versions.

-Influence Driven War can now be enabled/disabled via Custom Game menu.
-Set IDW option to enabled as default.

Ideas to come:
+Improved farming mod?http://forums.civfanatics.com/downloads.php?do=file&id=12945
+Merge CAR
+Realistic Diplomacy mod?http://forums.civfanatics.com/showthread.php?t=330881
 
This is a note to anyone who uses the Marathon Accelerated or Lightning speeds. If you want to use the xml files you will need to merge them with the existing files. I just noticed that you can longer simply extract the archive anymore. If you're not sure how to put them together, you'll need to give up using these added speeds until next update.
 
By the way, does it break savegame compatibility to change version ?

I'm not sure. I wouldn't bet on it personally. I'm not actively trying to maintain save game compatibility between versions.
 
Can PIG be merged with Varietas Delectat using winmerge? I was able to mix betterAI and VD with winmerge and it ran with no problems. If you think it's doable, I'll give it a try cause that sounds like a good base game setup for installing on someone else's rig who's new to the game.
 
Would there be an option to unclude Bull? (didn't have the chance to look if it's already included - just read notes).
 
Can PIG be merged with Varietas Delectat using winmerge? I was able to mix betterAI and VD with winmerge and it ran with no problems. If you think it's doable, I'll give it a try cause that sounds like a good base game setup for installing on someone else's rig who's new to the game.

I'll look into it. More than likely there'd be no problem whatsoever. VD (should probably use a better acronym!) is primarily a graphical mod so there shouldn't be any reason the two cannot work together.

I was wondering the other day about whether it'd be worth including a lot more graphical changes in the mod but decided against it, at least for now, since I want to keep the mod size small. Just recently I hit the 10MB mark (when zipped) after including all the event images and that reminded me that I can't go nuts on the graphics changes. One of the goals of this mod is not to be a huge download
 
Would there be an option to unclude Bull? (didn't have the chance to look if it's already included - just read notes).

Do you mean include or not include BULL?

I haven't included BULL yet but when I do I don't think it could be made an option.

However, many features of BULL would probably be togglable.

By the way, in case it's not clear, BULL is definitely going to be included in this mod eventually.
 
Since the download is getting larger, I had to 7zip the Art folder this time round. To install the mod correctly you will need to install the mod as usual and unzip that Art.7z file in the Assets folder to its location.

Should probably mention this on the download page.

Also, I'd recommend turning Influence Driven War and Multiple Production mods options OFF by default. Otherwise you risk people expecting a normal game not checking for these and being suprised when their game is different. Users that want these options should rather enable them.
 
Should probably mention this on the download page.

Also, I'd recommend turning Influence Driven War and Multiple Production mods options OFF by default. Otherwise you risk people expecting a normal game not checking for these and being suprised when their game is different. Users that want these options should rather enable them.

Good point. Though the multiple production mod is probably not going to upset people.

I'm interested in seeing how multiple production mod will make the Lightning gamespeed better. It might even make the superfast gamespeed workable for small multiplayer games.
 
Ok I've posted the download now with EventImages.zip as a separate download.

Do the download and install instructions make enough sense? Should anything be done differently?
 
The mod that add chance of new farm ressource seem good to me, because it help at the same time both farm being somewhat subpar and cereal mill / std ethanol having too few ressource. I don't have tried it, so I can't say wether it unbalance everything, but as a mostly end-game effect it shouldn't be that good.

I don't like the "realistic diplomacy mod". It conflict with better AI in my mind. I don't strongly reject that, since it's still rather minor.

The other change seem OK.
 
first, why were the barbarian uprising events disabled?

secondly:
i see that you include BUG,
but do you include BAT?
last bug update was 4.1 on oct 1st, and bbai is currently 0.81M, and BAT is 2.0 on june26. Do you include the latest of each?


sorry, there are just a lot of mods and modmods and modpacks, and i am getting a little confused
there are:
BUG (bts unaltered gameplay: interface and gui changes)
BBAI (better bts ai: changes to AI plus general bug fixes, and a small change to air combat)

then there are also:
BULL (bug + some more interface changes/features?)
PIG (bug + bbai + more game changing stuff)
BAT (bug + huge additions to art files, making game pretty and making civs diverse looking)
BUFFY (bug + some game changing stuff and more interface update/changes/polishing)
Merged Mod (bug + bbai + new units + new techs + gameplay changes)

as far as I can tell,
PIG includes BUG and BBAI and other stuff, but not BAT or BUFFY
BAT includes BUG and new graphics, but nothing else, though i have merged it with BBAI on my computer
and I am very confused on what BUFFY contains beyond BUG
and I am also very confused on what BULL contains, and on what contains BULL
Merged Mod seems very similar to PIG, but with new units and techs, but not including other things...

I am looking for a mod that includes BUG and BBAI and hopefully BAT, which leaves me with PIG, and MERGED MOD to choose from.
what exactly are the differences between these 3 mods?

can you help a relatively new guy out with picking the right mod for him?

thx,
veqryn
 
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