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Puppet States Mod (BTS 3.19)

Looking at the screenshots, I noticed something :D
The puppet state does not get liberation relationship boost like vassal states
 
If you are using python to add the relationship boost, AFAIK, liberation bonus was not available.
You will have to use AI_changeAttitudeExtra (PlayerType eIndex, INT iChange) to add in the 10(was it 10?) extra liberation boost.
I believe The_J did something similar when he was doing a modcomp that allows you to choose which leader to use for newly liberated colonies.

The only difference is that, the 10 relationship boost will be listed as "Past Events..." rather than the liberation message
 
I was looking at the source code and realized that it has an important feature in it that will work well as a standalone (released later). In addition, I left out the tech conquest part.

Basically there it is a Commerce from Conquest ModComp. When you capture a City, you get hammers, food, gold, espionage, and beakers. It is dependant on technology, what the civ is building, etc. It sends it to your best city. In addition, you can receive a full tech and choose production instantly.

I think it would be a good standalone becuase although some of this has already been released, the modcomps are python, bulky, and may lead to slowdown.
 
Smeagol, I think I know what the problem is. I've debuged it and realized there are several declared GlobalDefines Varabiables, but no Modded GLobalDefines.xml file.

I've attached the missing file. I'll release an update when I finished Debugging.
 
Any chance of revisiting this soon stolenrays? The attitude bonus is sorely missing for sure, a python workaround might work I guess.

I'm fixing to attempt to merge this back into my mod tommorow and will let you know how it goes using the modded globaldefines you provided back in post 27. Hopefully it won't crash this time.
 
Hey. I've been working on this.

- I cleaned up the gametext (specificially the warlords text objects and txt) to separate out the stuff specific to puppet states.
* That was no so easy due to the differences in foreign letters showing up as foreign letters in the mod version and showing up as character codes in the base game.
- added Civ4MemoryInfos file (xml) described in post 21
- added and cleaned up your globaldefines from post 27
* Updated the references to 3.19 patch and stuff however on your globaldefines, you had commented out the CITY_BARBARIAN_DEFENSE_MODIFIER and BARBARIAN_FREE_TECH_PERCENT. I left that as is but not sure if it's supposed to be that way or not.

- added a line from conquerors delight that was left off the inital merge because it deals with the added memorytype.
Code:
	GET_PLAYER(eNewPlayer).AI_changeMemoryCount(getID(), MEMORY_MADE_PUPPET, 1);

I've run the code and not had any crashes now. The added memory line didn't seem to do anything so I'm still looking to see about the 10 attitude adjustment that seems like it is supposed to be there. I didn't recompile the dll in the zip
 

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Thanks Smeagol. Good work and I'll try and update things soon. I'm just real busy with school and job hunting.

Definitely critical tasks, best of luck in this economy where everything is super expensive and opportunity is rarer than it was before.

I messed with it some more and got a couple things working. Feel free to use and/or adjust as needed for a release you are comfortable with at some point. In addition to the stuff a couple posts before...

* I modified the conquest report gametext to look a bit different (screenshot below).

* Taking a city gives gold and a tech (if available). Call me old school but I like the options to be all of a tech or no tech at all instead of 11 beakers or whatever. I think espionage points and food should work but I haven't seen them come up in my testing so far. I added a check to see if tech brokering is on to mark a captured tech as untradeable seemed to be a good idea at the time.

* I removed the production bonus as it just didn't sit right with me to gain 4 hammers towards a warrior. Did not pass the "how is that possible?" test haha did they find an arm and ship it back to the capital or something?.

* I fixed the 10 attitude from freedom bonus, it's in and should be working fine. EDIT: darn spoke too soon, not working this time what the heck? I'll keep trying on it..
* I added a check to see if puppet states tech has been research before offering the option to make a puppet based (feudalism tech activates in base game)

screenshot
Spoiler :

Capture.png

 

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Looks nice. One thing that I need to remove or fix is the commerce by conquest part. Specifically I have found it creates crashes if the last order was to create a building. I found this by debugging my IIW Mod. I get no CTD without the mod.

I have a feeling this may also be a source of your CTDs.
 
well, I think I figured out why I didn't get the bonus on the 1/3 leaders. It was because in leaderheadinfos.xml, I had <iFreedomAppreciation> set to 0 and that is what it uses for vassals (and what I set in puppet states). So if you tried it and don't get the +10 attitude bonus from your puppet look there.
 
Working on it now again. I'm ading in your changes Smeagol. I'm also adding in some additions from More Naval AI. Let me know what you think.

Some of the changes I have found include making puppet leaders minor leaders.
 
I was looking at total war to see if there was anything useful in that MOD. It has puppet states, but it is basically Capitulation renamed. You can create a free city upon conquest. It has some different qualities, but you still control it and it is part of your civ. I guess I'll keep puppet states how it is for now then.
 
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