Quot Capita

I like the idea of the first Great General (only) getting points from Barbarian combat. Is that a DLL change or is it python? If python, which file(s), please?
 
I like the idea of the first Great General (only) getting points from Barbarian combat. Is that a DLL change or is it python? If python, which file(s), please?

It's in the DLL, it's well commented. If you want, I can provide you the files (as I noticed that I did not include it in v4.0)
 
Any chance more of the leaders(like the mayan, incan and aztec for example) and the additional civilizations will be added to this mod in the future?

Yes.
The way I want to do is to have them modular, so you can choose what you like, as installing all of them would increace the chance of MAFs.
 
Any chance of making modular other mods in addition to Next War. Like "Extra" but better because your mod has RevDCM as its backbone.
:please::please::please::mischief:
 
Any chance of making modular other mods in addition to Next War. Like "Extra" but better because your mod has RevDCM as its backbone.
:please::please::please::mischief:

Please elaborate, what mods are you thinking on?
 
Please elaborate, what mods are you thinking on?

Here is Extra mod's link:
http://forums.civfanatics.com/showthread.php?t=234906

However, I think you can toss out Final Frontier because it is outer space mod and possibly very difficult to WoC into. Otherwise, the rest of mods that Extra modder used looks great to combine into a long game that use just Civ IV's own mods. I'm curious to see how they compare to my all-time favo mod RoM. I know RoM will always be triumphant but still... It can be cool nevertheless!
 
my favourite mod so far but:
if i remove/deactivate the next war modules i get these xml errors whle loading:

-Tag: UNITCLASS_AIRSHIP_PROTO in Infoclass was incorrect
current xml file: xml\Technologies/Civ4TechInfos.xml

-Same thing for the other prototype units

-Same thing for BUILD_TERRAFORM in the file xml\Units/Civ4UnitInfos.xml

i wanted to play without next war so i just removed the trouble causing stuff in the xml...
now the game just CTDs when the loadng process is done, without any error messages:confused:
 
my favourite mod so far but:
if i remove/deactivate the next war modules i get these xml errors whle loading:

-Tag: UNITCLASS_AIRSHIP_PROTO in Infoclass was incorrect
current xml file: xml\Technologies/Civ4TechInfos.xml

-Same thing for the other prototype units

-Same thing for BUILD_TERRAFORM in the file xml\Units/Civ4UnitInfos.xml

i wanted to play without next war so i just removed the trouble causing stuff in the xml...
now the game just CTDs when the loadng process is done, without any error messages:confused:

I see. I'll check what can be done to have those easily removed and get back to you.
 
You can use the WoC dependencies to prevent that.

Ok, but I guess in that case stuff would be just cut out, whereas it could be just switched to eg. a different tech requirement...
 
Ok, but I guess in that case stuff would be just cut out, whereas it could be just switched to eg. a different tech requirement...

Actually it could be both, have a regular tech to start with and a second section following afterwards which redefines the tech to another one if that other one exists (which is checked by dependencies).

Example :

I have a Sioux civ in my mod which is defined as follows

Spoiler :
Code:
		<CivilizationInfo>
			<Type>CIVILIZATION_SIOUX</Type>
			<Description>TXT_KEY_CIV_SIOUX_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_SIOUX_SHORT_DESC</ShortDescription>
			<Adjective>TXT_KEY_CIV_SIOUX_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_CIV_SIOUX_PEDIA</Civilopedia>
			<DefaultPlayerColor>PLAYERCOLOR_LIGHT_BROWN</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_NATIVE_AMERICA</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_SOUTH_AMERICA</ArtStyleType>
			<UnitArtStyleType>UNIT_ARTSTYLE_SOUTH_AMERICA</UnitArtStyleType>
...
		</CivilizationInfo>
		<CivilizationInfo>
			<Type>CIVILIZATION_SIOUX</Type>
			<AndDependencyTypes>
				<DependencyType>UNIT_ARTSTYLE_NORTH_AMERICA</DependencyType>
			</AndDependencyTypes>
			<UnitArtStyleType>UNIT_ARTSTYLE_NORTH_AMERICA</UnitArtStyleType>
		</CivilizationInfo>
		<CivilizationInfo>
			<Type>CIVILIZATION_SIOUX</Type>
			<AndDependencyTypes>
				<DependencyType>UNIT_ARTSTYLE_SIOUX</DependencyType>
			</AndDependencyTypes>
			<UnitArtStyleType>UNIT_ARTSTYLE_SIOUX</UnitArtStyleType>
		</CivilizationInfo>

So depending on which art style is defined, it uses different ones (the last one which was still defined). You could do the same for techs in your mod.
 
Actually it could be both, have a regular tech to start with and a second section following afterwards which redefines the tech to another one if that other one exists (which is checked by dependencies).

Example :

I have a Sioux civ in my mod which is defined as follows

Spoiler :
Code:
		<CivilizationInfo>
			<Type>CIVILIZATION_SIOUX</Type>
			<Description>TXT_KEY_CIV_SIOUX_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_SIOUX_SHORT_DESC</ShortDescription>
			<Adjective>TXT_KEY_CIV_SIOUX_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_CIV_SIOUX_PEDIA</Civilopedia>
			<DefaultPlayerColor>PLAYERCOLOR_LIGHT_BROWN</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_NATIVE_AMERICA</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_SOUTH_AMERICA</ArtStyleType>
			<UnitArtStyleType>UNIT_ARTSTYLE_SOUTH_AMERICA</UnitArtStyleType>
...
		</CivilizationInfo>
		<CivilizationInfo>
			<Type>CIVILIZATION_SIOUX</Type>
			<AndDependencyTypes>
				<DependencyType>UNIT_ARTSTYLE_NORTH_AMERICA</DependencyType>
			</AndDependencyTypes>
			<UnitArtStyleType>UNIT_ARTSTYLE_NORTH_AMERICA</UnitArtStyleType>
		</CivilizationInfo>
		<CivilizationInfo>
			<Type>CIVILIZATION_SIOUX</Type>
			<AndDependencyTypes>
				<DependencyType>UNIT_ARTSTYLE_SIOUX</DependencyType>
			</AndDependencyTypes>
			<UnitArtStyleType>UNIT_ARTSTYLE_SIOUX</UnitArtStyleType>
		</CivilizationInfo>

So depending on which art style is defined, it uses different ones (the last one which was still defined). You could do the same for techs in your mod.

Thanks mamba!
Actually, I just though about the possibility after I wrote my last comment and already tested it and of course it works;)
 
my favourite mod so far but:
if i remove/deactivate the next war modules i get these xml errors whle loading:

-Tag: UNITCLASS_AIRSHIP_PROTO in Infoclass was incorrect
current xml file: xml\Technologies/Civ4TechInfos.xml

-Same thing for the other prototype units

-Same thing for BUILD_TERRAFORM in the file xml\Units/Civ4UnitInfos.xml

i wanted to play without next war so i just removed the trouble causing stuff in the xml...
now the game just CTDs when the loadng process is done, without any error messages:confused:

Ok, I have good news and bad news.
The good news is that I have done it in the new version I'm working on and it works!
The bad news is that for the current 4.0 version I couldn't do a simple fix, so you'll have to wait for the new version - but I promise it won't be long.
 
thanks!
thought i might as well give next war a try while waiting.
something strange happened in my current game:
an opponent's capital has had a slave revolt for ages now (30+ turns, dont know exactly), is that supposed to happen? save is attached in case you need it.
 
updated to v4.1

Changelog:
- added Shqype's Route Restricter
- added snafu's Railway Gun
- added GreatPersonMod by Gaurav, TheLopez, Amra, Roamty
- added Paved Road, GravTube and JumpLane
- corrected typo in Revolution.ini (DistanceToCaptialModifier)
- further increased WoC compliancy, now it's possible to easily remove Next War
- set options to intended default ones (some can be changed via Custom Game
and others ingame with CTRL+ALT+O)
- corrected typo in CIV4CityLSystem.xml (ARSTYLE_SOUTH_EAST_ASIAN)
- some other minor corrections

attachment.php
 

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Yes I would, please.

Ok, it's in CvUnit.cpp, you can find it between comments like:
First General from Barbarian Combat, avain, 2009-05-16 BEGIN
First General from Barbarian Combat, avain, 2009-05-16 END

Now the source files are included in v4.1
 
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