Requesting following features

btw for the byzantium design I have an idea of how it could work (only if the ideal option is not available). It involves the "sunken" part of the map (where russia is meant to be.

If we put a 1 tile island there and spawn a byzantine warrior there 1 turn before they are due to spawn, it may be easier to make them declare war on the romans by doing it that way. (might remove the bug with already dead civs)

but we will have to wait untill the rebels are finished and I have worked out a way to do my event.
 
Spawning the Byzantine should be no problem, so I wouldn't worry about it.
 
ok... just released a new mod lol I don't know why I didn't do it sooner!
 
what have you got left to do with the rebels?

when do you need the complete mod to get the civ specific rebels off of?

anything you need off me now?
 
Oh, I've been awaiting your updated mod all week now... Whats left for the Rebellion module is all the testing. I don't know when I will have time for it, but I need you to get all the new Civs in order. (It would be nice if you got units and techs in order also.)

In short: I'm not working on it at all, since I'm waiting for you to deliver on your portion of the work.
 
ok, so what do you need from the techs, units and anything and I will get those for you and I will compile the mod again for you (once again in seperate e-mails and that will have the slaves and all the other rebels included. Sorry to have kept you waiting! I should have it to you by 5oclock (it's 2:27 now btw) because I am not with my current mod... (just old versions here...)
 
also do you need me to add the rebels + slaves to the WBS? what about byzantium do you need that in the WBS aswell?
 
I think I've gone over this on numerous occasions already. Yes, put everything into the WBS so that its available on init. I also believe that I proposed an actual order in which all players should be entered. (Basically group all minor players together, and add all the civ specific rebels in the same order as their main player counterparts. Because then it will be easy to index them by their parent Civ/player.)

Regarding the Techs and units, you need to finalize the lineup so that we can map each rebel unit type to a Tech. This is what is in place right now, and this isn't what you want, right?
Spoiler :
Code:
tRebelUnits = (
(eBronzeWorking, eAxeman),
(eIronWorking, eSwordsman),
(eAdvancedBronzeWorking, eSpearmanII),
(eAdvanceIronWorking, eSwordsmanII)
)
 
bear in mind that certain techs you have specified to not exist... it is actually IRON_WORKING_II etc though the name is Advanced Iron Working in game

also is it available to use the bronzeworking twice for both spearman and axeman? also want chariots as an early game unit for them and they will be able to build what ever units they like right?
 
ahh.... we have a problem... my WBS only goes up to team 17 will it be a problem to add 2 more to make it 19? I have only ever seen 18 civs at a time...
 
bear in mind that certain techs you have specified to not exist... it is actually IRON_WORKING_II etc though the name is Advanced Iron Working in game
I'm using the in-game names for variables but it doesn't mean anything. We can change those to whatever but I need the final XML in order to assign values to the constants. This is what I'm waiting for, the final XML tags for all units and techs relevant to the Rebellion feature.

also is it available to use the bronzeworking twice for both spearman and axeman?
So the code will spawn two units? Or the code determines randomly which one to use? Or would this be Civ dependent? (Perhaps the "civilized" players use one and the barbaric use another.)

Basically anything is possible - you're in charge of design so you need to spell out exactly what you need. Once I know what it is I can start writing the code. (If you're interested I can explain what I do and how it works.)

also want chariots as an early game unit for them and they will be able to build what ever units they like right?
The AI isn't building anything. The Rebellion module is used for spawning units - creating new CyUnit instances from thin air...

Is Chariot gonna be used as the default unit instead of Warrior? Because this is what is specified now:
Code:
eDefaultUnit = eWarrior
In conclusion: Define what you want in detail and get all the XML entries in order and I will be able to proceed.
 
actually the civilized = spear and barb = axe is a very good idea.

DO NOT MISS THE Post just before yours!

I guess chariot will be default what do you think?

what about when the rebels settle down in a city? do they get to build their own archers and stuff?

explain what you do if you want that may be fun!
 
ahh.... we have a problem... my WBS only goes up to team 17 will it be a problem to add 2 more to make it 19? I have only ever seen 18 civs at a time...
I don't have the experience to answer this, but RFC uses 32 players/teams at least...

On the other hand, it makes no real sense to have "empty" slots either. Unless you wanna be able to create colonies, I guess... :p
 
I will try and see... will get back to you later
 
actually the civilized = spear and barb = axe is a very good idea.
Ok, should we reserve two "slots" for each Tech, then? One civilized and one uncivilized?

Or should we work with "culture groups" instead? Like Greco-Romans, Celts and so on?

I guess chariot will be default what do you think?
That sounds fine. But what about using one for the civilized players and the other for the... others?

what about when the rebels settle down in a city? do they get to build their own archers and stuff?
They can build whatever they like as long as they have the prerequisite Techs and Resources. The AI is in charge of that, even if it would probably be possible to force what a city will build. (Like build one unit type only.)

edit: Or alternatively, it would be possible to control what they can and cannot build with a CvGameUtils hack. It will cause some lag however... :p
 
no need to control the poor creatures... The civilized/uncivilized sounds good!

C=chariot - Wheel? (I'm sure that all civs should have the wheel by the time rebellions appear lol)
U=warrior - none

C=spear - BronzeWorking
U=axe - BronzeWorking

C=swordsman - IronWorking
U=swordsman - IronWorking

C= Advanced Spearman - AdvancedBronzeWorking
U= Advanced Spearman - AdvancedBronzeWorking

C= Advanced Swordsman - AdvancedIronWorking
U= Advanced Swordsman - AdvancedIronWorking

do I need to do full translation yet or can I leave you with awkward names? It would speed up the process as none of the rebel names have been translated...
 
no need to control the poor creatures... The civilized/uncivilized sounds good!

C=chariot - Wheel? (I'm sure that all civs should have the wheel by the time rebellions appear lol)
U=warrior - none

C=spear - BronzeWorking
U=axe - BronzeWorking

C=swordsman - IronWorking
U=swordsman - IronWorking

C= Advanced Spearman - AdvancedBronzeWorking
U= Advanced Spearman - AdvancedBronzeWorking

C= Advanced Swordsman - AdvancedIronWorking
U= Advanced Swordsman - AdvancedIronWorking
Ok, that wasn't very... creative. :lol:

So its really only the default units (Warrior/Chariot) and the first "advanced" units (Spear/Axe) that are culturally differentiated. You don't wanna add civilized/uncivilized versions of the Swordsman and the Advanced varieties of Sword/Spear to the mod, then? Or are you already using culturally differentiated unit models (or whatever)?

The setup you provided could be put into a data structure like this:
Spoiler :
Code:
tRebelUnits = (
(None,                   (eChariot, eWarrior)),
(eBronzeWorking,         (eSpearman, eAxeman)),
(eIronWorking,           eSwordsman),
(eAdvancedBronzeWorking, eAdvancedSpearman),
(eAdvancedIronWorking,   eAdvancedSwordsman)
)
Its basically one big "tuple" containing other tuples for each Tech/Unit pair. In the case of the first two entries I'm using yet another tuple (inside the second tuple, inside the first tuple) and the code reading the data must thus be able to differentiate between integer values (like eSwordsman) and tuples (like (eSpearman, eAxeman)). Note that the default Tech is just None - the code reading the data will have to be able to recognize this value also and not check it towards the player's team's Techs, because that would be invalid.

There are of course other ways of defining this. Its also possible to hard-code everything into the function that is reading the data, but then it will be harder to edit the lineup later. I prefer using data structures however.
 
don't miss the end of the last post.

are we going to make it so that the rebels are non-contactable but are NOT always at war with everybody and when they respawn their diplomacy is reset? and will I need to do anything to the WBS to encorporate this?

could Asaf make a feature that could do this?
 
well I have not had any brain waves yet and yes I use different models all ready. I was thinking of bringing in the elephants/cavalry but that would only apply to carthage (elephants that is)

but there is nothing available to differenciate with...
 
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