I've been intending to write a merger guide ... kind of a trade off, do something new or write some documentation What kind of a mod do you have? An XML only mod should be almost trivial. A Python mod is easily doable, with the one catch being if you're using script data for cities like this mod is. If you've got your own SDK mod, you'd have to merge the source files and sort out functions we both might have changed.Fachy said:I just love this mod, but I couldn't merge it with mine! Could you point out the exact changes please so we could all enjoy fusing it into our composite mods?
I've tested with archipelago and island maps and seen them form ... unless you turned off barbs all together, the custom settings shouldn't have affected anything. Strange that you didn't see anything, but suspendinlight may be right about the island size things. But, there's not much my mod can do when there are no barb cities to work withJustinian519 said:I was playing a game on Noble-large map-archipelago with only 7 starting civs. There are many uninhabited islands so I figured that barbarians would appear and settle into civs. Well this didn't happen at all. I didn't even find a barbarian city. All I saw was one barb galley. This is so wierd. I would have expected nations to form. In other games I have played it has worked ,though. Could having played a custom game affected the barbs and them settling?
In my testing, I've found the AI's get hit with a good number of rebellions ... whether you do or not depends on how well you're running your empire! If your cities are never unhappy, they will never rebel! There are several config options in the ini file you might consider adjusting to change your experience. There's a float that adjusts rebellion frequency, up that to increase the odds a city rebels when it's thinking about it. You might also try turning on "happy rebellions", ie rebellions without the city first being unhappy ... there are others, check it out.Justinian519 said:I barely see rebellions in civs on Noble. I've only had one happen and I paid off the rebels. Could you make internal rebellions more common for the player and AI's? Also, is the revolution part of the mod coming along. I think that that aspect will really make this mod complete.
Do you mean in your empire or for the AI as well? This can certainly happen, as sometimes the game falls into what I call 'Shiny happy people ...', where no one hates anyone and no one is at war. Without a little strife, there's no reason for cities to become unhappy ... I often play with Agressive AI to keep this to a minimum, but again turning on happy rebellions is another option. Or pick some fights I suppose. When there are wars going on, the 1700-1900's seem the most rife with rebellion in my testing, as empires get bigger and distant cities start to approach the happiness limit ... The revolution component will address this as well, as happy or certainly not-unhappy cities will revolt if other things are bad enough.Justinian519 said:I also noticed that rebellions don't seem to really occur after the Medieval Times. Could you possible up the chance for rebellions to occur?
Thanks I will work on getting them logged as well, good suggestion.suspendinlight said:Great mod. I have a couple of issues though:
1. The rebellion and barbarian civ messages only show up briefly and when I go back to look at them again in the message log, they are not there. It would be nice if these messages were logged too.
The messages only display if you can contact the civ whose city is rebelling ... however, the civ destroyed message shows up all the time. I've thought of trying to intercept this, and either have it say "The Spanish rebels ..." or not show if you can't talk to them, but hadn't really decided on anything yet.suspendinlight said:2. I think some messages are not displaying at all. A few times every game I will get a message that says "The Spanish civilization has been destroyed" or some other civ, when that civ never existed and no message ever appeared to tell me that that the Spanish were formed in a rebellion against someone.
Yeah, this has happened to me a few times as well, don't have any clue why ... I'd forgotten about it though, so I'll add it to the investigate list.suspendinlight said:4. When I use CTRL-SHFT-H to switch the human player to a civ that formed recently from a barbarian city, some of my new civ's cities appear as city ruins instead of cities! Then when I switch the human off of that civ, they return to normal.
The Viking style settling is somewhat rare ... you are correct that they will get a few galleys and go out hunting for another civ. However, several factors have to combine for this to work.suspendinlight said:Also, I haven't noticed or really figured out what the "Viking style" civ is. Are civs that form from barbs on islands supposed to spawn galleys or something? I haven't noticed it if that is what is supposed to happen.
I'm excited for the vassal states and colony rebellions that will be upcoming!
Lots to write, but it's late ... things are coming along well though. More tomorrow.Quijote said:
If the tech cost you're refering to is the mod I put out a while ago, it will be more difficult to merge with this mod pack as it requires seperate SDK changes ... doesn't sound like you're getting in that deep, so you might consider dropping that one to make things easier.Fachy said:I'm good with xml, barely started teaching myself pyhton today (using common sense.. that line here + that line there )
My mod, which I've been building for like 6 hours now is composed of:
Fachy's Realistic Religious (updated)
Pirates
Enhanced Culture Conquest
Enhanced Tech Conquest
Techcost
Unit JReligion
Immigration
Mercenaries
So as you can see, pretty much all your files would need to be mergable
Btw I just want the Barbarian (which I tried to merge alone, failed also!) + Revolution. I don't need the rebillion yet as it's still under development.. nor do I want the AI turns and all, if that would help simply things?
Sorry, ran out of time last night ... I'm traveling around a bit and can only fit this in at odd hours.Fachy said:Thanks for ignoring my inquiry jdog