Rise of Mankind - Addons (by Jooyo)

I have updated some modules to modular WOC format. All new addons are tested on RoM2.7test2.

I'll not make addon pack anymore - only single modules. This will solve conflicts with other mods and makes update to newer RoM version easier and quicker. Also I have planning to expand dll with more functions and attributes.
 
I'll update CoreDLL in next week. I'm going to make 3 plot radius module and maybe something else. So stay tuned :D. If anyone want to see another sdk mod in RoM, just tell me :)
 
Since you asked there are two fairly old SDK mods out there that I think could be used to very good effect in RoM. They should make it possible for the AI (and player) to specialise their civs based on what they have available. They are Vicinity Bonus and maybe Resource Tech Research Modifier Mod. Once in there would need to be some work done on everything XML to make use of them - so they are not an out of the box addon in that adding them does not imediately provide something to the player. However, it provides some interesting possibilities to modders and modmodders.
 
Resource Tech Research Modifier and other modiefiers for Resources I have already merged to DLL :) This still need some tests, but I think it's done. I can merge next also Vicinity Bonus Mod.
 
hey jooyo

Nice work! You seem to grasp the gamecore.dll pretty good (compiling and all that), and I wanted to ask you if you could help a fellow modder.

I made this Industry mod that puts some factory improvemnts. They dont have pollution however, and thats my main issue. I really wanted a ihealthpercent working on the improvementinfos.xml same way it works on the featureinfos.xml (jungle/peatbogs).
The schemafile and xml editing is not a problem, but to implement it in the gamecore.dll that is a step to advanced for me. I think its "just" a matter of copying the feature ihealthpercent function and place it in the improvement section in CvInfos.cpp and CvInfos.h, though I might be very wrong about that. I would love any input/info/help/advise on the matter.

Cheers,
Vincentz
 
@vincentz
Ok I'll check it out. I think changes in CvInfos.cpp and CvInfos.h aren't enough. Maybe some other files need changes, but I can do it ;)
 
I have uploaded new CoreDLL 1.01 and new 3 Plot Radius module v1.0.
There is some new attributes for bonuses in newest CoreDLL. I have added also to the archive updated schema.xml files with new attributes.

More next week ;)
 
I have uploaded:
- Brown Theme
- Better Terrain [not modular]
- Better Leaderheads [not modular]
 
just a small note :

Change in Rise of Mankind\Assets\XML\GlobalDefines.xml (line: 1184)
this lines:

<DefineName>CAMERA_CITY_ZOOM_IN_DISTANCE</DefineName>
<fDefineFloatVal>3500</fDefineFloatVal>

to this lines:

<DefineName>CAMERA_CITY_ZOOM_IN_DISTANCE</DefineName>
<fDefineFloatVal>4200</fDefineFloatVal>


The 4200 is too small (cannot see the top row) when playing with widescreen 1280x768
I'm playing with 4800 which shows half, and it could be 5000 to show the entire top row.
Otherwise : amazing mod :)
 
Great! Loving your mods, I am downloading them right now!
It's nice to hear. :)

The 4200 is too small (cannot see the top row) when playing with widescreen 1280x768
I'm playing with 4800 which shows half, and it could be 5000 to show the entire top row.
Otherwise : amazing mod :)
I'm playing with 1024x768 and 4200 is enough. Thanks for note. I'll test it in another resolutions.
BTW vincentz: <iHealth> attribute for improvements is working great. I'm have testing it on your Industry mod. Only change that you need to do is replace <iHealthPercent> with <iHealth> in improvementinfo.xml. Of course this isn't percent anymore and will work like <ihappiness>. I'll upload CoreDLL soon with updated schema file (after some other tests and changes).
 
BTW vincentz: <iHealth> attribute for improvements is working great. I'm have testing it on your Industry mod. Only change that you need to do is replace <iHealthPercent> with <iHealth> in improvementinfo.xml. Of course this isn't percent anymore and will work like <ihappiness>. I'll upload CoreDLL soon with updated schema file (after some other tests and changes).

:goodjob::goodjob::goodjob::goodjob::goodjob:
YES! I cant wait. It was my achilles heal on that mod, and now you made it work!

I owe you bigtime.
 
I have some questions about the modified DLL. If I have other modules, do they need updating if I add yours to my game? Or do only modules with newer schema's get affected?
 
I have some questions about the modified DLL. If I have other modules, do they need updating if I add yours to my game? Or do only modules with newer schema's get affected?
If you dont use new attributes, you don't need any schemas update in other modules. I have attached new schemas to CoreDLL only for mod makers. Old schemas also work with this modiefied dll.
 
RoM v2.7 will be using RevDCM 2.5 - you'll have to find RevDCM sources from their SVN repository as I didn't include them this time to RoM zip file (haven't downloaded sources yet).
 
Where do I install the core dll?
 
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