[SDK Civ IV WAR] Piece by Piece

First off thanks for merging all these nice mods, however I see that this mod adds new resources ,but when i check the civilopedia in game I do not see them, anyone else having this problem?

edit: also after looking at the traits they seem to be somewhat unbalanced...
 
Anytime... I will continue testing, and post feedback...

edit(concering traits): For example I do not agree that leaders should have negative traits such as Genghis Khan(though I guess it does make sense) this is just my opinion, also Alexander is deff. underpowered as he only gets an extra 10% Great General emergence, while Imperialistic gives 100% and much more...
 
geebo said:
Anytime... I will continue testing, and post feedback...

edit(concering traits): For example I do not agree that leaders should have negative traits such as Genghis Khan(though I guess it does make sense) this is just my opinion, also Alexander is deff. underpowered as he only gets an extra 10% Great General emergence, while Imperialistic gives 100% and much more...

The barbarian trait is only half done. I had the full version in 0.28, but with RB's scriptable traits, it caused dumps without any discernable info, just rapid warlords dumps. Hence, right now Barbarian trait acts like Barbarians, culture/science hit and they don't autoraze captured cities.

I agree about Alex. Greek city-states weren't known to be expansionists like Romans though, but they were definately well-armed and had strong navies. Maybe some sort of naval trait or bonus for galleys only?

Asoka is all wrong. The guy was a murderous SOB. Organized only after his armies decimated his enemies and spiritual after he killed his own family. :mischief:

Similarly Carthage suffers becuase of this.

I'll stop ranting for now.
 
haha, understood, and Alex i agree with the navel promotions, as history shows the city-states had strong navies... Asoka I agree they made him way to peaceful. Hannibal should be agressive deffinately,also don't you think that if any, all of the leaders should have 3 traits too? But besides this the merge is great, now we have to try and find a world map for this(with the new resources) only if i knew how to mod and make maps, I would of been on this already...

edit: also maybe this is a ignorant question, but how does the sprawling actually work?
 
geebo said:
haha, understood, and Alex i agree with the navel promotions, as history shows the city-states had strong navies... Asoka I agree they made him way to peaceful. Hannibal should be agressive deffinately,also don't you think that if any, all of the leaders should have 3 traits too? But besides this the merge is great, now we have to try and find a world map for this(with the new resources) only if i knew how to mod and make maps, I would of been on this already...

edit: also maybe this is a ignorant question, but how does the sprawling actually work?

Sprawling gives the city a 50/50 chance of changing a plot around it and improveing it. With seafaring civs, they have a 100% to turn a water resource like fish or clams etc and build an improvement on them. Roman/Chinese leaders with these traits create a cottage improvement without actually working on it. Hence the city 'sprawls' outwards.

Code:
		if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_SPRAWLING')) and eTeam.isHasTech(gc.getInfoTypeForString('TECH_MASONRY')) and eTeam.isHasTech(gc.getInfoTypeForString('TECH_POTTERY')) and (pCity.getPopulation() >= 6): 
			iX = pCity.getX()
			iY = pCity.getY()
			for iiX in range(iX-2, iX+3, 1):
				for iiY in range(iY-2, iY+3, 1):
					cPlot = CyMap().plot(iiX,iiY)

			if (cPlot.isOwned() and cPlot.isBeingWorked() and cPlot.isWater() == False and cPlot.getImprovementType() == -1):
						#CyInterface().addMessage(cPlot.getOwner(),True,25,'Our city has sprawled onto its surroundings!','AS2D_GOODY_GOLD',1,'Art/Interface/buttons/Improvements/Adventurersguild.dds',ColorTypes(8),cPlot.getX(),cPlot.getY(),True,True)
				if CyGame().getSorenRandNum(100, "OCDTSprl") <= 50: #lessened by 50%, and only one sprawl improvement per turn
							cPlot.setImprovementType(gc.getInfoTypeForString('IMPROVEMENT_COTTAGE'))
							return

		if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_SEAFARING')) and eTeam.isHasTech(gc.getInfoTypeForString('TECH_SAILING')) and (pCity.getPopulation() >= 4):
			iX = pCity.getX()
			iY = pCity.getY()
			for iiX in range(iX-2, iX+3, 1):
				for iiY in range(iY-2, iY+3, 1):
					cPlot = CyMap().plot(iiX,iiY)

					if (cPlot.isOwned() and cPlot.isBeingWorked() and cPlot.isWater() == True and cPlot.getImprovementType() == -1):
						if (cPlot.getBonusType(-1) == gc.getInfoTypeForString('BONUS_CRAB') or cPlot.getBonusType(-1) == gc.getInfoTypeForString('BONUS_CLAM') or cPlot.getBonusType(-1) == gc.getInfoTypeForString('BONUS_PEARLS') or cPlot.getBonusType(-1) == gc.getInfoTypeForString('BONUS_FISH')):
							cPlot.setImprovementType(gc.getInfoTypeForString('IMPROVEMENT_FISHING_BOATS'))
							#CyInterface().addMessage(cPlot.getOwner(),True,25,'Our city has sprawled onto its surroundings!','AS2D_GOODY_GOLD',1,'Art/Interface/buttons/Improvements/Adventurersguild.dds',ColorTypes(8),cPlot.getX(),cPlot.getY(),True,True)
						elif cPlot.getBonusType(-1) == gc.getInfoTypeForString('BONUS_WHALE'):
							cPlot.setImprovementType(gc.getInfoTypeForString('IMPROVEMENT_WHALING_BOATS'))
							#CyInterface().addMessage(cPlot.getOwner(),True,25,'Our city has sprawled onto its surroundings!','AS2D_GOODY_GOLD',1,'Art/Interface/buttons/Improvements/Adventurersguild.dds',ColorTypes(8),cPlot.getX(),cPlot.getY(),True,True)
						else:
							return

Code:
if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_SPRAWLING')) and eTeam.isHasTech(gc.getInfoTypeForString('TECH_MASONRY')) and eTeam.isHasTech(gc.getInfoTypeForString('TECH_POTTERY')) and (pCity.getPopulation() >= 6):

means a city needs to be over/equal to 6 population, and the player or team must have masonry and pottery techs

Code:
			iX = pCity.getX()
			iY = pCity.getY()
			for iiX in range(iX-2, iX+3, 1):
				for iiY in range(iY-2, iY+3, 1):
					cPlot = CyMap().plot(iiX,iiY)

This is the tradiontal 'fat cross' an cities will work on these plots only, so even radius 3 cities will work in these plots

Code:
					if (cPlot.isOwned() and cPlot.isBeingWorked() and cPlot.isWater() == False and cPlot.getImprovementType() == -1):
						#CyInterface().addMessage(cPlot.getOwner(),True,25,'Our city has sprawled onto its surroundings!','AS2D_GOODY_GOLD',1,'Art/Interface/buttons/Improvements/Adventurersguild.dds',ColorTypes(8),cPlot.getX(),cPlot.getY(),True,True)
						if CyGame().getSorenRandNum(100, "OCDTSprl") <= 50: #lessened by 50%, and only one sprawl improvement per turn

prevents already worked, or water tiles but only civ's own tiles from being selected

Code:
if CyGame().getSorenRandNum(100, "OCDTSprl") <= 50:
1/2 chance each turn that the selected tile will be changed and a cottage improvement will be built on it.

Hope this helps :)
 
oh ok interesting thank you for the info, playing one with Augustus now, also what did you actually implement from Dearmad's new balance mod? Because I was looking for the new balance game speed and could not find it...

P.S.:hemp should be renamed to cannabis...

edit: is this multiplayer or hot seat compatible?
 
geebo said:
oh ok interesting thank you for the info, playing one with Augustus now, also what did you actually implement from Dearmad's new balance mod? Because I was looking for the new balance game speed and could not find it...

P.S.:hemp should be renamed to cannabis...

edit: is this multiplayer or hot seat compatible?

:blush: it is still being added via Beyond Compare. Haven't tested the multiplayer part, but it should be

:mischief: patience is a virtue :mischief:
 
geebo said:
are saved games compatible?

So far no. Apparently anythime I change the XML, it causes issues with savegames. So until atleast 1.0, I would have to say no. :(

Edit: Toned down Imperialistic trait. 100% warlords appearance is way way too much. Settler bonus remained unchanged. Also a better Carthage UU is going to be in 0.24. Hopefully by later tonight.
 
ocedius,

Can you take a look at the self destruct feature, was playing as japan its very difficult to mount an offense from your own borders as the self destruct feature turns any battle into a meat grinder...

Other than that ;)
 
Version 0.25 is now uploaded. Hannibal is militaristic, financial and charismatic. Cothon takes 120 instead of 100 production points, but being a 100% finacial trait bonus building, it comes to ~60.

Also, attitude icons are back. Throughly tested and didn't cause any graphical or lag time issues.

Enjoy.
 
Version 0.27 should be out later today. Has several civ-specific building, an additional type of power plant, a SDK coded trait handling.

Hopefully, it won't cause problems this time with the Barbarian and Agnostic traits. :D

On a more somber note: Anyone interested in taking on this mod as a beta-tester? The more its tested, the more bugs I'll be able to fix.
 
Version 0.27c is out and about now. It has the scriptable traits as well as Barbarian and Agnostic traits that seem to be working fine now.

A more comprehensive change list is as follows:

Bomb shelter at mass media instead of electricity
Map trading at astronomy instead of paper
Rocketry requires rifling/artillery and flight
Mass media 4500 instead of 3600
Completely ported over New Balance Formations
Natural gas refinery is now the default improvement for natural gas resource instead of Gazprom facility
CN tower allows free broadcast towers now
Ziggarat of Marduk, Sphinx. Leonardo's workship, seige workshop and White House also implemented
Sprawls no longer occur on Fallout plots
Naval units no longer get diseased promotions
Barbrian and Agnostic traits are back and kicking
Multiple religions can spread across an empire and cities, not just one at a time
Barbarian trait is 'lost' by the civilization after discovering Liberalism. Sorta like the move towards friendly co-existance instead of kill-n-pillage-em-all :mischief:
 
nice will start a new one and post feedback, i was deep in 0.22 or something, but this seems worth it to start a new one...especially like the religious spread.I never understood why only one religion can spread to a city randomly, and the rest needed missionaries...again nice work ocedius!

edit: does the new balance formation include the new balance gamespeed, because in the game it is not listed, wasn't sure if It was suppose to be left out or not, just letting you know...
 
Back
Top Bottom