[SDK Civ IV WAR] Piece by Piece

@ocedius:

How do you enable Autoplay are you using something in the .dll or is there a way to do this without modifying things.

BUG REPORTS 30a

The additional religion is screwed up. Specificly
1) Zorostorium txt_key is messed up
2) Confusisium graphic on religion screen now pink as well as tech tree
3) Religion screen does not format properlly
4) Conf was reported as discovered. Due to it being linked at meditation
5) Zoro Conversions not appearing in mini score above mini map. (the icon) Only on the first one.
6) Open Borders Icon not appearing in mini score above mini map. Only appears on first one. (Appeared Later)
7) Conversion Text for religious spread has an error. For one part of it is in Bold for two it says "Would you like to adopt to this ncreed (Zoro again, could it be in the zoro add in?)
8) Aquaduct does not seem to cure disease. City with Aqua/Hanging Gardens (rome) is not curing units and is loosing its garrason...
9) Sprawling occurs Above terrain, I.E. Sprawling into a forest does not destroy the forest is this by design
10) Sprawling occurs in bonus tiles again is this by design.
 
Veriosn 0.30a was abust. Thats all I can say. Used gimp, fixed the gamefonts _75 or whatever the file is called and retired, but no go. Not to mention zoroastrian and confucianism have it for one another so the confucian icon disappeared from the civilipedia :rolleyes:

Needless to say, it is being reworked.
 
fix for version .30a try this copy and past into your mod

http://www.filefactory.com/file/0a6142/

Thanks for the patch Roamty. But for now i'll keep 0.30a off the release stage. AM currently working using Kael's great tutorials to add attitude modifiers to multiple religions, and sects.
 
Just downloaded and started a game, after building my first warrior, I sent him out exploring, and at the end of that turn he dissapeared with the message saying 'the slaves have been set free' ?! Is this intentional? I'm not even running the slavery civic.
 
AljayBoy said:
Just downloaded and started a game, after building my first warrior, I sent him out exploring, and at the end of that turn he dissapeared with the message saying 'the slaves have been set free' ?! Is this intentional? I'm not even running the slavery civic.

Checking this as I type.

Atleast one file needs fixing, so I have reuploaded the correct file and a patch. Enjoy; oh and sorry about the bugs.
 
Change log and spoilers for version 0.31 :p

Spoiler :

Mongoose mp camera fix in SDK

Mongoose unit rename string cleanup in SDK

Lake teleport and lake resize (12monkeys/mongoose) via SDK

Impaler[WrG]'s diplomatic trait added

Autoraze removed from barbarian trait, and added to a scorched earth trait (barbarians don't autoraze cities)

Dynamic lake size via SDK and associaated XML enteries

12monkeys's lake teleport patch added via SDK

12monkeys's first strike chance fix. Now there is atleast 1 chance of a first strike.

(also possible) Flyingmod by RB. Hunt down enemies at your coasts with gunships :evil:
 
Roamty said:
For Ocedius take a look at this maybe you can add it to version .31
full working mod .30a I added the buildings and missionary unit.
Maybe you can do better on the pedia and strategy and add a Quote for
RELIGION ZOROASTRIANISM this is what I did so far with the mod.

http://www.filefactory.com/file/6b57f3/



PS what do I need to work with the SDK file CvGameCoreDLL.dll. I can down load what I need, I don't do what I need.

:eek: Thanks a bunch! Have to put this in. :goodjob: indeed !

Edit: I'll be uploading the SDK code for this mod as soon as 0.32, yes 0.32 is going to be uploaded. It has a new trait for all you civ-killers and pillagers out there. yeah you in the back!

Try these:

Sample Python code
SDK how tos'
Sample SDK code
 
everything seems to be coming along well, ocedius your too humble, hehe your the true brain behind this, but thanks for the props with design!.. again, suggestions/critcism is welcomed...
 
Version 0.32 has a few kinks, but nothing too big to fix. It will however be delayed a little. I have a ton of work that needs to be done before thursday, so i won't be uploading it till then.

Just an update, the SDK components are all in line and working flawlessly. For now I will not be including Dale's combat mod. Personally I think it still needs work and while having stacked attack/defense battles would be fun, no on and I mean no one likes a slow or error prone mod.

Also, newer units in 0.32 will include and not be limited to naval mines, carriers, gunships, and hopefully we'll have the route pillage exploit, reported by geebo, resolved so players can longer pillage roads in rival territory without consequences. That and (a)RB(y)s flying over the coast will surely wet anyone's appetite, warmongerer or otherwise.
 
sounds good, playtesting is on going as we speak, check your email when you get a chance ocedius, i reported a few more things.. also do not worry take your time on the next release, i rather play through one or two whole games with this version, to check all areas ya know...

edit: there seems to be a problem with wounded units, they never go back to their original formations, for example there is normally 2 chariots in the one unit, he gets injured and then turns to one, I heal him and te graphic still only shows one chariot, not a big a deal, but its kind of annoying thinking your units are hurt when there really not...

also tech leaking seems like it is leaking too many points per turn, i emailed you a screenshot of this problem.
 
Perhaps I'm crazy... perhaps it's my computer... perhaps any number of other faults...

But when I tried using this mod, I started a game & after I got my first worker I noticed that in addition to all of the regular worker actions (that I had discovered) he had the option to "scrub fallout" on an empty plains square. Curious, I clicked it. Much to my surprise, a fully grown forest magically appeared in what had been an empty plains square just moments before.

It seems like this can't be intentional, as it would allow for infinite, and rapid production through chopping!
 
doompigeon, its deff not intentional and are you playing the latest version?, because we had this problem in a previous version, but im pretty sure ocedius fixed it...
 
Hi to all

I really like to play this MOD. I used to play alot SEVO's MOD combined with Mod Megapolises by Fujisan.

Well I couldn't resist installing warlords after receiving the package, so I'v looked around for a face lift and Piece by Piece is the answer.

Personally I would like to have also Unit stack aid promotions (from Promotions & Perks by Zuul)
and another thing like Fair Start -- No STARTING bonuses for AI at all difficulty levels. So all civs start with Settler, Warrior and Worker, and without any free techs. Also no free techs from Goody Huts for both AI and human.
both implemented by Fujisan in hid MOD.

About the Rusted/Damaged Armor and Diseased Promotions, I don't think you need them because in a strategy game the odds of a battle represents it all.
The warrior or archer represents a unit not a single warrior.

So to say that a whole unit is Diseased or suffer from Rusted/Damaged Armor is a little bit to much in MHO.

Keep on the good job and thanks for the MOD.
 
simkodavid said:
Hi to all

I really like to play this MOD. I used to play alot SEVO's MOD combined with Mod Megapolises by Fujisan.

Well I couldn't resist installing warlords after receiving the package, so I'v looked around for a face lift and Piece by Piece is the answer.

Personally I would like to have also Unit stack aid promotions (from Promotions & Perks by Zuul)
and another thing like Fair Start -- No STARTING bonuses for AI at all difficulty levels. So all civs start with Settler, Warrior and Worker, and without any free techs. Also no free techs from Goody Huts for both AI and human.
both implemented by Fujisan in hid MOD.

About the Rusted/Damaged Armor and Diseased Promotions, I don't think you need them because in a strategy game the odds of a battle represents it all.
The warrior or archer represents a unit not a single warrior.

So to say that a whole unit is Diseased or suffer from Rusted/Damaged Armor is a little bit to much in MHO.

Keep on the good job and thanks for the MOD.

Thanks for taking interest in this mod. It's still young, but we are soo proud of her :p

About Zuuls' promotion and perks, similar things are planed for it, including (hopefully) an AI-compliant fort. I have yet to see the AI use any forts, EVER, so I am disinclined to put in fort modifications or unit promotions based on such.

Rusted units are an undertstandable thing, I had originally palned to update the coding behind them to allow for an era-like transiotion, so currently in 0.31 they are disbanded which is senseless. However 0.32/0.33 has a code update which prevents that from happening and units don't get rusted or disband based on such. The cut-off for such is guilds as I recall.

General Update:
I saw the Nova program on the Norse/viking civilization and was appalled at how civ handles them. Maybe I'll fix this too, but there are no plans for the next few versions or so.

Still having the code issue with switching traits at war time, so I'll probably not allow it for now in the mod. Sorry
 
simkodavid, again thanks for the interest in the mod., and I also agree that goody huts should not give techs, also I agree about starting with a warrior a settler and, a scout, not a worker. I think starting with a worker would lead to to, too fast of growth, just my opinion.

ocedius, same here I haven't seen the AI ever, ever build a fort, maybe there is a way to have them build forts more ofter or something... the newly improved rusted armor system you are implementing sounds good, and makes more sense.
also what error are you pertaining to, with switching traits at war time, not sure If i found this one, somewhat curious....
 
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