[SDK Civ IV WAR] Piece by Piece

ocedius said:
It should say its a .rar. Atleast that is what I uploaded.
current download does not have a file extension

when renamed to .rar it extracted fine
 
I'v searched through the thread for Terraforming and Plant Forest, didn't find any problem reports regarding "Plant Forest" and "Terraforming".

I have only one worker's function: "Plant Forest" which actually does Terraforming and not Plant Forest, is it a problem with MOD version 3.0 or is it something else ?
 
is there any good map for this mod?
 
We have been trying to get a map maker to work with the map, the problem is the new resources since they have to be implicitly defined on the map, and most of the maps do not have the extended resources. There is a map in the Sevo Thread which I believe has most of the resources its for sevo 2.9. If you convert it to warlords (by renaming it) you should get the new resources at least most of them, I'm not 100% sure which ones are not included.
 
I think that there are several bugs, I'm guessing...

Two of them are visual bugs, like shown on the first two screen shots. The first one is with a city build on wheat: the wheat seem to grow over my perfect placed city :)

The second screen shot shows the "contact possibilities" while I have the city screen open.

The thrid bug and screen shot shows hover over Alexander. He started a war some time ago and I got one minus diplo point cuz I dont helped him during his war. The thing is that he never asked me for anything...

Regarding the religion: I found 3 or 4 religions so far, but only 1 of them actually showed up and it was Hinduism. Should it really be that way? Where did the other religions go? To another lands?

Also, in my opinion, this mod will be hard to play on a world map cuz of the three radious city thingy - I had to be 3 steps away from another city to build another one. This couse "huge" problems for civs in euro-asian lands. The America is huge so there is no problem there for building perfect cities.

My suggestion would be that to keep the three radios cities but allow to build a new city only 2 steps from another, not 3 as it is now.

I dont think that I will continue to play this mod untill it hits final version so this is my bug repport for now.

 
@Saint1979

We release early versions to get some testing done and get some momentum and interest in the mod, if I came out and said hey im doing a mod I need help, nobody would assist but when people see that I'm releasing and the mod is going somewhere people come out of the woodwork to help.

First of all thank you for the bug reports, I'm know I appreciate it for my mod (you cought a HUGE bug) and I'm sure Ocedius appreciates the screen shots and reports. Please dont get discouraged these things are pretty darn complex to mod... Well easy in a way but complex in others. That being said.

-The second screen shot shows the "contact possibilities" while I have the city screen open.

This is a side effect of using the 24 Civ hack. Warlords while it allows up to 32 Civ's being put into the SDK was never tested or is really supposed to support more than 18. This bug is a side effect of using that hack. Its a tad bit annoying, and when playing a 24 civ map I wind up turning the score off. But it will happen with any mod using that 24 civ hack. Mine does it as well. Nobody has figured out how to fix it yet. Its just one of those things.

-Regarding the religion: I found 3 or 4 religions so far, but only 1 of them actually showed up and it was Hinduism. Should it really be that way? Where did the other religions go? To another lands?

EWR (the religious system that is being used) is fairly buggy right now, they just updated it and it may correct some of this. Remember the religious system with this in is VERY VERY changed from Vanilla.

-Also, in my opinion, this mod will be hard to play on a world map cuz of the three radious city thingy - I had to be 3 steps away from another city to build another one. This couse "huge" problems for civs in euro-asian lands.

Good point.
 
So you bastards actually tricked me into playing this mod :D
Well, i played a little more efter my post and found other bugs that are kind of obviouse while you play the game.

The most irritating thing (prolly not a bug) is the desease thingy:

I decided to attack Thebes, it was 3 spots away, in my case, three turns. I did bring 3 catapults, 6 longbows, 8 maceman. Just after the first step into the lands of my victim, one of the catapults got the desease. I left it behind.

Next turn: 4 of my units died in the desease.

When I finally got to the city of Thebes i had 4 units left and 1 of them had the desease.
 
saint1979 said:
So you bastards actually tricked me into playing this mod :D
Well, i played a little more efter my post and found other bugs that are kind of obviouse while you play the game.

Damn! you caught us! :mischief:

The most irritating thing (prolly not a bug) is the desease thingy:

I decided to attack Thebes, it was 3 spots away, in my case, three turns. I did bring 3 catapults, 6 longbows, 8 maceman. Just after the first step into the lands of my victim, one of the catapults got the desease. I left it behind.

Next turn: 4 of my units died in the desease.

When I finally got to the city of Thebes i had 4 units left and 1 of them had the desease.

Yeah, the disease is really crappy right now. I am using a direct python call from cvEventManager instead of a configerable one using Dr. Elmer Jiggles's ini parser. That definately will get fixed in the comming future.
 
Version 0.34a is complete and in the process of being uploaded.

A brief change log:
Spoiler :

Removed Fort building commands from all units as AI doesn't use it

Fixed refinery text entry and .DDS in pedia

Fixed CaoDai promotions and text thanks to Roamty

Fixed all icon issues thanks to Roamty

Removed 24 civ C++ and python coding

Added flavor units including settlers, workers

Modularized PbP with Dr. Jingles' ini parser and related mod components

Babarian trait now only loses 1 science per turn, originally it lost 1 culture/gold/science

Comprehensive ini configerable culture expansion/decay/leakage.

Game clock for those who love to check how long its been since the last time they checked :P

Enhanced tech window by Roamty

Customizable Domestic Advisor by Taelis and TheLopez

New DoM screen by TheLopez

Removed culture over oceans (its ini configerable now), but retained the 3 square city radius for now as I got sidetracked

Exotic Foreign Advisor by Zarah Neander (i think)

Great Generals From Barbarians mod component by TheLopez

City Screen Commerce Display by Sevo (still somewhat buggy)

Some of these were incorporated by ported enteries from Kets' Composite mod of composites

Units:
Carthage war elephants still have a +2 attack over other war elephants

Indian warelephant costs 1/3 less than default units, i.e. 40 hammers

Other unit enteries are cosmetic
 
My crappy coding skills aside, here is version 0.34b. Fixed the terraform/fallout action being available before ecology. Had to edit a tech prerequisite for this, no biggee. Secondly, finally compiled Elhoim's diplomacy fix into the .dll along with the edited memory for diplomacy. Enjoy.

As always, comments and suggestions are welcome.
 
I might play this one more time if you edit the disease thingy ;-)
Maybe, if one unit in the stack have medic promotion, the disease chanse should be zero?
 
saint1979 said:
I might play this one more time if you edit the disease thingy ;-)
Maybe, if one unit in the stack have medic promotion, the disease chanse should be zero?

I hate you :p

Code:
					if pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_DISEASED')) and not pUnit2.isHasPromotion(gc.getInfoTypeForString('PROMOTION_DISEASED')) and not pUnit2.isHasPromotion(gc.getInfoTypeForString('PROMOTION_MEDIC1')):
						if not pUnit2.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_NAVAL'):
							pUnit2.setHasPromotion((gc.getInfoTypeForString('PROMOTION_DISEASED')), True)
							CyInterface().addMessage(pUnit2.getOwner(),True,25,'A unit has become diseased!','AS2D_BONUS',1,'Art/Interface/Buttons/Promotions/Diseased.dds',ColorTypes(7),pUnit2.getX(),pUnit2.getY(),True,True)

This is the newer coding behind the disease. So medic1 and dependant promotions don't pass disease forwards.

Code:
				if CyGame().getSorenRandNum(100, "OBPTDTd") <= 5: # 5% global chance for units dying as diseased or traitors
					if pUnit.isHasPromotion(gc.getInfoTypeForString('PROMOTION_DISEASED')):
						pUnit.kill(True,0)
						CyInterface().addMessage(pUnit.getOwner(),True,25,'The diseased unit has died!','AS2D_BONUS',1,'Art/Interface/Buttons/Promotions/Diseased.dds',ColorTypes(7),pUnit.getX(),pUnit.getY(),True,True)
						return #only one unit per player per turn can die

This is the 0.34b coding which stops diseased units dying by one unit per turn per player.

Enjoy disease hater!

Edit: The edited cvEventManager has been uploaded and a link for it exists in the first post
 
How do I install this mod... I tried to put all the stock in the same folder but it doesn't seem to give me anything new (civic and empires).

Can someone could help me please?
 
AlexTheTall said:
How do I install this mod... I tried to put all the stock in the same folder but it doesn't seem to give me anything new (civic and empires).

Can someone could help me please?

1] Download and unrar the file into the warlords/mods directory.

2] Download the patch and move the cvEventManager.py into the warlords/mods/PbP/Assets/Python directory

3] Double click the warlords shortcut in the PbP folder

4] Enjoy.
 
HA! he can hate disease all he wants! Wait till you get plagues working!!!!!!
 
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