SDK Component Requests:

BTW, I can get the SDK to compile, I just haven't figured out how to run CiV with the debug stuff. But then I haven't had the time with all the other mod stuff and testing of said stuff :). I hope to get some time over Christmas, when I won't have internet access, to work on the RoM XML to wiki stuff. I have found out the formatting information I need. Expect the first cut to be fairly basic.

Yeah, I know that you got the Compiler working.

I can't wait to see the wiki.
 
I have been playing Civ IV for about 1 year and don't have a lot of experience with downloading files.

Does any of this work on a Mac CPU?
It should. I'll do a little bit of googling to see what I can dredge up for you.

Edit: Try at your own risk. I don't know if the programming languages are compatible between the two systems due to the way the file systems work. It may or may not work and as far as I know, the version for mac is not made by the same company as the one for PC due to the compatibility of the game itself.
 
Reason I said work boat only is because the request for work boat in my pop 70 list comes up so rare. While workers comes up a bit too often. I like to manage production of workers and their recommendation therewith on my own. While the ocean is a vast emptiness and sometimes I overlook a resource or something neeeded doing, so I like the governor alerting me when I neeed to build a work boats.
 
Reason I said work boat only is because the request for work boat in my pop 70 list comes up so rare. While workers comes up a bit too often. I like to manage production of workers and their recommendation therewith on my own. While the ocean is a vast emptiness and sometimes I overlook a resource or something neeeded doing, so I like the governor alerting me when I neeed to build a work boats.

Well, I'm leaving them both alone for now. If only Firaxis had given us all the source code, then we could add more player options... :(
 
Reason I said work boat only is because the request for work boat in my pop 70 list comes up so rare. While workers comes up a bit too often. I like to manage production of workers and their recommendation therewith on my own. While the ocean is a vast emptiness and sometimes I overlook a resource or something neeeded doing, so I like the governor alerting me when I neeed to build a work boats.

This is why I always have two work boats on automatic in my ship building city. If they aren't there the next time I go into that city I add them to the city build queue.
 
This is why I always have two work boats on automatic in my ship building city. If they aren't there the next time I go into that city I add them to the city build queue.

Until we find a new cool use for these two extra spaces, I will use work boat governor option.
But when you finally get a cool idea for the option that remove work boat, please do first remove the one for workers first.
Then later when you need one more space, then I will be more than happy to use Dancing Hoskuld's advice as it is fairly easy to do :D.

Btw, Dancing Hoskuld, thanks for the tip! I'm now playing with Revolutions on finally and every tips I can get is cool with me!
 
Afforess,

these years I participated of this forum, I've read about and even suggested features that if created or merged to RoM would make some people very happy. Many of them were forgotten, and even discarded due to high difficult of programming it.

But you achieved some goals that people called impossible, like the Open Borders division, with the "Right of Passage" agreement. So, I'm bringing some stuff back. Could you take a look and see what you could do for me?

New City Culture Levels:
Creates 4 new levels of culture, achieving a total of 10 and giving more flavor to the culture.

Adapt and merge the Immigration Mod, by The Lopez:
Provides a new type of demografic growth, besides other consequences.

Assimilate the Assimilation Mod:
The dead civs will never be dead!

Fading Religions:
This is hugely important: if we could implement this somehow, playing with a lot of religions would be much more cool.

Expanded Diplomatic Options
Besides the features asked in the link above, I ask a revamp of Vassals States:
- Make it available earlier, maybe with monarchy.
- Make possible barbarians cities become vassals (difficult AI job here, or not? How to calculate the barbarians' decision between dying and becoming a vassal?)
- A modern type, maybe Puppet States like Dom Pedro's

3 Concepts from Test of Time, by Dom Pedro II:
- "Food per Turn" Trade Caravan Mission - If a rice agreement is cancelled, New York would starve?
- Beachheads - Cool!
- Unification - Sort of related to the Vassal States revamp

Dark Ages Mod:
dexy is having some problems with his PC and this would be revolutionary to Civ IV!

Update and expand my "Higher Unit Maintenance Mod":
I have no time and I'm poorly skilled... :(

And 2 features concerning more to the RevMod:
- Rising the civics importance to revolutions - Request for civics changes are too rare, I think...
- Addition of Great Revolutionary and other great people: Statesman, Doctor, etc.

Thank you for reading,

Konrad
 
New City Culture Levels:
Creates 4 new levels of culture, achieving a total of 10 and giving more flavor to the culture.

New Culture levels are easy to add, and it probably needs doing; the Cultural Victory is too easy ATM.

Adapt and merge the Immigration Mod, by The Lopez:
Provides a new type of demografic growth, besides other consequences.
Never happening, I'm afraid to say. I've looked at this before, but no one has ever gotten it to work with 3.19. It's highly unlikely I would be any better

Assimilate the Assimilation Mod:
The dead civs will never be dead!

Completely possible.

Fading Religions:
This is hugely important: if we could implement this somehow, playing with a lot of religions would be much more cool.

This is more difficult that you think, and a lot of calculations would be necessary. I think you'd have to outline it a lot better.

Expanded Diplomatic Options
Besides the features asked in the link above, I ask a revamp of Vassals States:
- Make it available earlier, maybe with monarchy.
- Make possible barbarians cities become vassals (difficult AI job here, or not? How to calculate the barbarians' decision between dying and becoming a vassal?)
- A modern type, maybe Puppet States like Dom Pedro's

I looked at Conqueror's Delight, but Dom Pedro never updated it for 3.19, so I can really get any features out of it. As for some of the other features, I had a short discussion in the RevDCM forum about temporary Alliances, but the problem is that they end up being too complex and unwieldy.

3 Concepts from Test of Time, by Dom Pedro II:
- "Food per Turn" Trade Caravan Mission - If a rice agreement is cancelled, New York would starve?
- Beachheads - Cool!
- Unification - Sort of related to the Vassal States revamp

Unification didn't work as well as you'd think, with BarbarianCiv on, they just turned into new civilizations and crushed you. It still needs balancing. Beachhead's--- that sounds like a micromanaging nightmare, and it can't work well for the AI...

The trade stuff from Dom Pedro may make it over here in time though, I've already stolen a bunch of his features.

Dark Ages Mod:
dexy is having some problems with his PC and this would be revolutionary to Civ IV!

Yeah, I just don't have time to look at it now, but will over break.



What exactly need's fixing? I know it needs updating and should be put in WoC format, but other than that?

And 2 features concerning more to the RevMod:
- Rising the civics importance to revolutions - Request for civics changes are too rare, I think...
- Addition of Great Revolutionary and other great people: Statesman, Doctor, etc.

Revolutionaries will not ask for a civic change if you can not change to a better civic, which is often the case.
 
New City Culture Levels:
Creates 4 new levels of culture, achieving a total of 10 and giving more flavor to the culture.
New Culture levels are easy to add, and it probably needs doing; the Cultural Victory is too easy ATM.

Yes, if you look in that thread, I came with names for it.

Adapt and merge the Immigration Mod, by The Lopez:
Provides a new type of demografic growth, besides other consequences.
Never happening, I'm afraid to say. I've looked at this before, but no one has ever gotten it to work with 3.19. It's highly unlikely I would be any better
Too bad... Could you create your own mechanism of Immigration, or if you like, population transfer?

Assimilate the Assimilation Mod:
The dead civs will never be dead!
Completely possible.
This is a very nice feature, good flavor!

Fading Religions:
This is hugely important: if we could implement this somehow, playing with a lot of religions would be much more cool.
This is more difficult that you think, and a lot of calculations would be necessary. I think you'd have to outline it a lot better.
For this, the forum has any ideas?

Expanded Diplomatic Options
Besides the features asked in the link above, I ask a revamp of Vassals States:
- Make it available earlier, maybe with monarchy.
- Make possible barbarians cities become vassals (difficult AI job here, or not? How to calculate the barbarians' decision between dying and becoming a vassal?)
- A modern type, maybe Puppet States like Dom Pedro's
I looked at Conqueror's Delight, but Dom Pedro never updated it for 3.19, so I can really get any features out of it. As for some of the other features, I had a short discussion in the RevDCM forum about temporary Alliances, but the problem is that they end up being too complex and unwieldy.
But making early and modern vassals (Puppet States), can you?

3 Concepts from Test of Time, by Dom Pedro II:
- "Food per Turn" Trade Caravan Mission - If a rice agreement is cancelled, New York would starve?
- Beachheads - Cool!
- Unification - Sort of related to the Vassal States revamp
Unification didn't work as well as you'd think, with BarbarianCiv on, they just turned into new civilizations and crushed you. It still needs balancing. Beachhead's--- that sounds like a micromanaging nightmare, and it can't work well for the AI...
The trade stuff from Dom Pedro may make it over here in time though, I've already stolen a bunch of his features.
Very very good, if we can't transfer pop, at least some food!

Dark Ages Mod:
dexy is having some problems with his PC and this would be revolutionary to Civ IV!
Yeah, I just don't have time to look at it now, but will over break.
This is what I expect the most.

Update and expand my "Higher Unit Maintenance Mod":
I have no time and I'm poorly skilled...
What exactly need's fixing? I know it needs updating and should be put in WoC format, but other than that?
It needs some tuning, and I thought about a game option in the starting menu, like the Raging Barbarians, the Raging Maintenance. Besides, I thought about including an overhaul in the "gold per turn" XML tag for every unit, mainly for the modern ones.

And 2 features concerning more to the RevMod:
- Rising the civics importance to revolutions - Request for civics changes are too rare, I think...
- Addition of Great Revolutionary and other great people: Statesman, Doctor, etc.
Revolutionaries will not ask for a civic change if you can not change to a better civic, which is often the case.
Yes, but they could pressure a little more for worst civics, mainly the religious ones.
 
I thoght about changing the relation between world and national wonders: for every wonder there's a national and a world version. they should like this: at first everyone can only build only the world wonder. after it is completed the building progress of all other civs on this wonder isn't converted to gold but into hammers for the national version instead. the national wonders could be still available to build for a certain time interval. in addition - to make having the first wonder more attractive - the construcor should be allowed to build the national version too.

however this would require some entries like 'ConvertIntoBuildingAfterFirstTimeBuild' for the world wonders and 'BuldableAfterBuildingFinished' prerequisite for the national wonders.

just to make this idea sound more resonable: egyptians were not the only ones who build pyramids: http://en.wikipedia.org/wiki/Pyramid
 
I thoght about changing the relation between world and national wonders: for every wonder there's a national and a world version. they should like this: at first everyone can only build only the world wonder. after it is completed the building progress of all other civs on this wonder isn't converted to gold but into hammers for the national version instead. the national wonders could be still available to build for a certain time interval. in addition - to make having the first wonder more attractive - the construcor should be allowed to build the national version too.

however this would require some entries like 'ConvertIntoBuildingAfterFirstTimeBuild' for the world wonders and 'BuldableAfterBuildingFinished' prerequisite for the national wonders.

just to make this idea sound more resonable: egyptians were not the only ones who build pyramids: http://en.wikipedia.org/wiki/Pyramid

You'd need to come up with approximately 100 national wonders or so, but if you could do that, I'd consider it. :p
 
I thoght about changing the relation between world and national wonders: for every wonder there's a national and a world version. they should like this: at first everyone can only build only the world wonder. after it is completed the building progress of all other civs on this wonder isn't converted to gold but into hammers for the national version instead. the national wonders could be still available to build for a certain time interval. in addition - to make having the first wonder more attractive - the construcor should be allowed to build the national version too.

however this would require some entries like 'ConvertIntoBuildingAfterFirstTimeBuild' for the world wonders and 'BuldableAfterBuildingFinished' prerequisite for the national wonders.

just to make this idea sound more resonable: egyptians were not the only ones who build pyramids: http://en.wikipedia.org/wiki/Pyramid
Yeah, i'm completely agree about this one
Would like to see it implemented.
Is it possible Aff?
 
You'd need to come up with approximately 100 national wonders or so, but if you could do that, I'd consider it. :p

just looked up the wonders. there aren't as many of them as one would assume. except for that there are already some that fit to a national wonder: like Versailles and the Forbidden Palace. and not all wonders would need a national version since it's quite seldom that multiple civs build Masada at the same time. i think the coding would be the greater job... ok balancing out the great/national wonder bonuses would take some work too.

it's not a top priority feature, but if you think you can do it i'll be glad to make the fitting national wonders and tune them - they would mostly use the original graphics and give simular bonuses so it would be a matter of copy and paste at first. finding the right balance between the national/great wonder bonuses however would take some time... on the longer run all national wonders would require their own descriptions, maybe a distict graphics (though scaling down and recoloring would mostly do the job since this national wonders are just minor versions of the great ones) ... but this would need no hurry.


EDIT: but something else: how hard would it be to implement the following: a 'military training' building that gives all units stationed in the city it was finished a certain amount of xp just like the Great General does when he joins a unit? the building would vanish afterwards so it could be build again. however the xp a unit could gain maximaly from this would need a bound - maybe even the same as for barbarian xp.

But well, this would of course only make sense if there would be a way to teach the AI to make correct use of it. so it's rather a hypothetical question.
 
I thoght about changing the relation between world and national wonders: for every wonder there's a national and a world version. they should like this: at first everyone can only build only the world wonder. after it is completed the building progress of all other civs on this wonder isn't converted to gold but into hammers for the national version instead. the national wonders could be still available to build for a certain time interval. in addition - to make having the first wonder more attractive - the construcor should be allowed to build the national version too.

however this would require some entries like 'ConvertIntoBuildingAfterFirstTimeBuild' for the world wonders and 'BuldableAfterBuildingFinished' prerequisite for the national wonders.

just to make this idea sound more resonable: egyptians were not the only ones who build pyramids: http://en.wikipedia.org/wiki/Pyramid

But I LIKE cheating by giving myself some hundred odd pieces of gold by deliberately not finishing a wonder:lol:
 
Lots of new modifiers added today, the Great Generals from Barbarian combat modcomp added, and is working 100% (as a new game option).
 
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