[SDK MODCOMP] Civ4 Comunity Core Project for Warlords

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Looks terrific!
Could you explain the features added by yourself in more detail or put me where to find links for them as single release?
And is this already stable enough to start of putting it as a base for a Mod or should I wait a little? Apart from the traits I think I could use all of those feature for WH and hope to lift a bit of the work our programmers would have to do.
Btw you seem to have forgotten to credit simcutie's new colors;)

Edit: Most of them are selfexplanatory but what's this?
- Happyness/Health Commerce

- GreatPeoplePointPooling (controled by GameOptions)
 
Documentation is rather sparse, I will need to work on this in the future. Many of the features were documented better in past CCCP releases and I need to go back and grab these and roll them all together.

Great People Point Pooling was my first Mod, it combines all GreatPeoplePoints (but not Great Generals) generated in all your cities into one central "pool" atatched to the player. The People bar in every city will show the cumulative pool and rate of incresse for the whole empire. The option can be set on the GameOptions Screen under CustomGames. It will be permently stamped on the savegame and cant be added/removed after the game starts.

Happyness and Health are now the 4th and 5th Commerce respectivly. Just add additional lines to the <Commerces> tags in XML to give any object that normaly has Commerce a give things like Buildings and Specialists new outputs.

I've been trying to move away from .ini parsing as a means of control due to the additional Python dependences. I'm using GlobalDefines to control everything that was previously done through .ini, their is a new files GlobalDefinesExt.xml which holds new BooleanDefines that control Lopez's Great Generals from Barbarian Combat mod, the work just like the .ini options he had but are not brought in through XML.
 
2 Questions...

In reguards to
iDiplomacyModifier
I attached a 2 modifier to the U.N. Ok great it shows up just fine in the Civopedia so I go into world builder and test it. Get contact with all the civs, and place the U.N. I do not appear to have a modifier attached to me.

At least I'm showing as 0 in exotic foreign advisor at a glance and nothing in the list of modifiers.

Second Question. In the notes it is mentioned
Building FreeCommerce on Construction
Does this mean I can have a building give XXXX gold when it is built as a one shot? If so can you explain how I would do this, looking at the XML schema nothing jumped out at me
 
I hadn't yet activated that tag for Buildings, their is Trait tag that should be functioning though.

I could activate it now and just roll it into the same datamember which is holding the Trait diplo bonus (currently an int at the Player level). It would only take a single line to do that now but you would have these values added together in the diplo dialouge box under the TXT_KEY_DIPLOMATIC_POSITIVE "You speak with a Diplomatic voice" message.

But my ultimate intention is to get an Array of Vectors for each player allowing him to hold a dynamic list for each other player, on which anynumber of Diplomatic modifiers AND message strings could be placed. Then you could start playing around with Diplomacy bonuses in Python.

Commerce on Construction can give Culture to the City or Gold to the empire and its in one Lump sum at the time of completion, I was planning a "Klondike Gold Rush" wonder at some point for about 5000 Gold around Steam power. Their should be a <CommerceOnConstruct> tag with <iCommerce> tags under it, the Eiffel tower is modifier to give 20,000 culture in my Wonders mod, just switch around the commerce values to do money rather then gold. Science currently dosn't do anything.

Should I do the Building Activation like that now just to get the effect up and running? By the way I also just added Lopez's Replaced by mod, its a few extra lines in the Text manager which displays all the Unique replacments for a Unit for example Swordsman show Replaced by Pretorian ect. I'll also copy it to Buildings as well.
 
Yes, I would say activate it and then enhance it later, that way we can at least start using the tag, and its quite a good one.

Is there any way to easily map it over to projects as well? Manhattan Project giving a nice negitive would be good.

Incase your wondering what I'm planning on merging into the re-release of the Composite....

CommerceOnConstruct AHHH GOTCHA! makes sense now.

On the FreePromotions side of things.. Controlling the domain might be a good thing to add.
 
Version 2.00.03 Up and ready for testing, A New Traits Mod will follow soon.
 
I can confirm that, and I'll get right on it.
 
Okies, was about to test for it. But you got it.
 
Thes kinds of load crashes are almost always due to the new datamembers not being writen/read in the proper order. Untill its corrected their will be no re-loading of saved games but normal play should be un-affected (just minimize when you stop playing).
 
Speaking of new datamembers. I have a tag request for
CIV4GameInfoSchema.xml

This would be specificly for religious vs. religious diplomatic modifers and would be designed to allow the mod creator to bypass the = or != bonus to something that would allow "like" religious dogma's or ideological similaraties to influence diplomacy.

The turn off mechenism does not need to be created that can just be done I think by modding LeaderHeadInfo.xml as it is now.

It should look something like this
<Type>RELIGION_JUDAISM</Type>
<Description>TXT_KEY_RELIGION_JUDAISM</Description>
<Civilopedia>TXT_KEY_RELIGION_JUDAISM_PEDIA</Civilopedia>
<TechPrereq>TECH_JUDAISM</TechPrereq>
<DiploamticModifiers>
<ReligionType>Religion_Christianity</ReligionType>
<iReligionModifier>2</ireligionModifer>
</DiplomaticModifiers>

Of course there can be multiple religion types, on nothing then it would default to 0
 
So the concept is (using your example) someone with the StateReligion Judaism would get a +2 added to the Diplomatic effect of differences in religion IF the other players state religion is Christianity.

This sounds do-able but I'd need to do some research, I think the effect of the "We are upset that you have adopted a heathen religion" and "We care for our brothers and sisters of the Faith" is entirly defined by the LeaderHead. Adding references theirs would be easier at the coding level then at Religion Infos because the the self reference problem. SelfReference is a situation ware anything in XML is refering to a tag of something which is the same type of thing (not nessarily itself but for all practical purposes could be). Thus the XML loader cant resolve thouse strings into index values the same way it dose for everything else. The main place ware this occures in in TechInfos ware the Tech Pre-Requisite make the XML loader way more complex and impose a number of odd rules on how the thing must be structured. Once of which is that the elements cant reference elements below them on the list. The linear nature of the Tech tree means this is just inconvenient, for you plan it would be crippling.

The best plan is probably to create a new XML file loaded after religionInfos, it would be unrestricted in its references and could even include other modifiers, for Civics for example. I know this is possible and have been looking for something challenging to do. It will take a whial though.
 
It would allow the mod creatorr to create a matrix...

The actual thing I am using it for is replacing religions with ideology for an upcomeing project.
Example (garbage numbers)
So that Capitilism has -4 Vs Communism -2 Vs Socialism -1 vs Fascisim +3 vs Democracy -8 Vs Islamic Extremist
 
tech tree is created right as the xmls are read, though. this stuff can be calculated as needed, like during diplomacy, so there shouldn't be problems with references. if there were, then unit xmls would be a problem, but it's not. in fact, even the tech xml doesn't have any referential issues.
 
Any word on Save/Load fix in 2.0.3?
 
Latest version 2.00.04 now avalible for download, several mods added and the re-load bug fixed.
 
Notes:

Christ Redeimer was created for you. Its in the thread for Prague Castle
Lopez did a few tags of interest....

Civics Bonus Resources
Upgradable Buildings
Multi Bonus Resources
Multi Bonus Buildings


I can do a merge of those off of the .5 release if you wish that way you can stay focused on XML and bugs.

The CCCP is going to need a major documentation job on it.
 
This is my off weekend so I likley will get a lot of :badcomp: done

I've been looking at Lopez's BuildingUpgrade code and think it could be improved by the use an additional boolean array in the City to speed up the checking on canConstruct() which is called frequently for the UI and AI. I'll debate the merits of it with him and see what comes of it, any changes made to it wont effect XML tags so feel free to start modifying your building XML files with the new tags, I'll retain tag compatibility even if the guts of the mod change.

I had an interesting idea for resorces, its becoming quite popular to add resorce interactions to various things in the game, first buildings now Civics. I imagine Specialists will soon follow. On top of that the And / Or relation has been expanded for units and buildings. Their are also plans for Resorce storage at the player level which would tie in with all the new resorce effects, this will require yet more code. Following the once, twice, infinity rule its now time to code a Universal solution. A new XML file "ResorceEquations.XML" should be created which holds the input/output resorce equation and who's elements would be taged and referenced by anything that we want to have some kind of resorce interaction. A CvPlayer::ProcessResorceEquation() would handle all such interactions and extending the system to another game entity becomes hugly easier and less bug prone.

So as it is I would like to hold of on thes mods a bit, but I do have something I could use your help in. I've looked at Dales code and like the Stack Combat, MAD and Missle code. The artillery code I would like to change a bit. Do you think you could merge these in BUT change the toggle control from #Defines in the code to Game option Enums for MAD and Stack (Missle is XML based and needs no toggle). Also try again to E-mail your current code base for inclusion in the next version.

I've improved documentation a bit, I'm assuming a general familiarity with the included modcomponrnts in question and a very short summary is sufficint. What level of documentation you think is apropriate?
 
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