[SDK MODCOMP] Civ4 Comunity Core Project for Warlords

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The next version of the CCCP will be avalible soon, I'll consider any (resonable) last minute requests for mods people want to see included. I've just added Mastery Victory by Sevo but am still de-bugging it.
 
Nothing new from me for this version, Impaler, but I hope to have my Ideology Mod ready for incorporation by the time you do the next version.

Aussie_Lurker.
 
also i have updated flying mod:
- show "Can fly" text for unit with flying ability
I did and posted that 6 months ago (see my SDK thread). Would prefer to get credit but whatever. :)
 
I did and posted that 6 months ago (see my SDK thread). Would prefer to get credit but whatever. :)
...but i was implement this in TR BEFORE i found your SDK fixes (this is example, that more peoples can get same ideas independently)
 
...but i was implement this in TR BEFORE i found your SDK fixes (this is example, that more peoples can get same ideas independently)
Bah, alright, fair enough. :)
 
Good news everyone, I've been made the Moderator over at the CCCCP sub-forum and I've asked Thunderfall to make it public as well. What do people think of moving this whole thread to that forum once its public?
 
Impaler[WrG];4991597 said:
Good news everyone, I've been made the Moderator over at the CCCCP sub-forum and I've asked Thunderfall to make it public as well. What do people think of moving this whole thread to that forum once its public?

Leave it here. Just remind everyone in post 1 that this is thread is for the release.
 
Ah I see 12Monkeys has also transfered his SF admin spot to me as well, give me your SF account name and I can add you their as well. I'm going to convert to subvertion and re-start with a blank WL 2.08 build and then lay down the current CCCP code as the first revision. Things should realy get hopping now.
 
Impaler,

First off, I want to say nice work on this project. It's a real boon to wannabe modders like myself who have no C++ skillz.

You had put out a call for extra features, and there's something that's been bugging me that could possibly be an SDK fix. On the Civ select screen when you start a new game, if you are using Rabbit White's EDU mod, each EDU is listed as a unique unit for the civ. Is there anyway to fix this where it will only display the actual UU for the civ and not the EDU units? This may be a complicated fix, and consequently may be too much for the next version, but it's something that would go a long way in making user-created mods look more "professional"

Just a thought. Thanks for reading.

ripple01
 
Impaler,

First off, I want to say nice work on this project. It's a real boon to wannabe modders like myself who have no C++ skillz.

You had put out a call for extra features, and there's something that's been bugging me that could possibly be an SDK fix. On the Civ select screen when you start a new game, if you are using Rabbit White's EDU mod, each EDU is listed as a unique unit for the civ. Is there anyway to fix this where it will only display the actual UU for the civ and not the EDU units? This may be a complicated fix, and consequently may be too much for the next version, but it's something that would go a long way in making user-created mods look more "professional"

Just a thought. Thanks for reading.

ripple01

The Civ Select screen? Which screen is that? Do you know its python filename? I think Diplomacy is the only one that is actually defined from the C++.

Is it the one you get when you hit "Play Now"? (I almost never do that, always use a custom game. )

I'm sort of hoping that my code for the Sevopedia is adaptable everywhere. I can definitely put it in the Dawn of Man screen by merging it into TheLopez's Dawn of Man mod.

I remember Impaler had tried to fix this even more generally by allowing multiple 'unit mesh types' per unit. That would have been much better because it would have saved memory and cut down on the performance hit, and made it easier to write the XML too.
 
if you are using Rabbit White's EDU mod, each EDU is listed as a unique unit for the civ. Is there anyway to fix this where it will only display the actual UU for the civ and not the EDU units? This may be a complicated fix, and consequently may be too much for the next version, but it's something that would go a long way in making user-created mods look more "professional
"

It will be a little bit of work, but the way to do it with just XML is this:

1. Make sure every unit has a different unitclass
2. Just disable the unit for the Civs it doesnt work for.

For example in the CivilizationInfo screen. say you have the Asian Archer.

For all the none Asian Civs, you would put
Spoiler :
<Units>
<Unit>
<UnitClassType>UNITCLASS_ARCHER_ASIAN</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
</Units>


Also make sure for the asian civs you put the same format only with the non-asian archers.

Each Civ "should" be left with 1 of the archer EDUs that isnt listed, and that will be the one that appears in the game
 
"

It will be a little bit of work, but the way to do it with just XML is this:

1. Make sure every unit has a different unitclass
2. Just disable the unit for the Civs it doesnt work for.

For example in the CivilizationInfo screen. say you have the Asian Archer.

For all the none Asian Civs, you would put
Spoiler :
<Units>
<Unit>
<UnitClassType>UNITCLASS_ARCHER_ASIAN</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
</Units>


Also make sure for the asian civs you put the same format only with the non-asian archers.

Each Civ "should" be left with 1 of the archer EDUs that isnt listed, and that will be the one that appears in the game

EDU already works, that isn't the issue we are discussing.
 
EDU already works, that isn't the issue we are discussing.

My interpretation of his issue was that he doesnt want the flavor units (EDU) to appear in the unique units slider in the dawn of man screen (or the pedia for that matter), because all they are, is um.. a different appearance to a generic unit. Its my understanding he just wants the actual unique unit. not the 4-6 flavor units and the unique unit.

each EDU is listed as a unique unit for the civ. Is there anyway to fix this where it will only display the actual UU for the civ and not the EDU units?

As you can see, that was his question.

My response was in reference to that.
 
My interpretation of his issue was that he doesnt want the flavor units (EDU) to appear in the unique units slider in the dawn of man screen (or the pedia for that matter), because all they are, is um.. a different appearance to a generic unit. Its my understanding he just wants the actual unique unit. not the 4-6 flavor units and the unique unit.



As you can see, that was his question.

My response was in reference to that.

Actually it appears your understanding is correct. I apologize, it was based on your "solution" that I thought you had misunderstood.

If you want to discuss this suggestion, please do it in a new thread in the main C&C forum and I will tell you why that won't work. Let's not hijack this thread further.
 
The DOM screen like all screen should acutraly reflect what data the game has loaded. As Gaurav says I worked on a mod to actualy switch the UnitMesh data to give a unit a different appearance without alltering anything else. It didn't fully work but perhaps some day it will be doable. Including an Enhanced DOM screen like the one Lopez made is already done but altering a screen to fit a particular mod isn't a good idea, nutral inter-operable screen should be the goal.
 
The forum is now public and can found HERE I'm also updating the first post of this thread
 
If I may make a suggestion, I think that for the experience tweak, there's a much more useful formula:

(L= Level, A, B, C replace your current user-set variables)

XP = A L^2 + B L + C

rather than what you have with XP = D L^E + F

The quadratic allows a lot more versatility in terms of progressions. One I like is L^2 + 9L, giving levels at 10, 22, 36, 52, 70... It's smoother, but it still takes more XP to get each successive level. You have to give out more XP per fight to have much fun with it, but that's easy enough to do with the XML. You can still set this to a default of 1, 0, 1, and have the standard progression, which I know is a requirement for this mod.


Honestly, powers greater than two would probably be nearly useless (how would you level with 1, 8, 27, 64, 125 or 1,16, 81, 256?) and even with those you could approximate the first three or four values in the series pretty well using the quadratic. (A=6, B=-11, C=6 gives you: 1, 8, 27, 58, 101 and A=25, B=-60, C=36 gets you 1, 16, 81, 196). Actually, it's sort of odd that those all solved out to integer values.... must ponder...
 
Interesting, it dose sound a bit more versitile at low levels but I still like the idea of being able to mod the exponent perhaps combine all of it into

XP = A ( L ^ B) + C * L + D and the 1,2,0,1 would give the default progression
 
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