The Great Apple
Big Cheese
Firstly, I realize there are 2 other threads, however we've gone through a minor overhaul lately, and it was decided that I would post this as the generally thread, rather than having versions in the thread. This should be the last thead for a while...
Version: 1.61.0005a
Release Date: 7 August 2006
Compatability: Civ4 1.61 patch
Download link
Aims
The aim of this mod is to improve the game with improvements which, if not specifically enabled by the user, do nothing. While doing this, we are also working on adding modding tools for other modders to use. Our 6 key areas are:
1) AI
2) UI
3) Performance
4) Moddability
5) Bug Fixes
6) Gameplay tweaks
Currently the focus has been largely toward moddability improvements, but work is going on on other sectors as well.
How to contribute
If your interested in joining our project you'll want to access our forum. To do this you'll have to join our group (go to "Group Management" in the UserCP (http://forums.civfanatics.com/profile.php?do=editusergroups, and apply to join the "Civ4 Community Enchancement Project" group). This is where we discuss ideas, collect together work, and generally sort things out.
If you want to see what we've done so far I would recommend dowloading TortiseCVS. This should allow you to download the latest version including source code direct from our CVS.
Known issues
Lots of savegame incompatablitly. Save games from anything else just don't work, and are likely to give you a hard CTD.
Changelog
Version: 1.61.0005a
Release Date: 7 August 2006
Compatability: Civ4 1.61 patch
Download link
Aims
The aim of this mod is to improve the game with improvements which, if not specifically enabled by the user, do nothing. While doing this, we are also working on adding modding tools for other modders to use. Our 6 key areas are:
1) AI
2) UI
3) Performance
4) Moddability
5) Bug Fixes
6) Gameplay tweaks
Currently the focus has been largely toward moddability improvements, but work is going on on other sectors as well.
How to contribute
If your interested in joining our project you'll want to access our forum. To do this you'll have to join our group (go to "Group Management" in the UserCP (http://forums.civfanatics.com/profile.php?do=editusergroups, and apply to join the "Civ4 Community Enchancement Project" group). This is where we discuss ideas, collect together work, and generally sort things out.
If you want to see what we've done so far I would recommend dowloading TortiseCVS. This should allow you to download the latest version including source code direct from our CVS.
Known issues
Lots of savegame incompatablitly. Save games from anything else just don't work, and are likely to give you a hard CTD.
Changelog
Spoiler 1.61.0005a :
2) UI:
- (Configurable) Improved Dawn of Man Screen (The Lopez)
- (Configurable) Enhanced Tech Splash Screen (Gaurav & Spocko)
4) Modding:
- Event manager pathced. Fixed bug where error would occur when python file changed. (SimCutie)
- AI Testing mod added (TGA)5) Bug Fixes:Spoiler :- DEMO_AITester.py: will run games autominously and log results
- CvGame::newGame(int iWorldSize, int iClimate, int iSeaLevel, int iGameSpeed, int iNumPlayers, int* paiCivilizations, int* paiLeaderHeads, int* paiTeams), CyGame.newGame(int iWorldSize, int iClimate, int iSeaLevel, int iGameSpeed, int iNumPlayers, int* paiCivilizations, int* paiLeaderHeads, int* paiTeams), Starts a new game with the inputted settings
- CvGame::restartGame(), CyGame.restartGame() restarts a game with current settings
- Civics screen now correctly shows unhappness from religions (TGA)
Spoiler 1.61.0004a :
2) UI:
- (Configurable) Enhanced Game Text (SimCutie)
- (Configurable) Additional city info (12Monkeys)
- (Configurable) Number of possible promotion display
- (Configurable) City cycler on main window
4) Modding:
- New event and custom optoins handling interface. Supports "drag-and-drop" of compatable python mods for very easy combination, and dynamic options menu generation for in-game customisation of mods.
- Additional colour values available (SimCutie)
- CV***Info search routines (SimCutie)
- Real unique IDs for units (SimCutie)
- Script data preserved across upgrade/gift (SimCutie)
- Misc new routines (SimCutie)
- New unit events (unit reborn, and additional argsList info on some others) (SimCutie)
- Other new events called at various points in the game (SimCutie)
- Defines that can be set by the modder to find info on individual mods generically (SimCutie)
- Custom Widget interface (SimCutie)
- jdog5000's AI AutoPlay mod
- Lopez's Improvments Outside Borders mod
5) Bug Fixes:
- Fixes included from LunarMongoose:Spoiler :
- Updgaded transport bug fix
- MP Camera fix
- First strike fix
- Intercept Domain Blocking Fix
Spoiler 1.61.0001a :
1) AI:
Nothing - Further more the AI is oblivious of all of the other changes though they may benifit from them they cant "see" the benifit and will not value them any more because of the added effects.
3) Performance:
- Camera Zooms in on all combats not just Offensive ones (Roger Bacon)
4) Modding:
- Enhanced game utils. The following checks have been incorperated into python to better control the game (12monkeys):
Spoiler :
called from CvCity.cpp
----------------------------
canCityWorkOnPlot -> if you want to prevent a certain plot to be workable
canCityHurry -> to prevent hurry production in a city
canCityConscript() -> to prevent conscripting in a city
calculateCityDistanceMaintenance() -> to change the distance maintenance for a certain city. Eg. by a special building.
calculateCityNumCitiesMaintenance() -> to change the num cities maintenance for a certain city. Eg. by a special building.
spreadReligionToCity -> to take action if a new religion is spread to your city
called from CvUnit.cpp
----------------------------
doUnitCommand() -> be informed about all unit commands and take action if necessary
canUnitMoveInto() -> do restrict/allow a plot for unit movement
canUnitFortify -> Eg. for fantasy mods a "restless" cast
canUnitHeal -> to prevent a unit from healing (eg. for fantasy mods)
canUnitNukeAt -> to allow to nuke a friend or yourself (return TRUE to be able to nuke yourself!)
canUnitSpread() -> eg. to decide if a missionary can spread a religion
unitUpgradePrice -> to change upgrade price for certain units (due to a special building in a city?)
isUnitInvisible -> changes a units invisiblity (maybe for TheLopez' sniper mod)
canUnitJoinGroup -> to define if a unit can join a group. Eg. for limited group sizes.
called from CvPlayer.cpp
----------------------------
canPlayerContact -> influence diplomatic abilities of a civ
canPlayerTradeItem -> influence in what players can trade.
canPlayerTradeNetworkWith -> to temporarily interrupt trade networks
canPlayerRazeCity -> have influence if a city can be razed or not
razeCity -> be informed/take action when a city is razed
canPlayerFoundCity -> influence where a city can be found
canPlayerConvert -> have influence on the religion conversion of a certain player
playerFoundReligion -> to prevent a religion being founded
called from CvSelectionGroup.cpp
----------------------------
canGroupStartMission -> decide what group mission is allowed or not
groupStartMission -> be infromed when a group starts a mission
- New XML tags. Won't cause errors if not included. Full interface & 'pedia support, check the new Schema files to see ware the tags need to be placed, putting them in the wrong spot will generate XML load errors.
Spoiler :
By Roger Bacon:
Civ4UnitInfos.xml
--------------------------
<bFlying> Allows a Domain Land unit to move over water, units still obey <terrainImpassible> tags and need new <UnitAI> to function properly
Civ4TraitInfos.xml
----------------------------
<iHappiness> - Adds set happiness in all cites. Negative values supported.
<iDiplomacy> - Any leader with Diplomacy altering traits experiences a bonus/penalty to all Diplomatic relations
<iSpecialists> - Any leader with the trait will get the perscribed number of free specialists in all cities
<iVoteModifier> - The number of Votes a player recives in the UN is multiplied by the modifer.
Civ4BuildingInfo.xml
----------------------------
<LocalSpecialistYieldChange> - Increases the yield of the set specialist for this city only
<LocalSpecialistCommerceChange> - As above but for commerce
<FreeWithTech> - gives the Building for free in all cities when the tech is discovered
Civ4TechInfos.xml
----------------------------
<SpecialistYieldChange> - Allows specialists of a certain type to increase their yield by the set amount on discovering the tech
<SpecialistCommerceChange> - As above but for commerce
-------------------------------
<ImprovmentMakesValids> allow an improvment to require another improvment creating in essense an upgrade if this is the only thing validating the Improvment, the AI will probably be screwed by this so it needs considerable testing.
Civ4 CommerceInfos.xml
-------------------------------
- Two new python methods: bool CyPlot.isOcean(), and bool CyCity.isConnectedToOcean() (12monkeys)
- Debug function added for SDK. Check out mod readme for details (12monkeys)
5) Bug fixes:
- Fixed a bug where increasing the number of commerce type would cause bad things to happen. (Impaler[WrG])
- Fixed a bug where units being transported by units which get upgraded, and lose transport capacity because of being upgraded (caravels --> frigates), were still transported. Now transported units will jump to the nearest valid plot, like when you are pushed by culture. (12monkeys)
- Fixed relocation due to culture/end war for ships. They will no longer get stuck in lakes when they were originally on the ocean. (12monkeys)
- Fixed an issue where production queues could be loaded in new games allowing construction of other Civ's UUs. Production queues can still be loaded, but you can no longer build other Civ's UUs. (12monkeys)
6) Optional Gameplay:
- (configurable) GreatPeoplePointPooling by Impaler[WRG]. Re-directs all GreatPeople Points generated in an Empire to a central Pool attached to the player. Set with the GameInfo/GameOptionsInfo.xml set the <bDefault> to 1 and any game you start will perminently use the Pooling.
- (configurable) Chalids Slow Cultural Borders, also controled through GameOptionsInfo.xml and is permiently stamped on the game, recommend you combine with modification to the Cultural levels.