Sengoku-mod - Fedual Japan mod preview/test

Well, I downloaded the mod, renamed it Sengoku, put it in my BTS mods folder, but it doesnt work.. When I try to lad a map, it just crashes the game instead..:/

Did you use SVN or downloaded the tarball (which has to be unpacked)?
Make sure the folder structure is correct, i.e. inside Mods/Sengoku there should be several folders such as Assets, CvGameCoreDLL, PrivateMaps.
You may want to try loading it through LOAD MOD option rather than clicking on the map file. Also, it's PC-only.
 
Apart from previously mentioned changes, revision 130 adds the option to dispossess vassals, suggested by AbsintheRed. You can take one fief at a time, up until the vassal commits seppuku or revolts.

Spoiler :
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Code:
Looks great!!
Thanks for implementing it :)

He can only revolt if you try to take the last fief?
EDIT: Oh, okay, I see now that he can turn against you even before that

EDIT2:
Code:
int iRevoltRisk = 65 - 15 * player.getNumCities() + 5 * player.AI_getMemoryCount(GC.getGameINLINE().getActivePlayer(), MEMORY_NUKED_US) + GET_PLAYER(GC.getGameINLINE().getActivePlayer()).getHonor() / 20;
I found the base chance for the revolt
Maybe it could count here too what's the vassal's actual diplomatic relations with you.
Not the annoyed/pleased/friendly part, AFAIK all vassals are friendly in this mod by default.
But you may add the actual value (-5) of the diplomatic relations in there

EDIT3:
Or the memory nuked us is already the diplo modifier based on your legitimacy?
Didn't check what do you use it for in the mod
If yes, then sry, and nevermind my last edit
 
Hi edead,
this already looks tremendous. I've started playing around a bit and had some fun, but also some troubles:
  • From 1670s on it becomes very hard not to lose track of all the clans since there are so many in the game. Sometimes you get contacted and you have no idea where the clan is located and how significant it is. Also, the scoreboard becomes too long so that I can't see who's at the top any more.
  • I've used the direct download from SVN and the recent releases are not stable for me any more. When I try to start a game, I auto-lose or start with just a general unit and no city.
Looking forward to trying it more when I get the chance.
 
From 1670s on it becomes very hard not to lose track of all the clans since there are so many in the game. Sometimes you get contacted and you have no idea where the clan is located and how significant it is.

Welcome :) I'm aware of this, and I know I went overboard with the amount of clans, but the point of this experiment of a mod was doing it with that much detail. Paradox games have even more nations/clans, but I guess it requires a bit more UI changes so that it's not so overwhelming. There's a lot under-the-hood work done already, i.e. to make clans avoid making offers/demands to far away players, but it needs improving still.

Also, the scoreboard becomes too long so that I can't see who's at the top any more.

This in particular needs to be addressed. I've made the height dynamic, so with smaller screens it's more condensed, but I can't go any further. I'm looking for ideas to alter or replace the leaderboard. One option is to add a scrollbar, another is to hide names of weaker/far away players. Or cut contact with every far away. Another is to make a map-based diplomacy board. :dunno:

I've used the direct download from SVN and the recent releases are not stable for me any more. When I try to start a game, I auto-lose or start with just a general unit and no city.

You mean tarball? I wonder if it's always up-to-date or updates at some intervals... Latest revision seems to work fine, so maybe try redownloading the whole thing? If not, I hope to wrap things up and release a proper installer before Christmas.

EDIT: tested latest tarball, works good.
 
Maybe it could count here too what's the vassal's actual diplomatic relations with you.
Not the annoyed/pleased/friendly part, AFAIK all vassals are friendly in this mod by default.
But you may add the actual value (-5) of the diplomatic relations in there

MEMORY_NUKED_US is based on how many cities you took away ("You took away our land!"). Every time you dispossess a vassal, it increases by 2 (which is also -4 to relations).

Vassal relations, even numerical values, aren't really realistic, so I instead I used just memory of taken cities + honor + voluntary vs capitulated vassal check.
 
Tak! :)

edead is back and in full glory! Updating my SVN now...
 
MEMORY_NUKED_US is based on how many cities you took away ("You took away our land!"). Every time you dispossess a vassal, it increases by 2 (which is also -4 to relations).

Oh, okay, so each city previously taken away is +10% chance for revolt
Nice way to solve this

Btw, high honor shouldn't decreace the chance for revolt? (1% per 0.2 honor)
So it should be - GET_PLAYER(GC.getGameINLINE().getActivePlayer()).getHonor() / 20; instead of +

Vassal relations, even numerical values, aren't really realistic, so I instead I used just memory of taken cities + honor + voluntary vs capitulated vassal check.

Sounds reasonable
I'm curious how well does it feel ingame
 
Latest revision seems to work fine, so maybe try redownloading the whole thing? If not, I hope to wrap things up and release a proper installer before Christmas.

EDIT: tested latest tarball, works good.

I reverted back to revision 107 and things are fine again. Today's downloads just did not work for me. Maybe I'll go ahead and play this version until the first non-SVN download comes up.
 
I've used the direct download from SVN and the recent releases are not stable for me any more. When I try to start a game, I auto-lose or start with just a general unit and no city.
I have the same problem since I upgraded to 131.
You mean tarball? I wonder if it's always up-to-date or updates at some intervals... Latest revision seems to work fine, so maybe try redownloading the whole thing? If not, I hope to wrap things up and release a proper installer before Christmas.
EDIT: tested latest tarball, works good.
I went back to version 120. Still the same problem. Erased the Sengoku directory, uninstalled and reinstalled Beyond the Sword, downloaded and installed the tarball - the problem is still here.
:confused:
 
I went back to version 120. Still the same problem. Erased the Sengoku directory, uninstalled and reinstalled Beyond the Sword, downloaded and installed the tarball - the problem is still here.
:confused:

Sorry for the hassle :( Could you please check if reverting back to 107 fixes it for you, like it did for 2phunkey4u? I'm not sure if it's something with the installation/data corruption (SVN was down/erratic last 2 days) or did some changes broke the mod for some people, but not others.

Only thing that's really changed in the DLL after between 107 and 120 was the freeze bug fix, which doesn't even come into play until later.
 
Btw, high honor shouldn't decreace the chance for revolt? (1% per 0.2 honor)
So it should be - GET_PLAYER(GC.getGameINLINE().getActivePlayer()).getHonor() / 20; instead of +

Yeah, my bad.
 
When starting as the Oda clan in the 1549 scenario, I immediately get the "You have been defeated" message.
 
When starting as the Oda clan in the 1549 scenario, I immediately get the "You have been defeated" message.

See above. If you use SVN, downgrade to revision 107 for now, as recent update apparently broke something.
 
Can I request that someone who's getting the "defeated on first turn" issue confirm that:
1. it happens with latest revision 135 (added tonight with clean DLL)
2. it happens also if you load the mod through "Load Mod" option in main menu and start the scenario (as opposed to double-clicking the map file).

Also, if anyone could be that kind to test which revision between 107 and 120 broke it, that would be great... I can't do that myself as it's still fine on my end :(

Another request would be for the zipped logs after that happens (located in My Documents\My Games\Beyond the Sword\Logs)
 
Can I request that someone who's getting the "defeated on first turn" issue confirm that:
1. it happens with latest revision 135 (added tonight with clean DLL)
Yes, the 135 is still broken.

2. it happens also if you load the mod through "Load Mod" option in main menu and start the scenario (as opposed to double-clicking the map file).
I always start from the ModChooser utility.

Also, if anyone could be that kind to test which revision between 107 and 120 broke it, that would be great... I can't do that myself as it's still fine on my end :(
The faulty version appears to be 118, everything's ok with 117.

Another request would be for the zipped logs after that happens (located in My Documents\My Games\Beyond the Sword\Logs)
Here you are, hope it will be useful.
BTW, it's really an awesome mod. Sorry I didn't tell you before.:)
 

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@PinkPallin
Thank you! That's perfect. Well, almost. I forgot to mention that for the logs to be printed they have to be enabled in My Documents\My Games\Beyond the Sword\CivilizationIV.ini
(LoggingEnabled and MessageLog should be set 1)

But maybe that's not necessary - I removed the changes from revision 118. If that's what broke it, the new revision 136 should work fine.
 
Works for me, too.
 
That's great news, thanks for help! :goodjob: From the logs it appears that due to an error in the DLL, cities could not be created.

Rev. 118 changed culture calculations so that cultural borders outside of BFC couldn't spread inside BFC of another city, which made newly conquered cities surrounded by foreign culture much more usable. I still don't understand why this raises a DLL exception for others but not myself, but this feature isn't critical, so I can as well not add it.
 
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