[submod] Cross' Overhaul (Wu, Bulgaria, Muslim-Egypt, Macedon, Iroquois, Armenia, Parthia, Minoans, Ghurids, Timurids)

What is the error you were getting? You can try cloning it with GitHub Desktop if you haven't already,
View attachment 707375

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In other news:
I just pushed a change that further increases the influence of the settler maps on how the AI evaluates the value of a tile for settling. As a result, I no longer need to "force" Gades to be created and flipped to Phoenicia, and similarly for Greece and Kerasous/Trebizond. I also updated some European colonial settler values.
Here's the latest error.

git.exe clone --progress -v -- "https://github.com/crossCiv4/DoC-Cross-Overhaul.git" "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\RFC Dawn of Civilization Cross Overhaul\DoC-Cross-Overhaul"
fatal: destination path 'C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\RFC Dawn of Civilization Cross Overhaul\DoC-Cross-Overhaul' already exists and is not an empty directory.


git did not exit cleanly (exit code 128) (156 ms @ 10/25/2024 3:02:38 PM)


Keep in mind I don't know horsehocky about programming and the like.
 
Here's the latest error.

git.exe clone --progress -v -- "https://github.com/crossCiv4/DoC-Cross-Overhaul.git" "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\RFC Dawn of Civilization Cross Overhaul\DoC-Cross-Overhaul"
fatal: destination path 'C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\RFC Dawn of Civilization Cross Overhaul\DoC-Cross-Overhaul' already exists and is not an empty directory.


git did not exit cleanly (exit code 128) (156 ms @ 10/25/2024 3:02:38 PM)


Keep in mind I don't know horsehocky about programming and the like.
In this case you are probably better off periodically downloading it as a zip. If you really want to use git, you should probably look up a tutorial about the basics.
1729883355903.png


Is this intented that Babylon spawns in Ur instead of Babylon ?
Yes, it is intended, since the Babylon civ represents Sumeria, Akkadia and Babylonia.
 
Well, if they are "real" (non-indy) player slots, they might as well be made playable since it's not really any extra effort other than defining a UHV. These suggestions are in the right ballpark, but I would need to evaluate case by case if the entity is long lived enough (in terms of game turns; each turn is many years in the ancient era) and what kind of effect it would have on neighbouring civs, any balance changes that it requires etc.

You are correct to say that in the classical/ancient era there are a lot of free slots, so there's no technical reason this isn't possible.

Interesting. My main reason for making them minor unplayable civs was that I assumed the effort of making them playable or justifying their existence would just result in them being left out totally. Possibilities for minor civs run the gamut of ones that would be fun to play vs others that would just make life more interesting if the human is playing a civ in their vicinity. I do think the main focus if adding minor ancient-classical civs should be on whether they improve the experience of the world and current major civs, rather than putting effort into making a minor civ fun or challenging to play as.

Something like a Celtiberian civ for example, could help address the issue with Spain being barren that was mentioned on page 1 of the thread. They'd only exist from maybe 500BC until someone conquered them. But their leader's attributes could be set to easily accept declaring war on its neighbours, even when annoyed. This way the Greeks, Romans or Carthaginians could bribe them into fighting and joining wars, to represent their historic role of providing mercenaries for various armies. They'd make that part of the world more interesting, but I'm not sure they'd be fun to play as (There's a leaderhead out there for Viriato (although didn't see a download link), but I don't think any other assets exist.)

You could probably make similar arguments for some of the minor kingdoms or states in China, such as the Kingdom of Shu which existed from around 1000BC until around 300BC when the Qin conquered them. Not gamechangers, but they make the early game world a more interesting place.
 
Melpun and Rhegion didn't flip to me beside being in the "Rise of Romans" area.

Spoiler Roman flip :

1729946274007.png

 
So, a question. Those barbarian Parthian invaders were camped just outside of Persian borders for two centuries now. What is their problem? Perhaps, when the script generates them AI is not given directions that each unit was supposed to be used for offence? I don't think this is just Overhaul's problem. I have seen something similar in DoC.


20241026104232_1.jpg
 
So, a question. Those barbarian Parthian invaders were camped just outside of Persian borders for two centuries now. What is their problem? Perhaps, when the script generates them AI is not given directions that each unit was supposed to be used for offence? I don't think this is just Overhaul's problem. I have seen something similar in DoC.
If you enable debug mode for BTS, you can hit control-Z in-game and then mouse over the stack to see what AI script is associated to those units. Shift or alt when mousing over reveals different debug stats.


 
I am pretty sure Armenian UP is still not working, at least on Barbarian units. I let them pillage my core just to see if they lose any health, but no. Not a dent.
 
Big change:
  • More changes to how settler map values affect settler priorities. Colonial settlers are ending up in more appropriate locations for England, France, Netherlands. Particularly, Quebec for the French, which is an important component of the Iroquois gameplay.
  • Trebizond will be created as an independent city and flipped to Persians on their spawn, if the player is not Greece. This is more fitting with its actual political history.
  • Gadir and the city site of Cartegena are founded as indies/barbarians in the -600s; Carthage gets a conquest event in the -240s and Rome in the -200s. They duke it out in Spain. If Carthage wins, they spawn a stack in northern Italy, if Rome wins, they spawn stacks in North Africa.
  • Carthage is founded as independent in -810 if Phoenicia is already dead. Phoenicia can respawn between -800 and -300.
  • Tyre and Jerusalem are founded as indies in the -2000s.
  • More name map additions
  • Barbarian Illyrian city in -1200
  • Galleys have had their movement range increased by 1 and like Galleons, galleys and cogs can cross rival territory for the same reason as Galleons (don't want a rival civ to stonewall AI colonists). Since military ships (war galley, frigate, etc) cannot cross into rival territory, the transports are more vulnerable, so there is still an element of trade-off.
  • Colonization civic unlocks with Exploration (galleons + AI colonists).
    • This is to help civs like Portugal out, so they can adopt Colonialism and not collapse as easily
  • Azores added to Portuguese core (helps with stability and doesn't secede when Portugal has a secession crisis)
  • 2nd wave of free AI colonists when they reach the industrial era.
    • Haven't tested this out one yet
  • AI colonists are awarded with a constant periodicity rather than one that gets longer the more colonists have already been created
    • Results in more colonies earlier. Limited by the free colonists that require industrial era to be created
  • Human-only starting units
    • These are for civs where the AI gets a lot of free conqueror stacks. Since the human players never gets these, they should at least be compensated by a lesser amount of troops on spawn
    • Currently affects Persia, Macedon and Rome
  • Norse are more resistant to spread of religion until 950 AD
  • Hittites and Byzantines are more tempting barbarian targets (it used to only be the case for India and Rome)
  • Aztec fall date pushed to 1600
    • I would prefer they are destroyed by European conquerors rather than internal collapse before a European caravel spots them
  • Persia Greece conquest UHV restricted to just Attica
    • Don't have to worry about conquering Crete
I am pretty sure Armenian UP is still not working, at least on Barbarian units. I let them pillage my core just to see if they lose any health, but no. Not a dent.
I'll give it a look. I had validated it was working with a civ I'm at war with. I will check that again. It's possible that barbarians count as a special kind of team that doesn't fall under the category being checked.
 
Another update:
  • Remove starting Phoenicia war with Assyria
  • Code refactor: rename iCarthage to iPhoenicia in all instances
  • Reveal more settler tiles to AI Phoenicia and Greece
  • Fix how sea invaders are spawned (boats first, land units second)
  • GIve AI Phoenicia extra naval units and another settler, but reduce their colonist events by 1
 
  • Settler map value scaling applies to all civs, not just those with compass
  • Vishap requires copper or iron
  • Add new preconditions to some Roman conquests
    • Rome must hold the city of Rome for its attack on Greece to trigger.
    • Rome must hold the city of Rome for its attack on Celts to trigger.
    • Rome must hold Greece for its attack on Egypt to trigger (naval invasion)
  • Sur and Jerusalem population reduced to 1 on indy/barbarian spawn
  • Greece has a respawn period between -1000 and -500
    • If wiped out by Sea Peoples, it can recover
  • Hittite cities are destroyed when they collapse (similarly to Harappa)
  • Hittite and Egyptian improvements (town/village/hamlet) are always downgraded on collapse (similarly to Harappa, Toltecs)

On the later point, as discussed a long time ago I might split Greece into Minoans/Myceneans and then post-bronze age Greece. That Greece could start with a lot of settlers, rather than having to create settlers by early colonist event (I would like to keep those at a minimum of 1 or 2 per civ, rather than like the 5 that Greece gets). That way, I can be very brutal about how much devastation the Sea Peoples cause.
 
Just tested it with barbarians. They took the 5% damage they are suppose to. They have to start and end a turn inside of the blue area.
View attachment 707523
So it's only 5%? They heal automatically. Can we make it 10% for all please? It was the original Russian UP rate, and here we are only talking about 3x4 area with 3 Mountains.
 
The
So it's only 5%? They heal automatically. Can we make it 10% for all please? It was the original Russian UP rate, and here we are only talking about 3x4 area with 3 Mountains.
I think the original Russian rate was 8%. I was being cautious with the initial value so as to not be overpowered (lowering the defenses of Dvin to zero can take a while; I don't want an army to be totally destroyed by the attrition alone before it has any chance of success). Siege units must spend turns besieging rather than healing, so they are particularly affected. I will look into adjusting the value.
 
Adding yet another (Minoan) Greece feels like overkill for global mod on present map. Indy city on 2 tile Crete is a sufficient representation. In general, ancient game is very dynamic now.
 
Adding yet another (Minoan) Greece feels like overkill for global mod on present map. Indy city on 2 tile Crete is a sufficient representation. In general, ancient game is very dynamic now.
It's more a question of having a better contingency for Athens being captured or razed prior to ~750 BC. And to reduce the amount of free settlers Greece is periodically given. I might start by moving Greece to ~800 BC with many settlers at spawn. This will leave a gap that it might be a good idea to fill with the Minoans/Myceneans.
 
The Minoans were a distinct people with history going back to 3000BC, they should be kept separate from the Myceneans imo (they're also the last of the original Age of Empires civs not in the game :worship:). Athens itself doesn't seem to have been destroyed during the bronze age collapse, just diminished. A collapse and rebirth for Greece could work, but I think there's enough continuity to keep Greece as Mycenean, especially given the Macedonians will overrun Greece anyway.
For the Minoans it makes more sense for them to fall to the Greeks or barbarians. I think a fun idea would be that any city on the coast of Mediterranean that gets captured/razed generates barbarians (Sea Peoples) on Crete, so the player has the challenge of keeping the world safe and protecting the Minoans famed trade network.
 
Hello!

Is anybody getting Python errors when the Crusade event fires? I keep getting them, lines 2932, 2949, and (I think) 2942.

Thanks!
 
Hello!

Is anybody getting Python errors when the Crusade event fires? I keep getting them, lines 2932, 2949, and (I think) 2942.

Thanks!
 

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