[Warlords] Composite XL More of Everything!

LOL that got to me, Ok...

That gave me the information I needed...

What operating system are you running?
 
Well I'll be a monkeys uncle or something...

This is whats failing...

print "userDir = " + userDir

allen.XANADU is failing on write but not read....

Ok two ways to tackle this... (B.T.W. thank you for helping out with this there is no way I could have cought this without you)

1) Change your user name... Naaaa dont want you to do that...
2) Ok open up CvPath.py its located in
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\Composite XL\Assets\Python\INIParser

Scroll down to the bottom of the file and delete this
if (activeModName != None):
_test()

Save and load up warlords and load mod...
 
MAN!....

What a strange bug... I still don't completely understand WHY it choked on havering a user name like that.... Some days I hate python... This is why me and Darkie could play but not you... its not going to effect everyone...

Ok I'll pull that code out and patch .0.6.1 with 0.6.2
 
Ket said:
Ok folks, I dont get it, I do not have the interface problem.

I don't have the no-interface problem with C-XL .6.1 either. If it helps, I have had the problem in the past with other mods, and it turns out I screwed up the installation. Put it in the wrong folder, or something, I can't quite remember. Now when I update a mod I completely erase the old version, and then install the new one (unless it is just a patch of course!). Remember to put the un-zipped folder in its entirety in the mods folder under the warlords folder which is within the regular Civ folder. And run it through Warlords, not Vanilla Civ! I am only telling everyone this because, even though it seems like a no-brainer, I have screwed that up :blush:!

EDIT: sorry I didn't see that you had it fixed!
 
Great mod :). I'm up to 1830 and everything works fine so far, even with 18 civs on a huge map. My only request is that you add a few more of Amra's civs if possable in the final release. It's kinda fun having Poland, Austria, etc in the game.
 
A few new concepts are going in with version .7...
This is your chance to speak up on them and give feedback.

Religion -
Religion Spread is being modified. First of all the "Early" religions (Buddhism, Shinto (for now, we will more than likely move shinto back to a more historic time period and add Zoroastrianism as the 3rd early religion) and Judaism ) will have there spread rate changed to 75%.

Now here is how religion spread works now, spread only happens if a city does not have a religion. That is being changed spread will happen reguardless if a city has a religion although it will be harder for it to spread into a city with lots of religions. This will enable the late religions to compete as they will spread where in the past they could not spread as most older cities already had a religion.

Spiritual will have a +33% bonus to religion spread. This will not show up on tooltips in any way shape or form that I know of. Unless I can get Impaler to add it into the "Traits" mod. Which is possible but regardless when its posted in the build notes rest assured that its there.

A new wonder will be created: Crusades... This will be buildable by any religion (sorry its not historic, but lets face it... is Ghandi using nukes realistic? I am open to suggestions on how to make this better) This will only be buildable if you are in the "Militant Civic" and it will open up at Theology

Now I'm either going to go one of a few ways with this depending on what I can implement.

A) Crusades will Churn out a new unit every X turns which will have the missionary's spread ability. This will mean I will have to make 1 crusade for each religion buildable only if its your state religion. The unit will be a combat unit "Crusaders" and I would love for it to ONLY be able to spread in newly conquered cities. (I need some python for that... unsure at this point on how to do it) It will obsolete sometime in the Renaissance...​

B) Crusades will give all units built there City Raider I (this is the cheep very abstract way, and also the easiest)​

C)Crusades will act as the TeraCotta Army did in Civ3 it will spit out a military unit every X turns. In this case I will only need 1 wonder. Again another abstract of the concept.​

Nukes-
Nukes are now split into two types possibly 3

Type 1 The Early This nuke will be the free nuke.
This unit is a bomber, it will attack like a bomber until it attacks a unit or a city where it will nuke the plot (it will not cause 9 squares of fallout) It will have the range of a bomber, and it will be able to get the range promotion.
It can also be intercepted. It will destroy itself on use to represent the usage of the payload. It will come at Fission with Flight and Require Uranium/Oil and the Manhattan project, except for the freebe for first to fission.

Type 2 this is the one im not 100% sure if I will be able to do.
Some sort of tactical limited range nuke, since the AI will never load it onto a sub or aircraft or missile ship it will just be launched from a city and have limited range.

Type 3... ICBM....
Comes Later now, requires Nuclear Power... It also requires the building of a new building. Nuke Silo, the silo causes
+10% War Weary in the town its built in. And a +1% Global WW (I may tweak this) it also causes -3 unhappy and has a 1% chance of "explosion/meltdown"
Each ICBM has a 1gold extra drain....

Feel free to chime in...
 
maxbjr said:
Great mod :). I'm up to 1830 and everything works fine so far, even with 18 civs on a huge map. My only request is that you add a few more of Amra's civs if possable in the final release. It's kinda fun having Poland, Austria, etc in the game.

There are going to be 40 new civs in version .8
 
I have still the problem of interface :(

With 1.6.1

I have win XP home edition SP2 ...
 
I explained how to fix it a little further up, its the post that talks about editing the cvpath.py file

(post #205)
 
Ket said:
A few new concepts are going in with version .7...
This is your chance to speak up on them and give feedback.

Religion -
Religion Spread is being modified. First of all the "Early" religions (Buddhism, Shinto (for now, we will more than likely move shinto back to a more historic time period and add Zoroastrianism as the 3rd early religion) and Judaism ) will have there spread rate changed to 75%.

LOVELY :) Arent you forgeting of a early religioon? :P

Ket said:
Now here is how religion spread works now, spread only happens if a city does not have a religion. That is being changed spread will happen reguardless if a city has a religion although it will be harder for it to spread into a city with lots of religions. This will enable the late religions to compete as they will spread where in the past they could not spread as most older cities already had a religion.
Great! The other way was too bad..


Ket said:
Nukes-
Nukes are now split into two types possibly 3

Type 1 The Early This nuke will be the free nuke.
This unit is a bomber, it will attack like a bomber until it attacks a unit or a city where it will nuke the plot (it will not cause 9 squares of fallout) It will have the range of a bomber, and it will be able to get the range promotion.
It can also be intercepted. It will destroy itself on use to represent the usage of the payload. It will come at Fission with Flight and Require Uranium/Oil and the Manhattan project, except for the freebe for first to fission.

Type 2 this is the one im not 100% sure if I will be able to do.
Some sort of tactical limited range nuke, since the AI will never load it onto a sub or aircraft or missile ship it will just be launched from a city and have limited range.

Type 3... ICBM....
Comes Later now, requires Nuclear Power... It also requires the building of a new building. Nuke Silo, the silo causes
+10% War Weary in the town its built in. And a +1% Global WW (I may tweak this) it also causes -3 unhappy and has a 1% chance of "explosion/meltdown"
Each ICBM has a 1gold extra drain....

Feel free to chime in...

LOVED THE TYPE 3!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! COULD BE MIXED WITH THE TYPE 2 IF YOU CAN MAKE IT, WOULD BE WONDERFULL!

Congratulations man :goodjob:
 
Hey guys, I just have a quick question. Is there a way to turn off the "cross" city settlement (I have no idea what it's called) and return back to the "square" settlement when settlers find cities? Thanks in advance.
 
Yes its in custom game options... "Slow Cultural Growth"
 
My thoughts on the Crusade, a modified form of B - Units get City Raider AND the statereligion is automaticaly spread to any Concoured City, this could be done in the DLL with a new tag on the Building and a boolean in CvPlayer. The code shouldn't be too complex to actualy implement though I likly will be too preocupied with bugsquashing to do it for atleast a few days.

I'd recomend using the unit production effect on the Statue of Zeus untill such time as an artist actualy makes a nice looking Teracota Army wonder for us. Also make the Statue build faster with Ivory (it was made with Ivory). I think a unit ever 5-7 turns is resonable with obsoletion at Military Tradition. The text notification when you get a free unit is rather sloppy right now, I'll look at polishing it up a bit.

On Traits: I very much agreed with the "beefed up" trait proposals made earlier and already had some very similar things in the earlier versions of the Traits mod, the 33% bonus the Religion spread under Spiritual is going to be a bit redundant with the bonus to Missionary constuction which basicaly makes it much cheaper/easier to spread your religion. Given the fact that missionaries are under direct player control and random spreading is not I think its preferable to use this as the bonus rathen then a behind the scenes effect. Theirs also the possibility that I will one day do a modifier on the national unit limits both for Traits and Buildings. So for example controling the Shrine could allow +2 missionaries of that religion or being Spiritual could allow an addition 2 missionaries.
 
;) You will see it :D :D :D
 

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Impaler, I'm gonna need you to take a look at the next source dump as you may want to wrap the alternative religion stuff in a game/xml option. I Have DCM/Missiles in place now although its untested which im doing today with the creation of the two new nukes. It was a ***** to isolate that code only the only other part that I think is worth anything is DCM/Bombardment and yes the A.I. will use it but its returning nulls all over the place, "Mexico" the resident SDK guy for Total Realism seems to have a fix and is releasing the code soon back into the community.

I don't know I think with the lower spread on the early religions it makes sense to do that to spiritual that way you have "Organic" spread, and missionary spread as an option.

I'm holding on traits will we do the traits mod portion of things which is fine, with Civ Gold going in "soonish" I didnt want to tackle traits in lump till thats up. (.9 ) and I do like the suggestions given. The new Christ Redeamer that that guy did looks so much better.... Our brazil players are gonna love it.

I do like the national unit modifier idea, honestly it was one of my first choices, maybe i should try to farm it out to TheLopez???? You do have a good deal on your plate.

Do you think we should look to the python layer for that effect of spread with the crucade up, remember It should only happen if there activly crucading (i.e. in militant)

Just woke up will post more in a bit...
 
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