[Warlords] Composite XL More of Everything!

Ket said:
Zarak, part of the problem is I dont myself play multiplayer. So its tough for me to get logs, if you want to send me your logs or even help me test that portion of it, I'm all game for it.

Ket, I'd love to help. However, as you'll recall I'm a bit inept with computers. If you'll tell me what logs are and how to access them I'll be more than happy to send them to you. :)
 
Well TheLopez has been a busy boy.

Code wrangling and kiddie wrangling.... Wow....

So we're going to in .6 put in (assuming no issue)

Plot List Enhancements
Raze City Mod
Great Statesman
Great Doctor (Possibly I'm still evaluating this)
And a fix to the domestic advisor allowing the zoom to city to work

:crazyeye::crazyeye::crazyeye::crazyeye::crazyeye::crazyeye::crazyeye::crazyeye::crazyeye::crazyeye::crazyeye:
I'd immagine I should be hearing back from Impaler[WrG] reguarding the contact fix in the next day or two... I would say .6 this weekend? If not sooner...
 
One more time a bad new: not working with the French version of the game .....

i can translate the mod if that's possible

thanks for the hard work
 
Yea most mods need to be done in english, if you wish to do a translation on the text files, they are all there for you.... Unfortunately my french would be horrible. Switch your language to english and all should be well.
 
A note regarding multi-player:

It would seem that in order to get this to work in multiplayer it would take a good deal of pulling out the existing python. I think I'm going to make a decision to not currently support multiplayer, unless this turns out to be easier than I think it is in the Pre-1.0 and 1.0 versions. I may add multiplayer support in XL 2.0.....

Instead I will focus on multiplayer with my "Unaltered But Flavorful" mod

Also I need some assistance.
Currently we are in need of movie makers for the new wonders (plus the community could really use the movies for Impalers wonderful movie pack)
And we are also in need of static artists to create .DDS screens for the wonders that do not have movies...

In .6 you will see some screens Roamty just threw together for us.

I also need someone who knows the main menu to modify it. I have a new main menu (I hated the warlords one) But all my attempts at modifying the logo have created hell so I have left the logo....none the less I hope you like the new main menu and intro music ;)
 
Question about the new main menu, are you going to add animation on the screen as well, like the soldier at the campfire? It best to see if you make a main menu of a medieval battle with new music with it was well.
 
Well at the moment the new screen is crashing the game on load so...
Still working on it... Just remember whats Old Is New....

@darkedone02
You only get one implemented sugestion per version... :lol:

Ok double teaser, part of it is for darke, the other part for everyone else..
New unit graphics, New Enhancement(For Darke.. I think this is what he was talking about wanting earlier), and I think I got the scale on the Elephants where I want them.


 
That would be the wonderful work of Rabbit, White and Ethnically Diverse Units
I seriously need to finish the credits section...
 
Well Killer news, The .dll is compiling now. I found Impaler[WrG]'s return statement he left open (honestly he gave me enough information to fix it myself, I just like to leave most of his code alone), and have corrected it.

I'll run a bit of a real game and an autoplay game and then start to package .6
Saves will not be compatible sorry.

Final Change List For .6
Spoiler :

.6
Religion - Shinto Added
Fix - Ocean Trading @ Optics
Fix - Vassal Trading Enabled
Re-Add - Air Force SDK Change
Re-Add - Pirates Mod
Update - Regiments & New Units (Flavor) Unit Count Now 197
GFX - War Elephant Size Reduction
FIX - TXT_KEY In Options For Slow Culture Growth
FIX - Isreal Diplomacy Text [OUR EMPIRE] Fixed
FIX - Parthanon No Longer Obsolete's
Merged - Roamty Duplicate/Art/Springfield/Movies Fix
Python - Religion Decay
MAP - Radical Earth 18 Civ 64X40
MAP - 11 Civ Europe 61x45
Python - Culture Decay Back On
Python - Plot List Enhancements
SDK/Python - Raze City Mod
SDK/FIX - Impalers IsConnected Return Bug Squashed
SDK/Python - Customizable Domestic Advisor Zoom Fix


Assuming nothing goes wrong we will see .6 tonight.
 
Do we have to accept the cookie from filefactory or be able to log in order to dl your mod?
 
You don't have to log in.... at all

Just scroll down till you see

-Download for free with FileFactory Basic
Then Click it.
The Scroll Down Till You See
Click here to begin your download
And Click there and it should start

I'm open to suggestions on different file hosting locations.
3d-downloads is horrible for a file that gets updated often.

Did you hear the creator of the hokey pokey Larry LaPrise died?
They had trouble getting him in the casket. They put his left foot in, and thats where all hell broke loose...
 
Very nice so far. I've played 2 games thru, no glaring bugs that havent already been pointed out.

I really miss having forts that are operable tho. I like the fort mod as it exists in Sevo, and the Jfort thing I read about involving zone of control certainly sounds good too.

I miss the CIV1 style where you cant just walk around a fortified unit, either deal with the unit or back off..... It allowed a person to play defense. But I digress... My only suggestion/wish is that ya do *something* with forts.
 
Ket said:
Assuming nothing goes wrong we will see .6 tonight.

:goodjob: You're the :king:!!

I have been playing off and on with .5 and enjoying it very much. It will be nice to be able to turn the religious victory back on.

Have you seen this (see attached file)? I have over 200% culture on a squre!! Amazing, is this correct? I believe I have the cusor on the square two west from Boston.

Also, I don't know if this is a bug or if its something that just hasn't been implemented yet. In the diplomacy adivsor resources screen where you can see all the players and thier avaible resources and cash... If you click on the picture of a player, it doesn't go to the negotiation screen. Are there plans for this?
 

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@xilr

I would LOVE to have forts, the problem is the AI refuses to use them.
I had jforts in version 3 of the original mod that this became, and we do have the ability to set improvements to be built outside borders (not being used currently) but the AI refuses to use forts...

I'll be looking into something with forts soon...

@Patrick

Well debugging a nasty C++ error thats been around all this build, only effects enemy subs and spys...

The culture issue i know about, i think I have it fixed this version.
As far as the diplo, I'll look into it, not sure if it ever allowed that at least that cut of the adviser... But I will look into it
 
@Patrick

I just tested under .6 Right Click to go to the diplomacy screen works fine.

@All

The .6 build has a few problems that just crept up, trying to fix them but it may be till tomorow. Todays a work day and I need to get to sleep soon.

But here is something interesting....


Game was on autoplay, I came out to see it was AI diplo victory...
 
Doing another test run after a round of fixes still need one fix thats a graphic change (I think) on the latest bug fix of the domestic advisor.

I havent exactly been just sitting around for the last 4 hours, the version change log has grown...
Spoiler :

.6
Religion - Shinto Added
Fix - Ocean Trading @ Optics
Fix - Vassal Trading Enabled
Re-Add - Air Force SDK Change
Re-Add - Pirates Mod
Update - Regiments & New Units (Flavor) Unit Count Now 197
GFX - War Elephant Size Reduction
FIX - TXT_KEY In Options For Slow Culture Growth
FIX - Isreal Diplomacy Text [OUR EMPIRE] Fixed
FIX - Parthanon No Longer Obsolete's
Merged - Roamty Duplicate/Art/Springfield/Movies Fix
Python - Religion Decay
MAP - Radical Earth 18 Civ 64X40
MAP - 11 Civ Europe 61x45
Python - Culture Decay Back On
Python - Plot List Enhancements
SDK/Python - Raze City Mod
SDK/FIX - Impalers IsConnected Return Bug Squashed
SDK/Python - Customizable Domestic Advisor Zoom Fix
Python - Cultural Conquest
Civics - No Religion @ Atheasim, Panthisim, Free Religion
Civics - 1Happy Per Mil @ Heredatary Rule
Civics - Oligarchy +33% Maintance Number Of Cities
Civics - Police State +1 Happy Per Mil Removed Barracks Bonus
Civics - -25% Weary @ Militant, Upkeep High, 15% Population Free Units
Militant - High Maintance
GFX - All Tanks Reduced in Scale a bit, Mark V reduced a good deal.

Major Change... Cities with multiple religions can experience a religious decay where a non state religion is removed.

Major Change... Large Cities no longer instantly raze, it takes time for a city to raze and each turn some of its buildings and population are destroyed but only if a military unit is in the city... Capture back the razing city to stop the raze function... !r! means city is razing ?r? means city is stalled in razing for lack of military units.

Known Issues:
Display issue on -1 happy non state religion on militant
C++ Exception(non crashing)
Python Error On Great Person Rename For Expansion and New Civs (Non Fatal)


One thing I want some feedback on, is I want every religion to have its own special civic and its own special wonder. For example...

On this build or .7 there will be a wonder that can only be built while a civ is in the Religious Civic of Militant..."Crusades" this wonder gives city raider I to any unit built there and expires somewhere in the Renaissance Period (I don't have my tech tree open as there is an Autoplay going right now)

Ok what I would like to do is expand on this concept, so that Crusades can only be built by the Christian Founder While In Militant and allows a special unit called "Crusader" to be built again only in Militant...

Just allowing that would imbalance Christianity a bit much... And I want somewhat of a more dynamic system...

Each religion should get a special wonder and possibly a special unit, although this system does not have to be military based and can give other bonus. It would be best if they had to be in a specific civic for it to take effect.

Any thoughts?
 
But each religion already have its own "wonder" :P Beside that, gotta no idea about the other religions hehe

Anyway, about the diplomatic vicotry, I already saw AI doing(or trying) this sometimes...But also, dont forget that you are on autoplay, and in autoplay its "easier" to AI win in different cincurstances than if with a human, like cultural vicotry and so on..But I never saw AI wining a game with humans that is not by space race or diplomatic victory :( Im putting all my hopes in the AI genetic project :PP
 
Development Path updated for those that want to comment on changes getting ready for .7....

Development Path is located in post #4
 
Any thoughts?

Sure.

If you are the Hindu Religion founder and you are in the Pacifist Civic, you can build the Satyagraha Ashram and the satyagraha unit.

The Satyagraha unit does not attack but if destroyed by another civ, causes terrible war weariness for the attacking civ.... It would also be cool if the attacking civ got labeled as "war monger" since that effects each civs attitude toward each other.
 
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