[Warlords] Composite XL More of Everything!

@wotan

The A.I. ignores it... It will only use it as fodder for great age's so all the neat abilities like minor statesman or stopping wars the AI ignores. I'm hopeing now that TheLopez will revisit this so its on hold...

Of corse I could be wrong..... I do want great statesmen and great doctors in the game....

But I dont want to give the player an advantage the A.I. does not have that is against the design philosophy of the mod, I will talk to lopez today about it.
 
Ket said:
Current List of New Civs Going in .8/.9 I'm trying to get a leader list now...
Note this list may not be final.

Aborigines
Abyssinia
Albania
Argentina
Australia
Austria
Babylon
Brazil
Croatia
Finland
Indonesia
Ireland
Iroquois
Khmer
Lithuania
Maasai
Maghreb
Magyar
Malagasy
Maori
Maya
Netherlands
Nubia
Pakistan
Poland
Polynesia
Romania
Scotland
Siam
Sioux
Sumer
Sweden
Tibet
Togo
Ukraine
Upaajut
Vietnam
Yemen






What about Serbia? You can not forget this unique eurorean civ!!!
 
This is for anyone willing to work on and help with the shogun project.
I will have a thread for it soon, I'm adding the new unit graphics and GRM's Civics and Religions....

Also if you wish to help out with Century of War please follow the same instructions .

I will also eventualy create one for this, but I am so behind on documentation.

1) Download Freemind its free its wonderful.
http://prdownloads.sourceforge.net/freemind/FreeMind-Windows-Installer-0_8_0-max.exe?download

You do need Java but most people have that installed anyway if not just go here http://freemind.sourceforge.net/wiki/index.php/Main_Page

One you install it you will be able to view my mind map for the project, you can add nodes, add notes, add links to webpages its pretty darn cool, when your done editing and want to send the file back to me just upload it as a zip to the forum... My mind map will be in this message... as I update the map I will post it for download. Eventually I plan on having a webpage for this stuff but at the moment.....
 

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Ket said:
This is for anyone willing to work on and help with the shogun project.
I will have a thread for it soon, I'm adding the new unit graphics and GRM's Civics and Religions....

Also if you wish to help out with Century of War please follow the same instructions .

I will also eventualy create one for this, but I am so behind on documentation.

1) Download Freemind its free its wonderful.
http://prdownloads.sourceforge.net/freemind/FreeMind-Windows-Installer-0_8_0-max.exe?download

You do need Java but most people have that installed anyway if not just go here http://freemind.sourceforge.net/wiki/index.php/Main_Page

One you install it you will be able to view my mind map for the project, you can add nodes, add notes, add links to webpages its pretty darn cool, when your done editing and want to send the file back to me just upload it as a zip to the forum... My mind map will be in this message... as I update the map I will post it for download. Eventually I plan on having a webpage for this stuff but at the moment.....


The question may be dumb, but what exactely is shogun project?
 
Ket said:
Tokugawa: [NONE] / should it not be Shinto?
Victoria: [NONE] / Really?
Mao Zedong: [NONE] / I would have figured Budhasim
FDR: [NONE] / I would have figured Christianity
Churchhill: [NONE] / Again I would have assume christianity...

I'm posting the list to the Civ Gold Forum so that we can get some better feedback on the new civs going in.

I meant to change Tokugawa to Shinto, must have skipped over it.

For the others: Like I said, I went by leader, not civ. Sure, china has loads of buddhists, but was Mao particularly religious? I'd say he's more the kind of guy to institute outright anti-theistic state policy, and certainly at the very least a secular state. For the others: They had no explicit connection to religion, although I'm sure individually they were members of the church. I think one of the biggest positive things about the mod is keeping leaders like Saladin from adopting Judaism or Isabella from adopting Islam; if you try to assign religions to every leader based on what religion was most dominant in their country at the time rather than what religion (or denomination) they were well-known for, you'll end up with (in your final mod) about 30 christianitys, 5 islams, and 1 or 2 each of the remaining religions.

So, while Victoria was technically the head of the Anglican church, it was Elizabeth who made the reformations which were crucial to it.
 
With respect to religions....

Is there a point where this or any mod becomes too tied to actual history? Part of the beauty of Civ is that it is re-written each time you play IMO.
 
Oh I don't disagree, but this pushes the AI a bit, so they all don't clump up to the early religions....

The modifiers are the same ones that the AI uses for determining its favorite civics and we see them not using them as well.
 
Ket:
I've been thinking of a tag for modifying National Unit Limits but havent figured out the structure of it yet, The current set of Missionaries are set at 3 each so the player can have theoreticaly 3*7 = 21 missionaries at once (and more with each religion). I also want the tag to be compatible with future religion additions so its got to cover all the Missionary units which is a SpecialUnitClass. We also have plans to add more spy type units the the game and these would form an upgrade chain. This might open up an explit in which the player dose not upgrade their spies and manages to accumulate up to the limit of each type of spy all at the same time. So I've though maybe the National Unit flag should be put on the SpecialUnitClass in Addition to the UnitClass. Then you could for example limit the total number of Missionaries (of all types) to X and limit the total number of Spy units (of all types) to Y. And still have individual caps. Buildings like Shrines could add to the limit of a specific missionary by a <iUnitClassNationalLimitBonus> tag. Traits like Spiritual and Cunning (my in the works Super Spy Master trait) add to the SpecialUnitClass limit and/or the limits for each unit within that SpecialUnitClass. Its kind of tricky to make it do adsactly what I want it too. Perhaps you could elaborate of what your looking for it to do?

Civics Free Specialist Mod: In its present form I would only use this as a way for Merchantilism to specificaly give merchants. Otherwise its just too strong. I think an interesting idea would be to actualy do something I saw in Lopez's Statesman Mod, add specialist ONLY to the Capitol. Thats got a lot more potential to be balanceble and fun. Ofcourse their no reason both tags couldn't be included.

Leader Prefered Religions: Personaly I think the whole concept is incredibly dumb and counter to the core notions of Civ as an "alternative history". Firstly local foundings will mean that most AI's cant adopt their prefered religion for a long time. Second they will be disadvantaged by switching to religions for which they do not control the holy city of. Thirdly he player will gain an undue advantage by being able to predict the changes in the AI's state religion. I would ask you reconsider including this illconcived feature.

Projects: Yes they can be ported over to projects but it would be rather tedius to do them ALL, is their a specific tag or list of tags that you want on Projects so I can just whip that up specificaly?
 
Impaler, considering your part of the design team... I don't have an issue with you raising a red flag. My thoughts on it are this and if there is some other way to get around it I'm all for it.

1) The AI tends to clump around the early religions.. We have made some headway into this and get them spread around a bit. I think making the change that Kael found allowing spread to happen even if a religion is present will help a good deal, plus lowering the early religions to 80 spread from 100.

2) Adding Shinto And Zoroastrianism seems to be helping a good deal, we are seeing some much nicer spread.

3) From what I can read of TheLopez's code he forks off the "favorite" Civic and its just a modifier for diplomacy and a push to the AI.... I have not seen it at work and how it effects things. But it does not look like it will completly force the AI into the religion if its not a good choice.

Those are my thoughts for adding it, that being said I'm VERY happy just to add the inquisition that the A.I. can use (I wish he would do the same with statesmen) so we can hold off on releasing .7 with that feature in till the data is out on if this change is worth it. I do have a lot on my plate for .7 so we can hold tight on that one.

So I can go with adding in the Inquisition, why cause nobody expects it, lowering the initial spread, adding Kael's change, adding Zoroastrianism which Roamty just got me the fonts file for this morning, and then seeing how the religions shake out.

We wanted to make "The Crusades" or whatever we are calling it (Think of Ganarts wonder) a project and not a wonder so it could not get double hammers or be rushed. So I would like the ability to
1) Diplomatic Modifier (besides that way I can toss a negative one on Manhattan project
2) Crap what did we decide on, granting city raider or something... I'll have to look up a few pages where we all discussed it.
We would also need a way to expire a project eh?

Also speaking of diplomatic modifiers, I don't think the one we have for buildings is working, at least in my tests. Is there any way to get a print out of the modifier, we may be able to use lopez's code for that or at least fork off it.

I LOVE THE WORK YOUR DOING FOR SPYS!!!!

I so wish I could get the art types to make me a diplomatic unit (for my 1900-20xx mod) I'm about to install 3d-max and fail miserably.

:)

My MSN is now posted in my profile...its also my email address...
 
You wouldn't happen to have that .6.1 version with the Great Statesman added just sitting around, would you?
 
Ket said:
Very possibly, the formations file and the Civinfo file may screw it up...
PM me a list of what you want and I'll see if I can stick it in for you :)

Thanks for the quick responce. I started to make a list and found that it was 30 to 35 units long. I think it would be better if I could figure out why your artdefines and unitinfos are diferrent and how to implement you processes. I have noticed that the files I am having trouble editing,(artdefines and the unitinfos) were edited using XMLspy. Have you ever editedd XML with notepad? Is there any thing specific to XMLspy that you did when compiling the file? I have successfully changed the flags in the artdefines_civ file. I noted that there wasnt a, edited with XMLspy tag at the top.

I have had two probs when trying to add new units. One is that whenever I change anything in the artdefines the computer and myself loses the ability to give any orders to units ingame. Whenever I change the unitdefines I get a error message that says that there is a prob with the first line. I havent touched the first line and have retryed the process with the dame results.

The entereys for those two files are good I have added them into vanilla civ and have been using them for awhile. I just downloaded XMLspy.Thanks for the help, any suggestions or explinations would be highly apriciated.
 
@tlucky

Just hold tight those units are going in. I had to pull them out to get the base class units into the tech tree, now that I think I'm happy with unit placement I can start adding the flavor units. I do want to wait till .8 to tackle it, remember in .8 we had 40 Unique Buildings, 40 Civ's A ton of leaders and I think 2 UU per Civ... thats a lot to add in...plus I dont yet know what overlaps. That being said my XML files are not changed in any way... that edited with XML spy is just a comment.

@wotan
No... Cooking up something, not till .9 though...

@ALL
.7 Goes well, we pulled out the "Favored Religion thing" the Inquisition add on is going to allow me to have crusader units that can strip religions from a city. This is going to play well I think

The Spy changes fom impaler are going to be amazing. And im working on the back end of the tech tree and thinking about the front end of the tech tree as well.
 
Hey... this mod is really fantastic!

However!! Once I got to the modern era, I ran into some things that I would call issues... but I was curious whether they were my fault, someone else's... intentional... who knows...

With modern aircraft and any promotions what-so-ever... you get over 100% interception pretty fast... which makes anything but stealth bombers useless

And... if something does get intercepted it seems to be instantly destroyed no matter what...

Also... I was playing with 4 teams of 2... me & england... and everyone had built SDI, naturally... but does that give each civ a 75% chance of interception or something? I saw 11 ICBMs launched, and ALL 11 got shot down! Were they being intercepted by jet aircraft or something? Those had 110% chances of interception... but they can't apply to nukes can they?!

My apologies. The first 6000 years were fantastic, and I'm sorry to complain about work that is doing free of compensation... it IS fantastic
 
doompigeon

SDI is actually less effective than 75% .... I will take a look and see what is going on, and look into the intercept issues....

:)
 
Hi David, At the moment yes, BUT we are working on that.
.7 Will have multiple download locations...

Now here is what you do its kinda confusing....

1) Click the link in the first post (I just checked to see if its working)
2) Scroll down and you will see a text link that says "Download for free with FileFactory Basic" and click it
3) Then on the next page scroll down till you see "Click here to begin your download"

And it should start :)

@Strategyonly
I played a test game for .7 on dune last night, an intesting thing, every so often the screen flashes like a lightning storm it goes black and then back to normal its the weirdest thing i've ever seen I never saw Civ do this before, so I loaded up another map and it does not do it. So I figured somehow you got a neat effect/bug that causes this neat little between turn flash in the map.
:)

I have checked out Officer Reene's Mod is that the one you mean, he has some nice ideas but his balance is way off, what in it did you especially like?
 
OK i looked at the Dune map, will have to redo it from scratch again, i also had that same effect, thx.

Also put up the new Japan map.

The military upgrades with the soundtracks(voices) were neat. Really like that Recruiting one from Full Metal Jacket.

EDIT: Revised Dune as of 30 Sep. Do you want me to do the 23 civ or do you want to. The revised copy is in the download area.
Reason it kept flashing was i tried to do something different with the features file and it just didnt take is all.

EDIT1: Was playing on my new Dune and had this error message pop-up, dont know what it is? see attached.
 
I will put out a slightly touched up version of Earth2 in the OP for that thread shortly...I had changed a few things already, but forgotten about it due to moving.

Ket said:
I played a test game for .7 on dune last night, an intesting thing, every so often the screen flashes like a lightning storm it goes black and then back to normal

Worm sign!
 
@Ket, I like the idea of each leader having a favorite religion...although I understand the ballance issues involved. Maybe that will stop Isabella from mouthing off at me to covert to Buddhism while she wears a Christain cross on her crown. :lol: I hope the ballance issues don't wreck this concept. You mentioned inquisitor could remove religion from holy city? I believe an inquisitor should have a very low percentage chance of removing a religion from the holy city that founded it. :D
 
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