[Warlords][Mod] Kets Composite Mod

@Kel, Im on it...

@All First round of new units (not flavor but actually new units) are in. Only thing not done to them is formations and mesh. Working on that now.

@Testers You will notice the tech tree has filled up very much since the last version, please note if something seems out of place. Also consult the tech tree graphic with the dates to get an idea of what year these should be representing. If I'm off please tell me. Also check balance for stats on .4
There is a couple of things im questioning.....

Getting more coffee I'm so close to .4 I can taste it.
 
I got a minor issue to report(was going to test again city raze but got kicked from the computer by my gf xD)..

Well the thing is, the time between turns is normally ok(my pc is kinda fast), but then sometimes(guess happened 4 times) it gets really long(first time I thought it crashed) for load, like 2 min(well, from osme seconds to 2min is a big difference..) and the only thing I could note from that was that it always had a AI talknig with me about some deal after(but then, not always that AI talks to me it happens)...

Its just minor stuff, but perhaps you wanted to know...About the raze, I test again and soon as possible..
 
Did you trade a map?
When you trade maps the game kinda just sits there while it updates and then all of a sudden it comes back. Its much more prevalent on larger maps.
Nothing I can do about this. :(
 
Ok folks. I'm smack dab in the middle of the civic changes for .4
I'm starting to fall asleep. I've been at this for close to 10 hours now and I've hit the point where me touching the code is very unsafe as I make more mistakes than fix's. Coffee stopped working hours ago.

I'm going to polish off the civic changes and hit the sack, there are still a few formation and size changes that need to happen and I still need to do the Compass Galleon, Caravel, Frigate, Explorer changes. Then I can do the recompile with unit stats and send it off to the testers. We're on track for today sometime I just need some sleep.

Dale's Combat Mod or at least the portions I am using has been pushed back to .5Test there will be a round of bug fix's after .5 and then we will release.
Some units did not make it in this round. Thats ok I'm sure we will add them in as we go along. Changelog for .4 follows.

Spoiler :
Formations Added, All Old Units Synced, Elohim's Fleets, Scale Change
Changed Formations to 8+1 instead of 10+1 and 9+1 Instead of 11+1
Eirik Ruide @ Plastics Should Require Oil to build
Change Eiffel to 100% Culture (woops)
Remove Concript Effect From Colt
Remove Womens Sufferege Wonder
Commerce Changed to 5% Increments
WW Hit By Nuke Increased to 6
Fix Fusion Plant
Fix Sevopedia
Fix Replaced By Text
Removed All Modern Flavor Units
Expansive Gives 25% Reduction Of Cost To Settler
Modern Armor @ Robotics W/ Composites
Mechinized Inf Requires Oil
Grenader @ Rifling W/Chemistry
Cannon @ Metalurgy And Chemestry
Catapult @ Mathmatics
Jet Fighter @ Jet Flight
Spy @ Espionage and Cheaper to Build
Macemen, Samarui, Beserker @ Feudalism W/ Metal Casting - Samarui with copper or iron
Spearman @ Bronze Working
Pikemen @ Guilds
Machine Gun @ Assembly W/Steel
Longbow @ Civil Service
Knight @ Civil Service W/ Horseback And Metal Casting
Gunship @ Jet Flight W/ Rocketry
Subs @ Combustion W/Radio
Bomber @ Flight
Stealth Bomber @ Composites W/ Advanced Flight
No Unit Nuke Immune
Normal (early) Subs can not see subs
New Modern Worker Skin
UNITCLASS_HEAVY_BOMBER
UNITCLASS_ZEPPELIN
UNITCLASS_STEALTH_FIGHTER
UNITCLASS_ASSAULT_FIGHTER
UNITCLASS_MODERN_FIGHTER
UNITCLASS_BIPLANE
UNITCLASS_NUCLEAR_CARRIER
UNITCLASS_NUCLEAR_SUBMARINE (SSBN)
UNITCLASS_ATTACK_SUBMARINE (SSN)
UNITCLASS_AEGIS_CRUISER
UNITCLASS_FLAK_CANNON
UNITCLASS_MECHANIZED_ARTILLERY
UNITCLASS_SAM_BATTERY
UNITCLASS_PRIMITIVE_CANNON
UNITCLASS_MARK_V
UNITCLASS_CATAPHRACT
UNITCLASS_TOW_INFANTRY
UNITCLASS_JETBOMBER
UNITCLASS_MINESWEAPER
UNITCLASS_SEAMINE
UNITCLASS_RAM
UNITCLASS_WARDOG

Wonder Movies Should Play for New Wonders
Cure For Cancer
CN Tower
Erik
Magellan
Oil Sands
Leonardo
All other new wonders are blank
----- CHANGE COMPASS - REEVALUATE
Gallion @ Compass
Caraval @ Astronomy
Frigate @ Compass W/ Gunpowder
Explorer @ Optics
Finish Formations for new units
Recompile .dll with unit stats and 24 civ changes


I think .4 will still have the save/load bug, as soon as the fix for that is done I will send out a new .dll to the testers unless of course .5 is ready by then.
 
Ket said:
Did you trade a map?
When you trade maps the game kinda just sits there while it updates and then all of a sudden it comes back. Its much more prevalent on larger maps.
Nothing I can do about this. :(

No man, you didnt understand, I know about the map trade, it is not that, its just between 1 turn to other while its "waiting for others civilizations" that it happen, its almost like its all crashed for a while and then it goes on in thew game, and always a diplomacy window opens then coicindeing with it..maybe its my pc, but that is strange..

Anyway minor stuff hehe.. Going to test the raze city now..

***EDIT1***


OMG now I know for sure its a bug LOL, I did invade Madrid and I got the option to raze the city, I did press only for test, and it DIDNT RAZE LOL, I just got the city, no raze >>.<< How weird..What then?

**EDIT2**

Hum, great general didnt appear in my capital but in other city.. ? Pehaps cuz it was the capital of Greece(I invaded that city in the begining of game without option of raze)?

**EDIT3**
Wanna something even funnier? AI can raze and I can't -.-

*EDIT4*

Ah forgot..I got Madrid and I saw their cultural influences..60% from Egipty wich they had no cultural contact at all and like 5 more that also include China wich is in the other side of the world... lol weird
 
I'll be doing some work of the load bug this morning, but I cant realy sink my teeth in untill my off-days starting monday (I work 12 hour shifts). Realy nice looking work their Ket, I would fire it up and play but I know you need that code asap.
 
Arlborn said:
No man, you didnt understand, I know about the map trade, it is not that, its just between 1 turn to other while its "waiting for others civilizations" that it happen, its almost like its all crashed for a while and then it goes on in thew game, and always a diplomacy window opens then coicindeing with it..maybe its my pc, but that is strange..

Anyway minor stuff hehe.. Going to test the raze city now..

***EDIT1***


OMG now I know for sure its a bug LOL, I did invade Madrid and I got the option to raze the city, I did press only for test, and it DIDNT RAZE LOL, I just got the city, no raze >>.<< How weird..What then?

**EDIT2**

Hum, great general didnt appear in my capital but in other city.. ? Pehaps cuz it was the capital of Greece(I invaded that city in the begining of game without option of raze)?

**EDIT3**
Wanna something even funnier? AI can raze and I can't -.-

*EDIT4*

Ah forgot..I got Madrid and I saw their cultural influences..60% from Egipty wich they had no cultural contact at all and like 5 more that also include China wich is in the other side of the world... lol weird

Got a save game you can send me...
Like the turn before the diplomacy issue happens. Or the same turn if you know it will happen again.

If you save the game and then attack the city does it allwyas not raze?
If so send me a save on that as well
 
Impaler[WrG] said:
I'll be doing some work of the load bug this morning, but I cant realy sink my teeth in untill my off-days starting monday (I work 12 hour shifts). Realy nice looking work their Ket, I would fire it up and play but I know you need that code asap.

Wow long shifts man!.... Ok thats cool. Trust me I know work comes first, even though we would rather it not :)
 
What One CIV do you want to see included in .5

First 5 posts that request one that is available for inclusion will have there wish granted.

Current Choices

Aboriginie, Abyssinian, Austrian, Cheroke, Dutch, Iroquis, Magyar, Neatherlands, Poland, Polyneasian, Portugiese, Scottish, Thai, Tabet, Trojan, Summerian, Sweedish.
 
Brazil <editing Back To Post The Save Soon>

Is Brazil Avaible? Its in sevomod..

EDIT
The save is 500kb+, suggestions?
 
Depends on what is already going in...unless nothing else is going in atm, I'm not entirely clear on that. If that's the case, I'd say Israel. If it isn't the case, I'd say Assyria, since I haven't seen any other mods with that but it wouldn't be hard to fabricate from existing material.
 
Right now only Canada is additional, I was going to wait till Civ Gold Warlords came out but I can put a few in now. While I work on .5

Isreal, will go in...

I'd LOVE to put brazil in (and need to anyway for something I'm planning)
but alas its not ready for warlords yet (Should be out with Civ Gold 3.0 Warlords in say a week or so) can put Portugal instead....

4 Slots left, yes Arlborn you can make another request.

Aboriginie, Abyssinian, Austrian, Cheroke, Dutch, Iroquis, Magyar, Neatherlands, Poland, Polyneasian, Portugiese, Scottish, Thai, Tabet, Trojan, Summerian, Sweedish.

Arlborn I'm gonna send you out the link for the test version of .4 later tonight when its ready.
 
Arlborn said:
Brazil <editing Back To Post The Save Soon>

Is Brazil Avaible? Its in sevomod..

EDIT
The save is 500kb+, suggestions?

Email it to me
sethjaygoldberg
at
gmail
....................
com
 
@Arlborn regarding Culture...
"Ah forgot..I got Madrid and I saw their cultural influences..60% from Egipty wich they had no cultural contact at all and like 5 more that also include China wich is in the other side of the world... lol weird"

Nope thats the way it should work, culture spreads over trade routes, as well as other ways. We are using TheLopez's Cultural Infuances Mod...
In the mod folder there is a readme file in the readme folder that gives the details, but ill copy the important ones here.

Spoiler :

- Trade routes between cities of two different civilizations have the chance of
transmitting their cultures to each other.

- When a city is lost (conquered, destroyed, etc.) it will send a "culture
shock" through the region, resulting in the loss of 50-75% of the culture
generated by the city. The culture shock makes it much easier for an Empire
to exert control over squares surrounding a city when it is conquered.

- Squares outside of an empire's borders will slowly lose culture over time.
The amount lost is dependant on the configuration of the mod but by default
they will lose 5% of the square's culture every turn, resulting in a
half-life of roughly 14 turns) makes it harder for an empire to regain lands
that they lost in the past.

- Depending on the configuration of the mod cities cultural borders will:
- Extend out into ocean plots
- Grow slower

- Upon capture, the city's culture is reset to one half of the original, PLUS a
random number whose maximum is half of the original. Prior to this
calculation, the original number is adjusted to account for the lost population:
NewCulture = ( OriginalCulture / 2 ) + ( Random(OriginalCulture / 4) ) + ( Random(OriginalCulture / 4) )

- If the conqueror is the original founder, then the calculation becomes :
NewCulture = OldCulture x ((Current_year - Loss_year) / (Max_years * 0.25))

- If the conqueror is not the original founder and the losing civilization is
also not the original founder and the city's culture is at least double what
it was when the founder lost it, the loser becomes the founder.

- If a player builds a city on the same plot as that of an older city that got
itself razed, the new city will gain some of the older city's culture to a
maximum of 80%, depending on how long ago the razing took place:
NewCulture = (Culture_old x ((Current_year - Loss_year) / (Max_years * 0.15))) * 0.8

- The number of times a city has been captured is logged
 
IADL= In A Distant Land
Test Game .4 Pre-Release To Testers - Pre-Compile
12 Civ Europe Map - Standard Time - Prince Difficulty
Rome/Ceaser



Hindu IADL 3640
Slavery/Massonry 3240
Begin Stonehenge 2400
Ranked #5 Advanced 1960
Stonehenge Complete` 1840
(Note Great General Experience From Barbarians And Animals Seems To Be working)
Judeism Founded IADL 1760
Greeks expanded closer to me then I have ever seen them do @ This Time Period 1480 (Screenshot)



Items Of Note:
Barter Needs To Move To Monarchy As No Cottages Before Then
Get Impaler to look at "Replaced By" as it seems spammy
Early Wardog Scouting may be a balance issue, need to investigate
Crash On Adding Wardog To City Queue (Graphic Fine in world builder/pedia)

Well now thats a problem, with save/load being dead....
 
Dogs of war, huh? Now you just need to get (fiery) Pigs of war to round out Rome's animal arsenal: Str 1, Move 1, +1000% vs Elephants, collateral damage, destroyed on attack :lol:
 
Don't temp me.... ;)

Ok .4 is done and in the can

Final Change List
Spoiler :


SDK Changes
SDK 24 Civ Patch Re-Added
Elhoim Diplomacy Fix (You Declared War On Our Friend only happens to actual friends)
Unit Statistics Re-added
Flood Plains Fix (Cities on FP get 3F)
ExperienceNeededCappingMod Progression is unchanged up through 65 exp; past that it will now go 80,

95, 110, 125, 140, 155, 170, 185, 200, etc instead of 82, 101, 122, 145, 170, 197, 226, 257, 290
LakeSizeMod
UnitNameMod


Complete:
Formations Added, All Old Units Synced, Elohim's Fleets, Scale Change
Changed Formations to 8+1 instead of 10+1 and 9+1 Instead of 11+1
Eirik Ruide @ Plastics Should Require Oil to build
Change Eiffel to 100% Culture (woops)
Remove Concript Effect From Colt
Remove Womens Sufferege Wonder
Commerce Changed to 5% Increments
WW Hit By Nuke Increased to 6
Fix Fusion Plant
Fix Sevopedia
Fix Replaced By Text
Removed All Modern Flavor Units
Expansive Gives 25% Reduction Of Cost To Settler
Modern Armor @ Robotics W/ Composites
Mechinized Inf Requires Oil
Grenader @ Rifling W/Chemistry
Cannon @ Metalurgy And Chemestry
Catapult @ Mathmatics
Jet Fighter @ Jet Flight
Spy @ Espionage and Cheaper to Build
Macemen, Samarui, Beserker @ Feudalism W/ Metal Casting - Samarui with copper or iron
Spearman @ Bronze Working
Pikemen @ Guilds
Machine Gun @ Assembly W/Steel
Longbow @ Civil Service
Knight @ Civil Service W/ Horseback And Metal Casting
Gunship @ Jet Flight W/ Rocketry
Subs @ Combustion W/Radio
Bomber @ Flight
Stealth Bomber @ Composites W/ Advanced Flight
No Unit Nuke Immune
Normal (early) Subs can not see subs
New Modern Worker Skin
UNITCLASS_HEAVY_BOMBER
UNITCLASS_ZEPPELIN
UNITCLASS_STEALTH_FIGHTER
UNITCLASS_ASSAULT_FIGHTER
UNITCLASS_MODERN_FIGHTER
UNITCLASS_BIPLANE
UNITCLASS_NUCLEAR_CARRIER
UNITCLASS_NUCLEAR_SUBMARINE (SSBN)
UNITCLASS_ATTACK_SUBMARINE (SSN)
UNITCLASS_AEGIS_CRUISER
UNITCLASS_FLAK_CANNON
UNITCLASS_MECHANIZED_ARTILLERY
UNITCLASS_SAM_BATTERY
UNITCLASS_PRIMITIVE_CANNON
UNITCLASS_MARK_V
UNITCLASS_CATAPHRACT
UNITCLASS_TOW_INFANTRY
UNITCLASS_JETBOMBER
UNITCLASS_MINESWEAPER
UNITCLASS_SEAMINE
UNITCLASS_RAM
UNITCLASS_WARDOG

Wonder Movies Should Play for New Wonders
Cure For Cancer
CN Tower
Erik
Magellan
Oil Sands
Leonardo
All other new wonders are blank
Barter @ Monarchy
Civic Changes From Thread
Tech Changes From Thread (Compass)


Links And Instructions Going Out After It Uploads.
 
Test Game .4.2
12 Civ Europe Map / Prince / Standard
Agressive AI / Perminant Allience
Rome

IADL = In A Distant Land

Found Rome In Place 4000
Massonry/Slavery Switch 3720 (Lucky Goody Hut)
Hindu IADL 3440 (Cathrine)
Antium Founded 2280
Stonehenge (Us) 1760
Judeaism IADL 1720 (Isabella)
Classical Age W/Alphabet 1520


Cumae Founded 1440


Oracle Complete COL Slingshot 1280
We Found Confusinism
Switch To Jurisprudence 1240
Sphnx 1000 (Alex)



Neapolis Founded 925
Great Wall IADL 825 (Louis)
Parthenon (Us) 750
GP 725

Kong Mao (Us) 700
Rome is a powerhouse for settler production!!!! Well and anything else

Final Screen Shot 525 (Need Sleep)










Problems Encountered
Box In Custom Game Empty (CCCP Issue)
TXT_KEY_SLOW_BORDERS (Schedule for .5 Fix)
Cost Of Compass is still in line with its old position(WOOPS)
 
Can be Portugal for now then...But promise me you put Brazil later! :p

And I sent a PM for you!
 
The load crash bug is fixed, I'm integrating in Kets additions as well and will re releasing the next version this afternoon/evening.

I've changed the Experience needed equation to use several globalFloatDefines, the exp equation is now ((Level ^ X) * Y ) + Z cast to int, X/Y/Z being the new globaldefines. The original games exp scale will be replicated with values of X = 2, Y = 1, Z = 1 which will be the defaults. This should be very flexible and allow you to customize the progression to almost anything you like.

I vote Cheroke!
 
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