[Warlords][Mod] Kets Composite Mod

Ket said:
Arlborn:

Did you download the updated .DLL and move it to the proper place

Yes I did, but nvm cuz the problem seemed to be solved by itself after some turns..It just came back to normal the percentages after like 5 turns after the revolt finished..weird?

And answer my question,, arent Dutch and Netherlands the same? lol
 
Strange!... We will look into it though....
 
I think the Culture mod by Lopez has a "Culture Shock" effect which might be responsible for that, its supposed to trigger on Conquests but perhaps revolts are also triggering it. So this might be an undocumented feature *cough bug* of that mod.
 
That would make sense in .5 but not in .4 its not in .4 yet :)

Hell its not in .5 yet. (I may need you to do the merge, as I cant get a stable .DLL once I merge it.)
 
Current .5 Development Teaser Follows....

Spoiler :

.5
Python - Tech Conquest
Python - JUnitReligion
Units - Fixed WarDog/Ram Balance
Python/SDK - Great General From Barbarian Combat
Fix - Compass Cost In Line With Its Position
SDK/XML- Route Pillage Mod
Map - Synterra 15 Player Tiny Earth
GFX - Moddern Harbor


ToDo
******** Python - Cultural Influances **********
Theocracy No non state religion spread
Evaluate Panthism
War Elephant Size Reduction
AI autoplay (python hooks)
Barbarians Civs Settle Down (Jdog5000, Revolution pack)
Warriors Upgrade to Sword, Axe, Spear, Acher Or Chari
Add Canadian Great People
Lsystem on Latest Buildings Wonders (Woops Forgot Those)
Invisible Mines
Finish Formations for new units
Fission +400 Cost
Portugal
Isreal
Cheroke
Upgrade Paths All Units
 
Everything moves along well, I got the last round of my SDK changes in and I'm testing the python and .DLL have a CTD and a python exception that I am trying to debug but all else is good.

I should be able to find those and keep going with the test. Lots of changes went in today and yesterday.. One of the things I'm trying to do is make sure the 2 new speed levels dont throw the tech tree out of wack...

Air Forces Mod went in. I think this will be the first big mod to use it. YAY more firsts.....

Ok enough rambling, I know get you a version you can play you say....
Just a few more days...
 
Good to hear, I'm looking forward to promoted air-units (its also one less thing for me to have to merge). I'll focus my efforts on XML loading and we can soon do a code merger. The XML merging should realy be great for geting content into fully contained package folders, like for example a new unit or new buildings. It should be possible to get a whole custom Civ with all the fixings into a single file. Its just a matter of making the file searching sufficiently broad.
 
Great mod. I downloaded the main file from the first post, then played a few hours, and I notice that the Plot List Enhancement feature isn't working. If I click on any of the little blue icons to choose the layout of units in cities, it highlights all the options I choose, but if I click the mouse anywhere, it reverts back to the first icon only. If I choose a city, again, the Ctrl, Alt and Shift keys do nothing for choosing unit. I cannot change how they appear on the city screen, and I cannot choose units at all... so if I need to get the 3rd unit in a city to move, I have to move each unit out 1 at a time.... that is not good. It always and only selects the first unit in the city.

So I thought, hey, maybe the 3.5 fix file listed on the 1st post would fix that, so I downloaded the rar file, installed it, and the game crashes with runtime errors.

Any suggestions?
 
darkedone02 said:
wait, .4 is already released? where? if .4 is released, please update the first post cause i do not like searching for it.

I think this has only been released to official testers. I believe the next public release will be .5?
 
@wotan I discovered while building "Unaltered But Flavorful" that PLE is VERY VERY buggy and unstable with warlords. So I pulled it out of the codebase for future versions of "Unaltered but flavorful" and the upgrade to the composite mod, now called composite XL that is in testing right now, looking for public release umm maybe as soon as the end of this weekend. That being said ..35 upgrade should be stable.

All the .35 fix does is add the new culture levels to compensate for the lost levels of the slower borders, so that should not in any way cause a CTD could you give me some more information about what was happening when you got the crash?

@Darke
.4 Of Composite XL went to testers 2 days ago. I will re-launch/launch composite XL after .5 gets tested. Which should be as soon as the end of the weekend. Don't worry I will update the forums, since it has become its own mod I will start a thread here just for the release of that mod.
 
Which leads an interesting question, should I do a final build of the composite?
 
.5 CTD and python problems seemed to be corrected. Just did an AI game for 400 turns at FX-Extended Speed and its all good.
 
Ket said:
Which leads an interesting question, should I do a final build of the composite?

If it is stable, why not? And with the time you just keep updateing..
 
Heh a lot of that time is spent while the game is in autoplay and minimized.

I do post a lot, its to keep everyone updated. The Original mod has over 700 downloads. I figure they come here to see whats up, or at least some of them do. I just wish more would post with feedback/kudo's or even complaints. (I hate that the thread was rated down but nobody posted saying why)

I just discovered a python error that effects both Me and Amra's pack and is due to using a python script to rename people/great people based on the civ that you are playing. The problem is TheLopez wrote it for original civ and nobody bothered to update it with new civs...

Am i the only person who catches this stuff? I would think anyone using the great people mod, or unit stats or a handful of other mods would have caught it... Well at least its caught, I sent the info to the proper people.

Speaking of updating, I'll post the latest .5(beta) notes. As you can tell some new items where added, and some items where pushed off to .6 (after public release). Doing a great deal of auto-testing allows me to test the flow.

Spoiler :

.5
Python - Tech Conquest
Python - JUnitReligion
Units - Fixed WarDog/Ram Balance
Python/SDK - Great General From Barbarian Combat
Fix - Compass Cost In Line With Its Position
SDK/XML - Route Pillage Mod
Map - Synterra 15 Player Tiny Earth
GFX - Moddern Harbor
Civics - Theocracy No non state religion spread
Civics - Panthism only +1 per monument
Cicics - Pascifism +50% War Wearyness
SDK/XML - Air Force Mod
SDK/Python - Pirates Mod
Civ - Portugal Added
SDK/Python - Cultural Infuences
SDK/Python - Enhanced Culture Conquest

Tech Changes: There is a problem with tech's that skip a time period costing to little, since the rows
are supposded to represent certain years this creats an interesting problem where going a certain path
is much cheeper to get to certain important tech's this may be causing the A.I. to beline in some
ways. (GRM cought this problem). Ok so to fix it, the cost must be increased for the tech.
Lets look at an example. Mining skips the second row to go to bronze working. Bronze Working cost is
out of line as it will allow the A.I. to get to metal casting which also causes a skip into machinery
causing a complete compression of points to get to gunpowder. Solution: Spipped tech's points
increased!...

*** If I add tech's later in these sections I need to reverse these changes.
Fission + 1/3 Cost I want this to be a major undertaking (check for balance)
Bronze Working + Mean Avg Cost 2nd Row
Machinery + Mean Avg Cost 5th Row
Nationalism + Mean Avg Cost 7th Row
Education + Mean Avg Cost 8th Row

Zeplins a bit to early. (Combustion is turning out to be the SUPER tech) I need to split this off
anyone have any ideas) Bi-planes to Radio Req Req Oil, Zeplins to Radio

ToDo
War Elephant Size Reduction
Barbarians Civs Settle Down (Jdog5000, Revolution pack) Pended Off to .6 Or Greater
Lsystem on Latest Buildings Wonders (Woops Forgot Those)
Invisible Mines
Finish Formations for new units Spread out over .5 and .6
Isreal
Cheroke
Upgrade Paths All Units Quick Pass in .5 will re-evaulute in .6
Springfield Armory Disabled Till I find GFX
Zig Of Marduke Blank Image When Built(need to find out how to have the stats at least display)


Oh yea A.I. won a religious victory in my last test game... at around 0AD...
 
Ket said:
I do post a lot, its to keep everyone updated. The Original mod has over 700 downloads. I figure they come here to see whats up, or at least some of them do. I just wish more would post with feedback/kudo's or even complaints. (I hate that the thread was rated down but nobody posted saying why)

I hear this point, i posted a map once and within ten minutes i had a rating of one star, dang that doesn't even give a person time to get two towns built, some pepole here just feel like low rating and do it just to "Pi_ _" people off is all, dont take it personal, i think i have only three comments in all the maps and things i have posted here. And about 900 d/l's , go figure.:crazyeye:
 
@StrategyOnly

Hey! haven't heard from you in ages!!!! :) I finally figured out what was screwing up with 24 civ maps. You may want to write a tutorial on how to change a map for 24 civ's as I dont think most people have figured this out yet (I know it caused me massive headaches)

Along with the changes we know of (setting 0-23 teams and players and setting the empty teams to none)

-Here is the part we missed-
All barbarian units and cities need to be changed. Barbarians and there units are set to player 18 on a normal map. These need to be changed to 24

For example here is a barbarian civ with an archer guarding it on a normal map.

BeginUnit
UnitType=UNIT_ARCHER, UnitOwner=18
Damage=0
Level=1, Experience=0
UnitAIType=UNITAI_CITY_DEFENSE
EndUnit
BeginCity
CityOwner=18
CityName=Whanganui
CityPopulation=1
EndCity

Change CityOwner=24
Change UnitOwner=24

A simple find and replace in a text editor will work perfectly
Find CityOwner=18 and Replace with CityOwner=24 as barbarians are always in that last slot

Which of your Art maps do you like the best for game play. I will include it in the .5 release.
 
Well one prob would be for me is that i dont own a test editor and right now i only know of your MOD's that have the 24 civ "working correctly."

EDIT: YEAH i've only made six maps since we talked last, sorry, LOL
 
Ket said:
I do post a lot, its to keep everyone updated. The Original mod has over 700 downloads. I figure they come here to see whats up, or at least some of them do. I just wish more would post with feedback/kudo's or even complaints. (I hate that the thread was rated down but nobody posted saying why)

Kudos :goodjob: :goodjob: I like how composite .35 plays, much more interesting than vanilla Warriors. I can't wait for your public release of XL.

That being said, I apologize for not posting more, but seriously I don't know how you guys find so much time for playing/coding/commenting... Do you sleep? Maybe I need to cut down on how much I go to my job :crazyeye:. I just don't play enough to feel I can comment on things like gameplay and flow or whether a unit or building is too powerful, etc... This on top of the fact that I have downloaded several mods and I haven't even been able to try some before an update comes out! I do comment when I see errors, but often they are just little text errors or other small things, but I just haven't seen any in your mod. So, again :goodjob:!

A lower rating without a reason? That just doesn't help anyone. Are there rules on rating threads? Or are they unspoken. Until this point, I thought the moderators ranked threads. Now that I know better... 5 stars for you! For your dedication, thuroghness, good ideas, time spent, helping with issues, etc...
 
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