[Warlords][Mod] Kets Composite Mod

Reguarding the culture issue. I think I have tracked it down. I need to make sure I am correct on what I have found.

I should have a fix out tomorrow night.
 
Fix is being posted, thanks for finding this.

FIX:
Fix For Version 3 Now Available
http://www.filefactory.com/file/6d35fa/

Fix Notes:
Due to Cultural Influences the max radius of a city culture was stunted compared to vanilla this was a bit to major of a change, what has been done to correct this is add NEW culture levels. At Standard the Max Culture is now 60k instead of 50k and the victory conditions have been changed to handle this. But what you will mostly notice is more of a range of Culture Growth, this still keeps culture a bit slower in growing and you start out very small.
 
It's in as of version .4 through Mongoose SDK changes.

I swear version .4 is driving me insane, this update is huge.
 
I might get a .4 release out today then I can play with the SDK I still need to do a compile on my end.

As far as the nuke thing goes, I honestly dont know the SDK and what TheLopez did to the SDK to cause complete destruction, it would involve a second tag that points to thelopez code and the original tag to point to the firaxis code, I sent a request to thelopez to add it in, and he said he would work on it I believe.

Current .4 additions from the last post

- Sevopedia Fixed
- Offshore Platform @ Advanced Refining
- Fort @ Construction
- Longbowman @ Civil Service
- Mark V Tank Added
- Mi-24 Gunship Added (Flavor)
- Unit Class Added TOW Infintry
- TOW Infintry Added
- Maceman, Samuari, Beserker @ Fuedelism/Metal Casting
- Add Unit Class Stealth Fighter
- Add Unit Class Ship Of The Line
- Add Unit Class Cataphract
- New Culture Level's Added This should allow cities to culture further
- Victory Options changed to handle culture levels (Famed Is The Higest Now)
- Apollo @ Space Flight
- SDI Cost 2000
- SS Casing @ Composites Cost 1000
- SS Thrusters @ Space Exploration
- SS Engine Cost 2000
- SS Cockpit Cost 1500
 
Kel, I have a super seekret :lol: project I am working on that might make it easier to merge. I think I figured out how to make modular XML files.

I discovered this on accident, and need to test it. So I have a fork of my version .1 which is completly unaltered gameplay but all the cool screens. Now I think I can write some XML and drop in a new tech tree. If I can pull this off we might have a modular framework to make add ons for.
 
I'll email it to you.. :)
 
@all
Fix is attached to the first message as file factory was giving problems

@Kel
DON'T MERGE into mine yet..... My plug in concept WORKS!
We can cretae a base mod and then add in add-ons without doing merges or even screwing with my XML....

For example you release a 2uu mod that adds a second UU they unzip it in, and it does not overwrite my XML it sits on top of my XML this means you get to develop your add on and then you isolate your changes and create your xml files with JUST your changes.

Something like this wont work with this mod per say, but when I release the unaltered game play mod, we can layer on top of it....
 
Ket said:
Something like this wont work with this mod per say, but when I release the unaltered game play mod, we can layer on top of it....


Really looking forward to that.
 
wow - i dont know if i realy understood how it works,

do you have an example to show me? its really intersting!

are you saying that there is no need to merge xml files mannually????

i have to see an example! :)

i finnished coverting my ful mod with sevo and with gir mod all in one pack - it seems the pyhon files are fully opperational on warlords :)

having a little problem with the missiles but im on the fix :)

and what do you mean by unalterd game play??? (dumb quastion?)
 
Be careful of the "peter principle"... ( meaning someone thats doing very good keeps getting promoted until one day they are finally in a position where they are NO longer productive or functional..)
I've seen enough "combo" mods already that kept "adding" and "adding" until you no longer even recognize that intial mod that you really loved..
Saying this only because I loved the intial mod... :mischief:
 
This mod:
Version .4 is the Unit and Gameplay Tweaks

Version .5 Promotion System

Version .6 New Civ's

Version .7 Wonders

(.6 and .7 goals my swap places)

Once .7 comes out we are going to push forward with testing and balance and shoot for a 1.0 release from the .7 code base in other words major changes will not come after .7 at least from a game play standpoint.

Im still about 1-2 days away from a release on .4 Honestly today real life got in the way and tomorrow I will be with clients will night then I'll see what I can get done...

When I get frustrated I've been working on the Unaltered Game Play and Framework version. The frame work is a simple concept essentially as long as you are ADDING and not changing things you don't have to merge the XML
You can just layer it. More will be explained when I release Unaltered.
(Which is not being released till 1.0 but its at .5 already) much smaller additions.
 
Ket can I get a list of all the SDK mods you have included (with version numbers if avalible) or alternativly just send me the Source if you have it, my own code is almost WL ready and I will start merging other mods soon.

What other SDK mods are you wanting to include in the future? With a little time I can get just about anything your looking for included, though If its not XML based I will have to make it optional, usualy through a globaldefine or GameOption. A modified GlobalDefinesAlt.xml will then easily turn them on or off and GameOptions can be set by the play each game.
 
Just a copy and paste of my comps file...some of these are not what you need

ActualQuotes Diplomacy Text
By: Willowmound
Version: 3.0 (Warlords)

Better Ship Scale Basic
By: Elhoim
Version: 1.0 Warlords

Warlords New Flags 2
By: Thorn

Not Just Another Game Clock Mod
By: The Lopez
Version: 0.3.3w

Dawn Of Man Update
By: The Lopez
Version 0.2

Ethnically Diverse Units
By: Rabbit, White
Version: 2.35

TechWindow
By: Roamty
Version 1.g

Exotic Foreign Advisor
By: Many
Version: Zarah Neander Warlords Version

SevoPedia
By: Sevo,Progor
Version: Unknown

Customizable Domestic Advisor
By: Taelis, TheLopez
Version: 0.93w

Jzoc Forts Zone Of Control
By: Jackel
Version: 0.1 Warlords

Attitude Icons
By: Porges
Version: Warlords

Rhye's 24 Civ SDK Fix
Elhoim Diplomacy Fix SDK Only

Cultural Influences
By: TheLopez
Version: v0.3w

Civic Balancer
By: Aussie Lurker
Version: Phase 2 Warlords

Great Generals From Barbarians
By: The Lopez
Version: .02w

24 Civ Euro Map Modified By StrategyFirst
By: Italicus

24 Civ World Map
By: Rhye

23 Civ World Map No Celts
By: Rhye

24 Civ Huge World Map
By: Pantastic

23 Civ Huge World Map No Celts
By Pantastic, Ket

City Screen Commerce Display
By: Sevo
Version: Unknown

Arioch's Warlords Flavor Units
By: Arioch
Version 1.0

Lunar Mongoose SDK Fix's And Changes

Dale's Bombardment/Missile Units

Roger Bacon's Flying SDK

Sim Cuties Stuff (you allready have that)

Community Improvment Project (obviously you have that)

Oh yea this shows promise.. http://forums.civfanatics.com/showthread.php?t=183752

I think that covers most of the big ones.

Impaler you rock, the current round of folks doing the big mods seem to be working very well together for the community...
 
ACEofHeart said:
Be careful of the "peter principle"... ( meaning someone thats doing very good keeps getting promoted until one day they are finally in a position where they are NO longer productive or functional..)
I've seen enough "combo" mods already that kept "adding" and "adding" until you no longer even recognize that intial mod that you really loved..
Saying this only because I loved the intial mod... :mischief:

ACE thats what you guys are for to tell me if I've gone to far... :)
 
Well the point was to figure out adsactly which of thouse were SDK or not, from what I can tell the following ones are definatly SDK based.

Rhye's 24 Civ
Elhoim Diplomacy Fix
Great Generals From Barbarians

The following are multi-part and I'm not shure how much of each you have included.

Lunar Mongoose SDK Fix's And Changes (The bug fixes from this are included but none of the game changes)

Dale's Bombardment/Missile Units (WL added a Kamikazi boolean so Missle half is unessary, I was thinking of doing an updated version of the Bombardment part so that units dont loose the reduce fortification ability)

Roger Bacon's Flying SDK (basic Flying tag and a few small tweeks are included but not the most resent version)


SimCutie code - I droped this and all other fancy Python call backs from my warlords code because it was way over my head making it impossible for me to maintain/support/dubugg. I also found that it causes memory leaks if the Python code insn't included and as I wanted to make a universaly usable DLL that could run without error even with no supporting files I took out anything that introduced dependencies. Lastly I hadn't though anyone was using thouse mods, which ones were you interested in? I might be able to put it back.

Who compiled your current DLL, I'd like to get the source from them.
 
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