[Warlords][Mod] Kets Composite Mod

I really enjoy both your mods, but I'm kinda glad you are considering maybe bumping down unit size a bit, it's really just about the only tweak that I had considered asking for. I know it's personal preference, but I tend to want my cities to dominate in size a bit more. I use Civscale, and usually set all the different sizes of units, cities, resorces ect..... myself, but it doesn't override in your mod, which is cool...but for me..yea....personal taste would have the units just a wee bit smaller, but like I said, otherwise, great Mods, and I don't think I've had any crashes with either one yet.
 
I just PM'd you Ket :)

Ah yes that's a great point you make brun58, I too have not had a crash from your mod either, so all is looking good, I reached into AD as far as I can remember
 
@Brun58 & Uniquemind

Can you test out something for me, to correct the size to a better visual.

You can place this file in both mods in the same directory.

assets/xml/misc

In .35 there is no formations, so we cant test that here, but you can also move this file over to Kets Unaltered Gamplay in the same folder

Say yes to overwrite
http://www.filefactory.com/file/534e86/
 
Once we get a stable .5 release anyone up for a Succession Game?
 
Ok Ket just taken a look at it and its ok but perhaps a bit smaller? only I think brun58 said for him he'd like the cities to dominate in size more and the units could do with being smaller still if poss? or is it possible to make the cities larger instead? I guess that sounds crazy though : (

Not sure if that would cause the formations a problem though?

Other than that its looking good

UM :)
 
No the formations use a VERY small unit size in default, I jacked it up a bit.

Here's how to edit it.
Open up that file, in your text editor of choice or better yet an xml editor.

Look for this block of code
<Fader>
<Name>UNIT_SCALE</Name>
<Key>700.0, 1.1</Key>
<Key>2100.0, 1.2</Key>
<Key>3500.0, 1.3</Key>
<Key>4900.0, 1.4</Key>
</Fader>

(Find on unit_scale) works
Edit the 1.1, 1.2, 1.3,1.4 I think the current file I sent out is .9,1.0,1.1,1.2

Try it at .7, .8, .9, 1.0

I have NO idea what the 700,2100,3500,4900 is but I would love to find out.
 
Okey dokey I'll give that a try and experiment a bit, I'll also have a look and see if I can find out what those other numbers do :)

I'll report back with any info I find out

Thanks again Ket

UM :)
 
The link for the first test version of the rebuild has gone out to the testers!
I am looking for testers so if your interested PM me... I'm also looking for an artist who can do the main menu. While I know photoshop well enough you guys DON'T want me doing graphics......


YAY!

This does not mean its done, it just means we have a version to test. I restarted the numbering but here is the current "Teaser" version info.


So in place now is
Civics, Tech Tree, Promotions

Up Next
Building Changes For Tech Tree Placement, Unit Changes For Tech Tree Placement, A whole MESS of game play tweaks, New Units,SDK Mods (most have been pulled out unless noted below), Python Mods

Spoiler :


.1 Has all the changes below.
Merged - Zuul/Mongoose Promotions
Merged - Mongoose Tech Tree Base
Oil @ Refining
Uranium @ Fission
Wine @ Pottery
Jungle Road @ Iron Working
Forest Road @ Bronze Working
Cottage @ Monarchy
Well @ Refining
Offshore @ Advanced Refining
Corn @ Agriculture
Cow @ Animal Husbandry
Crab @ Fishing
Deer @ Hunting
Pig @ Animal Husbandry
Sheep @ Animal Husbandry
Dye @ Myst
Fur @ Hunting
Gems @ Mining
Gold @ Mining
Silver @ Mining
Tech Traiding @ Guilds
Nukes Tweaked to be more daminging
Slightly higher WW when hit by nuke
Half Global Warming from nukes
Merged - Aussie Lurkers Civics Balancer
Parthanon Does What Pyrmids Used To Do
Pyrimids Do What Parthanon Does


FORKED PROJECT - COMPOSITE XL

Version 1.3
xml/art/artdefines_units.xml - Changed Battleship Carrier and Destroyer Size

Version 1.2
Need to Re-Add Attitude Icons
Need to Sync Python Directory
Add Frenchman's Era Graphics
100 Turn Test Game

Version 1.1 (Emergancy Fix)
Removed - Plot List Enhancement

Version 1.0 Release

Version .9 Skipped If .8 Passes Test Otherwise Its .8 Fix

Version .8 Internal Testing Version

Version .7
Tested- Promotion Add On System
Python- Attitude Icons
Python- Dead Players Not On Scoreboard
SDK- 24 Player Tweak
DLL Recompile
Fix- Map Fix's
Add- RadEarth 24 Civ 52x32

Version .6
Merged- Great Person Mod
Tweak- Tweaked Graphic Unit Size Once Again
Merged- Plot List Enhancement

Version .5
SDK- Rename Fix Warrior 1 Instead Of Warrior 1 (Warrior)
SDK- MP Camera Zoom Fix
SDK- City Happyness Text Fix
DLL Recompile
Fix- Larger Unit Grapghics From Default Munchkin Regiments

Version .4
Merged- Sevo Commerce Display
Add- 12 Civ Small Europe Map (about 4-5 cities per civ without war, NICE BALLANCED MAP one of the best!)
Merged- Changed Underlying Base Of EDU/Better Ship Scale To Regiment adapted with EDU
Fix- ActualQuotes Which Regiment Broke
Fix- Changed Unit Gameplay Change In Regiment Adapted With EDU (B-17 UU Changed Back To Standard U.S. UU, Seal's Removed as buildable by all)
Fix- Remove Hitler (He might be back in an add on pack)
Fix- Random Name Function

Version .3
Set Up SDK Files
Recompiled DLL to add Unit Statistics
Merged- Unit Statistics
Merged- Real UN


Version .2
Forked From Kets Composite Mod at Version .1
Fix- Roamty Flag Fix For Dawn Of Man
Fix- Sevopedia

Version .1
Merged- Techwindow Screen Update
Merged- ActualQuotes for Warlords
Merged Exotic Foreign Advisor
Merged- Dawn Of Man Screen Update
Merged- Ethnically Diverse Units
Merged- Better Ship Sclae
Add - 2 maps with 24 civs
Add - 1 Map With 23 Civs
Merged- Warlords New Flags 2
Merged- Customizable Domestic Advisor
Merged- SevoPedia With Unit Upgrades Graph
Merged- Not Just Another Game Clock Mod






 
Ket,

I just finished downloading the file but when I tried to open it it gives me an erroe saying the Composite is not well formed?


Before it tells me the above I get another box which say's:

Your file contains 17343031 characters that should not be present in a file using the ISO-2022JP (Japanese) encoding. If you proceed, these characters will be replaced by a substitution character in the document window


 (0x90), ð (0xF0), ç (0xE7), &#137; (0x89), &#152; (0x98), ó (0xF3), &#150; (0x96), &#128; (0x80), &#132; (0x84), &#130; (0x82), à (0xE0), &#142; (0x8E), &#139; (0x8B), (0xA0),  (0x8F), è (0xE8), &#138; (0x8A), &#151; (0x97), &#156; (0x9C), &#147; (0x93), &#159; (0x9F),  (0x9D), æ (0xE6), õ (0xF5), á (0xE1), ñ (0xF1), é (0xE9), ý (0xFD), ÿ (0xFF), &#133; (0x85), ë (0xEB), ô (0xF4), ö (0xF6), û (0xFB), í (0xED), &#155;

UM
 
try adding a .rar extention to the file. I noticed that sometimes Filefactory removes it and try opening it then.

I assume your not using japansese(kanji) version of windows
 
Here's how to edit it.
Open up that file, in your text editor of choice or better yet an xml editor.

Look for this block of code
<Fader>
<Name>UNIT_SCALE</Name>
<Key>700.0, 1.1</Key>
<Key>2100.0, 1.2</Key>
<Key>3500.0, 1.3</Key>
<Key>4900.0, 1.4</Key>
</Fader>

(Find on unit_scale) works
Edit the 1.1, 1.2, 1.3,1.4 I think the current file I sent out is .9,1.0,1.1,1.2

Try it at .7, .8, .9, 1.0

Ok Ket, I just tried what you told me above and the unit sizes are just about perfect in my opinion, so great stuff Ket thanks :)

I'm now going to start trying your Rebuild and will post back any findings

Its a good start as it loads up without a problem, now onto checking things out

UM :)
 
Game Design And Balancing:
Observation: Theology Occurs later then I want (1000ad)
Modern Tech's come a bit to late
Original Tech Tree To Easy


Well Some Hard Data:
All Avg's Rounder
Original Tech Tree: 86 Tech's Total Points In Tree 196120 --- 2280 Avg Per
New Tech Tree: 102 Tech's Total Points In Tree 409565 --- 4015 Per

Ancient Era
Original 17 Tech's @ 1320 77 Avg
New 17 Tech's @ 1405 82 Avg

Classical
Original 13 Tech's @ 4100 315 Avg
New 11 Tech's @ 3600 327 Avg
Medieval
Original 12 Tech's @ 9200 766 Avg
New 15 Tech's @ 11960 796 Avg

Renaissance
Original 14 @ 25600 1828 Avg
New 18 @ 34200 1900 Avg

Industrial
Original 15 @ 59300 3953
New 18 @ 88000 4888

Modern
Original 14 @ 86600 6185
New 19 @ 200400 10547

Future
Original 1 @ 10000 1000 Avg
New 4 @ 70000 1750 Avg

So by the numbers we see that before the industrial age, the costs grow as they should with the number of tech's in each age.

The Modern Age though things go nuts 3k avg points need to be shaved off.
But this does not give us any indication of why theology hits about 1000 years later than I want it.

For that I need to look at tech spread
Old 8 For a B-Line
New 9 for a B-Line but it goes through Lit and Alphabet where as the Old only goes through Writing

Ok Lit and Alphabet theory behind that is THE BIBLE
If I make it Alphabet and Monotheism I might see better results, but it disturbs the flow of the tech tree where we have a Mid Classical Tech Bypassing Late Classical to Early Medieval lets see if there are any side effects if I do this.
Yes this change will accelerate Music/Drama which then dead ends (well other than a secondary pre-req for military tration) and Islam speeds up which is good cause if Theology was comeing late, so was divine right...

Ok so from this we have some hard numbers to back up the changes we want to see.
 
Pehaps Im dumb and dunno much about modding,what is the difference between this mod ands the other mod? This one is your own and the other is a pack with some mods? The other mod include this mod? Wich one is the best? :P

Thx if you can asnwer this noob questions :P

AndI guess the download file is not working properly..it comes a 11 mb archive without a extension(zip, rar, exe etc..), what I do?
 
Ket,

I have just done a 100 turn playtest of your Composite XL Mod and all was fine until turn 98 when I got this:

Your Society can now implement the Civic Oligarchy (TXT_KEY_CIVIC_OLIGARCHY_STRATEGY).

Would you like to start a Revolution?

I also noticed this little pink square in the Technology Advisor screen for "Flight" see screenshot below, not sure how to make it a thumbnail :(

Other than that all looks fine and dandy : )

Hope this helps

UM ;)

Arlborn,

I had this problem too but the files size for me was correct, but if it has no extension then once it has downloaded open it with rar as filefactory seems to remove the extensions for some reason, hope that helps

UM ;)
 

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Arlborn said:
Pehaps Im dumb and dunno much about modding,what is the difference between this mod ands the other mod? This one is your own and the other is a pack with some mods? The other mod include this mod? Wich one is the best? :P

Thx if you can asnwer this noob questions :P

AndI guess the download file is not working properly..it comes a 11 mb archive without a extension(zip, rar, exe etc..), what I do?

Sometimes Filefactory does that. Just add a .rar extension to it and it should be fine, please make sure you grab the .35 fix as well

Ok well, both mods are different, my other mod does not alter the gameplay or the original rules so the main changes in that one are visual, and gameplay enhancement not gameplay change.

This one has major changes, new tech's, new units that have different stats, new rules, building changes, Civic Changes ect ect ect....

.35 of this one looks nothing like 1.3 of the other one
.5 of this one which I am working on now will look like the other one but have all the game play changes.

Scattered through this thread show most of the game play changes.
For example
Barbarians giving combat experience is a rule change so its here
New buildings are here

I do produce add on packs for the other one but i want to keep there gameplay impact light....

There both excellent mods possibly 2 of the best out for warlords right now.
 
uniquemind said:
Ket,

Your Society can now implement the Civic Oligarchy (TXT_KEY_CIVIC_OLIGARCHY_STRATEGY).

Would you like to start a Revolution?

I also noticed this little pink square in the Technology Advisor screen for "Flight" see screenshot below, not sure how to make it a thumbnail :(

I had this problem too but the files size for me was correct, but if it has no extension then once it has downloaded open it with rar as filefactory seems to remove the extensions for some reason, hope that helps

UM ;)

@UM
- Civic Oligarchy Display Text Bug - Check will correct it some of the other civics may do that as well.

- Basic Flight Graphic - Yea when I move the bi-planes into the game that will fix itself.

- The file size is correct for the old version.

@Testers
.2 is uploading now, Will PM link once its done.
Testers please read the file version.txt in the mod directory, it has my notes and what has changed or been included (for the most part)
Game saves between test version may or may not work.

@Mod Players
Please ignore the testers comments and the confusion on version numbers.
These are not the droids you are looking for....
 
To get button icons to show change from this:

def displayTopics(self, tList, widgeyType, buttonType, iSubCategory):
CvUtil.pyPrint("displayTopics(tList=<%s>, widgeyType=<%s>, buttonType=<%s>)"%(tList, widgeyType, buttonType))
screen = self.getScreen()

screen.addListBoxGFC(self.SUBLIST_ID, "", self.X_ITEMS_PANE, self.Y_ITEMS_PANE, self.W_ITEMS_PANE, self.H_ITEMS_PANE, TableStyles.TABLE_STYLE_STANDARD)
screen.enableSelect(self.SUBLIST_ID, True)
screen.setStyle(self.SUBLIST_ID, "Table_StandardCiv_Style")

link = -1
for i in range(len(tList)):
item = tList
screen.appendListBoxString(self.SUBLIST_ID, u"<font=3>" + item[0] + u"</font>", widgeyType, item[1], 0, CvUtil.FONT_LEFT_JUSTIFY )
if item[1] == iSubCategory:
link = i
if (link != -1):
screen.setSelectedListBoxStringGFC(self.SUBLIST_ID, link)

'''
nColumns = 1
screen.addTableControlGFC(self.SUBLIST_ID, nColumns, self.X_ITEMS_PANE, self.Y_ITEMS_PANE, self.W_ITEMS_PANE, self.H_ITEMS_PANE, False, False, 16, 16, TableStyles.TABLE_STYLE_STANDARD);
screen.enableSelect(self.SUBLIST_ID, True)
screen.setStyle(self.SUBLIST_ID, "Table_StandardCiv_Style")

for i in range(nColumns):
screen.setTableColumnHeader(self.SUBLIST_ID, i, "", self.W_ITEMS_PANE/nColumns)

iCounter = 0
iNumRows = 0
for item in tList:

# This line disables the popup text on 'pedia scroll over...hopefully it works

iColumn = iCounter % nColumns
iRow = iCounter // nColumns
if iRow >= iNumRows:
iNumRows += 1
screen.appendTableRow(self.SUBLIST_ID)
screen.setTableText(self.SUBLIST_ID, iColumn, iRow, u"<font=3>" + item[0] + u"</font>", buttonType(item[1]).getButton(), widgeyType, item[1], 1, CvUtil.FONT_LEFT_JUSTIFY)
iCounter += 1
'''

To this order:

def displayTopics(self, tList, widgeyType, buttonType, iSubCategory):
CvUtil.pyPrint("displayTopics(tList=<%s>, widgeyType=<%s>, buttonType=<%s>)"%(tList, widgeyType, buttonType))
screen = self.getScreen()

nColumns = 1
screen.addTableControlGFC(self.SUBLIST_ID, nColumns, self.X_ITEMS_PANE, self.Y_ITEMS_PANE, self.W_ITEMS_PANE, self.H_ITEMS_PANE, False, False, 24, 24, TableStyles.TABLE_STYLE_STANDARD);
screen.enableSelect(self.SUBLIST_ID, True)
screen.setStyle(self.SUBLIST_ID, "Table_StandardCiv_Style")

for i in range(nColumns):
screen.setTableColumnHeader(self.SUBLIST_ID, i, "", self.W_ITEMS_PANE/nColumns)

iCounter = 0
iNumRows = 0
for item in tList:

# This line disables the popup text on 'pedia scroll over...hopefully it works

iColumn = iCounter % nColumns
iRow = iCounter // nColumns
if iRow >= iNumRows:
iNumRows += 1
screen.appendTableRow(self.SUBLIST_ID)
screen.setTableText(self.SUBLIST_ID, iColumn, iRow, u"<font=3>" + item[0] + u"</font>", buttonType(item[1]).getButton(), widgeyType, item[1], 1, CvUtil.FONT_LEFT_JUSTIFY)
iCounter += 1
'''
screen.addListBoxGFC(self.SUBLIST_ID, "", self.X_ITEMS_PANE, self.Y_ITEMS_PANE, self.W_ITEMS_PANE, self.H_ITEMS_PANE, TableStyles.TABLE_STYLE_STANDARD)
screen.enableSelect(self.SUBLIST_ID, True)
screen.setStyle(self.SUBLIST_ID, "Table_StandardCiv_Style")

link = -1
for i in range(len(tList)):
item = tList
screen.appendListBoxString(self.SUBLIST_ID, u"<font=3>" + item[0] + u"</font>", widgeyType, item[1], 0, CvUtil.FONT_LEFT_JUSTIFY )
if item[1] == iSubCategory:
link = i
if (link != -1):
screen.setSelectedListBoxStringGFC(self.SUBLIST_ID, link)

'''

InCvPediaMain
 
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