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What type of mod are you working on?

Discussion in 'Civ4 - Creation & Customization' started by Requies, Jan 5, 2006.

  1. Requies

    Requies Prince

    Joined:
    Nov 15, 2005
    Messages:
    381
    Agreed, though I've been on projects where we've done it the way that Firaxis did it as it's easier to code (but a biatch if you want to expand it). Eventually, we switched to the listener method because of code maintainability, but if you're under time pressures..... :p

    Req
     
  2. Dr Elmer Jiggle

    Dr Elmer Jiggle King

    Joined:
    Feb 25, 2003
    Messages:
    811
    Thanks. I've searched quite extensively through the Python for Civilization IV Class Reference looking for just about every keyword I can think of (war, refuse, diplo, trade, talk, and probably more than a dozen others). I've also looked quite a bit at the Python diplomacy code and the XML files. So far nothing has jumped out.

    I played around quite a bit with the getTradeDenial and canTradeItem methods in the CyPlayer class, and I haven't figured out how to get those to do it either. I got the methods to work, but they don't seem to tell me when the AI is refusing to talk.

    OK, thanks. I may have some questions for you later about gold available for trade. I've been looking through your advisor code for the trade stuff, but I'm currently getting the wrong value for gold trades, which I believe is a problem you had at one point but managed to solve somehow. I think I'm doing exactly the same calculation you do in the advisor, but I seem to be getting a different answer. If I can nail it down better I'll start a new thread about this mod specifically, since it's about to get way off topic for this thread if we discuss it further here. ;)
     
  3. Déja

    Déja Beyond the Mod

    Joined:
    Dec 19, 2005
    Messages:
    353
    Civilization IV: Tactics

    Battalion-level Tactical Mod

    General Category
    Complete Modification (New Gametype)

    More specific information
    This mod will feature each player as the commander of a Battalion (or perhaps Regiment) with several players allied within the same Division. With each unit representing roughly a platoon or tactically-similar unit.

    Some major gameplay changes will be:


    -Technologies will not represent new innovations so much as new supplies delivered to the Battalion HQ, with which the units in the field can be resupplied and reinforcements uoutfitted (personnel being one of the supplies).

    -Units will have limited supplies of ammunition and must be resupplied from the HQ or supply dumps.

    -Units will be able to attack at ranges of more than one square, and movement will also be scaled accordingly.

    -Artillery and aerial bombardments will cause area-effect damage, but depending on the type of artillery, it may have limited mobility (e.g. it may require other units to move, or it may be a permanant emplacement)

    -Additional units will be available, including: supply trucks, transport planes, airborne infantry units, gun emplacements

    While this is not an exhaustive list of the changes planned, it does, at least, give some idea of the direction and scope of the project.

    One of my goals is to also release code snippets and such as various bits are completed in order to help future modders in their quest to see how things work.

    Timetable (expected finish date)
    This will be a complete modification, and cannot be completed until the SDK is released. However, I am planning on releasing a partial mod including everything that can be done without the SDK, providing it's completed before the SDK is released.

    Until the SDK comes out, I'm not really in need of assistance, but if you do wish to contact me, please do so via PM.
     
  4. Déja

    Déja Beyond the Mod

    Joined:
    Dec 19, 2005
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    353
    the "Romans in the east" by that time were called the Byzantines, if I'm not mistaken
     
  5. Kushan

    Kushan Warlord

    Joined:
    Nov 7, 2005
    Messages:
    204
    Location:
    Spanaway, WA
    Nope, They reffered to themselves as the Eastern Romans, only outsiders called them the Byzantines. They were in fact very proud of their Roman heritage.

    Kushan
     
  6. Déja

    Déja Beyond the Mod

    Joined:
    Dec 19, 2005
    Messages:
    353
    By that same token, who ever referred to themselves as Barbarians?
     
  7. Exavier

    Exavier Destroyer of Worlds

    Joined:
    Nov 14, 2005
    Messages:
    906
    Location:
    Phoenix, Arizona, USA
    Just so you know I updated my Composite Mod to v1.6... a week early i know but I wanted to :)
    I modifyed my information in my original post (page 1)
     
  8. Raize

    Raize Warlord

    Joined:
    Oct 26, 2005
    Messages:
    162
    The Battletech mod is actually planned to be Space-Based...
     
  9. Requies

    Requies Prince

    Joined:
    Nov 15, 2005
    Messages:
    381
    :bump: because it's on the second page.

    Req
     
  10. 12monkeys

    12monkeys Prince

    Joined:
    Nov 24, 2003
    Messages:
    440
    Location:
    Germany, Europe
    To bring this thread to top again, I have a change in my current works :

    "Modified Special Domestic Advisor 1.8" has been released right now! (give it a try).

    Next project is an improvment of the Plot List Enhancements.
     
  11. zx1111

    zx1111 Warlord

    Joined:
    Oct 31, 2005
    Messages:
    235
    Is there any mod about Asian/Oriental historic war?
     
  12. Requies

    Requies Prince

    Joined:
    Nov 15, 2005
    Messages:
    381
    Not that anyone's posted....

    Req
     

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