White Lies Black Ops v. 2 (3.19)

Also had a thought vis-a-vis Civics & native populations. You could have 2 new civics (most likely legal)-Apartheid & Multicultural (though I guess this could be Philosophy as well). I'm thinking that Apartheid raises the base level of native anger, but increases the benefits of any missions which mistreat native populations. By contrast, Multicultural lowers the base level of native anger, increases the benefits of positive native missions, but maybe makes certain mistreatment have a worse effect than normal &/or not do-able. Just a thought.

Aussie.
 
btw, speaking of coalitions. Is there any way you could give them a really, *really* specific goal-like the liberation of certain cities?
On a similar topic, it'd be nice if you could have a Crusade type Coalition-organized through the Apostolic Palace.

I had both of these same ideas. When I introduced the work camps, I started to design a coalition option where the participating civs would go in with the goal of simply destroying the camps. (Similarly, I thought it might be cool to have a coalition with the goal of destroying all uranium mines in a civ and preventing new ones from being built.) The problems I found were (a) the AI was tricky to program and (b) it was weird to implement from a game-play perspective.

If you're actively at war and bringing other AI civs into a coalition just to liberate tiles, it forces AI civs to commit a lot of resources to something that doesn't provide a lot of benefit (unlike normal war, where they gain territory, cities, xp, a seriously weakened enemy, etc.). Most human players play to win, but to some extent AI players "role-play" their leaderhead traits, putting them at a disadvantage. I want to be careful about options that tie-up AI resources for flavor purposes. There would need to be some kind of special payoff to any participating civs in order for it to be practical (for a crusade, maybe the apostolic church divvies up loot among the member civs when successful). I thought that it might be interesting to have a "cold war" state where you can skirmish without fully declaring war (like privateers) but implementing that seemed a bit daunting as well.

That said, I agree completely; more specific coalitions would be cool. Now that I've released the code, maybe people can find a way to do it properly.

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I guess the thing is that I'm more of a roleplay person myself-I rarely "play to win" (though I don't like to lose either-if that makes sense!)

Aussie.
 
So far I'm loving this mod as much (if not more) as the 3.17 version. But I think I found a bug.

The Sparkling Lane organized in Spain, and soon spread to one of my cities. I wenr into the city screen, and when I left it, that red bar stayed:

Altered the lead post in this thread with a note on how to fix this. Basically, I forgot to copy a line into the new 3.19 python CvMainInterface.py file; you'll need to edit the file so that
screen.hide( "GreatPeopleBar" )
screen.hide( "CultureBar" )

becomes
screen.hide( "GreatPeopleBar" )
screen.hide( "TerroristBar" )
screen.hide( "CultureBar" )
 
Did you name the Sparkling Lane after the Shining Path? If so what I wanted to try and do was put some of this in the next version of my mod, but use real groups like the Shining Path and Al-Qaeda for example. Is it easy to change the names and images for some of these groups or is that more difficult?

Also are there different types of terrorist groups (for instance is there like religious fundamentalists, or anarchists, or communists, or liberal terrorist groups) or are they all pretty generic?
 
Did you name the Sparkling Lane after the Shining Path? If so what I wanted to try and do was put some of this in the next version of my mod, but use real groups like the Shining Path and Al-Qaeda for example. Is it easy to change the names and images for some of these groups or is that more difficult?

Names is easy, open CIV4GameText_BTS and search for TXT_TERRORIST_GROUP_(number).

For images, you could just make a new dds pic like those in Assets/Modules/Custom Art. The _S version is the small ones, like in the Screen.
 
Would it be alright if I merged this into a mod I'm making?
It will be a mod mainly just tossed together with things that enhance the game or just add realism/FUN. I didn't see the source code download earler, sorry.
 
Would it be alright if I merged this into a mod I'm making?
It will be a mod mainly just tossed together with things that enhance the game or just add realism/FUN. I didn't see the source code download earler, sorry.

Of course.
 
i decompressed it in the BtS mod folder, and i started it by using the launch icon but it crashes. what am i doing wrong?

________________

gpstis67
 
I think coalitions might be a little too powerful. With some gold and a few eps, I can get anyone to declare on anyone, as long as i do too.


Also, did you fix the AI in regards to exploiting the natives? I remember a game on 3.17 with WLBO that had like 5 terrorist organizations by 1AD, becuase the AI would continually exploit the natives. Now there's usually just one, that emerges around 1000AD (in my present game as Pericles, the Warriors of God).

That being said, some people do still exploit the living hell out of the Natives, like Ramsess in my game. Egypt has a whopping 1441 native anger. In 1605.

EDIT: Now I just discovered some Ancient Technology in my mines (that random thing where you find a source of XYZ). Is that supposed to happen? I thought the natives granted you it.
 
Voltage: I looked through the code, and right now respect is used in one way: to determine whether or not a civ will declare war. AI civs are more reluctant to declare war on civs that they respect. I haven't worked it into other cost calculations, but it certainly could be.

Mechaerik: With respect to the AI use of the natives, I remember tweaking the AI but the exact changes escape me. In general, native abuse is based on the civ leader; militant leaders are more likely to abuse them all things considered (I would be surprised if Gandhi did), but it also depends on a civ's position. If they desperately need money, they may take it from natives.
As for coalitions, I actually am fine with civs being drawn into other fights as long as it's a good deal from the civ's perspective. If you pay them enough, the coalition is big enough, and they stand to gain, it makes sense for them to join. My worry is feeding weak civs to the wolves through coalitions, but I think most of those problems can be fixed through efficient pricing and setting a minimum # of coalition members before a civ will join. One of the reasons I released the code was to see if people would tweak these costs; I don't pretend to have set them at perfect levels.

I also noticed that ancient tech was showing up outside of the event; utterly unintentional and fixable in the XML. In the games I play, I've left it alone. When the Native Leader shows up castigating me, it's especially enjoyable dismissing her with Mechs in the field.
 
I've been trying to play this mod and it's been crashing. I've trying to start playing a Custom Earth 18 Civ Scenario. When I try to go to the 2nd turn, the game crashes. I have no idea why.
 
Never tried any previous version of WLBO. Do have one instance going on, not yet over but highly entertaining so far.


The UI issue that I saw -- for some reason, my work boats don't have the 'automate worker' option (or whatever it is; the automatically find sea resources and build on them). They're still able to improve resources, they just need to be manually directed to do so. The 'automate' button that I saw, showed up on a warship -- a destroyer, IIRC. (Didn't try it to see whether it actually did anything).

(Correction: Not destroyer. Missile Cruiser.)


Other random notes / questions --

- vaguely suspecting that 'terrorists use nuclear warheads' only requires that at least one nation where they're found can build nuclear weapons, not that it already has them, correct?

- seems slightly weird that a 'support faction' black operation can give the new faction a civilization's unique units, since that breaks plausible deniability. OTOH... do they benefit from any civ-wide XP bonuses the training civ has? If they don't, perhaps they should get a part of it.

(Along the lines of plausible deniability, would union(barbarian tech, target civ tech, any tech that at least two civs including sponsor have) make more sense than union(barbarian tech, sponsor tech)?)
 
i cant seem to get the patch to install. i get it downloaded, start the install, but it just quits
 
is there a compatible earth map for this mod? It sounds great but I only enjoy playing on earth maps. I guess I prefer the realism. Thanks in advance to anyone who might be able to help on this.
 
Just finished my first game with mod and I really enjoyed it. I've been playing since Civ 1 and have gone through many mods. This is the best effort I've seen to-date to include in a realistic, fun, and playable manner non-state actors, indigenous populations, black ops and shadow diplomacy. It added a whole new level of strategy and depth to the game.

Going forward, these components should be a standard part of any Civ game. Well done.
 
This is awesome, but what about a better way to combat terrorism and do interventions? Like maybe a national wonder like The School of the Americas to train foreign soldiers, a weaker ally for example, counter terrorism and insurgency? Or special forces to fight terroists? I am really excited that some one has finally made a mod that can allow me to justify the concept of espionage, I just never really saw the point except for influencing civics, but I am just a warmonger in the game anyways.
I think this would be great with legends of revolution or something with stability, really make espionage a valuable weapon.
 
This would be great for merging with a lot of stuff, but since no DLL sources are provided VD is about all you COULD merge it with.
 
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