Wildmana 7.x - Offer your help! Coding, translating etc.

spurrrrrrrrr

Chieftain
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Rules for this thread:

- HELP OUR GOD KING SEPHI TO IMPROVE WM 7.x BY OFFERING YOUR HELP!! PARTIAL CODING, EDITING CIVILOPEDIA TEXTS, WRITE BACKGROUND STORIES, TRANSLATIONS ETC.

- OFFER YOUR HELP UNASKED!!

- SEPHI WILL POST HIS NEEDS IN THIS THREAD AND TELL YOU WHAT YOU CAN DO FOR HIM!!

- NO QUESTIONS ABOUT GAMEPLAY OR RULE RELATED QUESTIONS!!

- DON'T DISCUSS TOO MUCH HERE. STICK TO THE POINT.

- DON'T THANK OUR BELOVED GOD KING SEPHI IN THIS THREAD EXCEPT ATTACHED TO A HELP OFFER!!

- NO OTHER COMMENTS THAN YOUR OFFERINGS FOR HELP ALLOWED!!

Thank you :)
 
I'm a codemonkey by trade, although I haven't used Python. That being said, I'd be happy to volunteer my time on that side of things (just understand it'll take me time getting up to speed as I haven't modded Civ4 before).
 
Translation, Spanish and French. Will also make up text and pedia entries for new leaders and other places as necessary.
 
I'm a codemonkey by trade, although I haven't used Python. That being said, I'd be happy to volunteer my time on that side of things (just understand it'll take me time getting up to speed as I haven't modded Civ4 before).
I think the big question is, do you want to work on the AI, new content (aka modules, gameoptions) or improving existing content?
 
Improving existing content / bugfixes etc might be the best way for me to gain familiarity with the code.. I'd love to work on AI but I'd probably do more harm than good at the moment :)

I'll start diving into the code tonight and get a feel for how everything fits together. If you have anything particular in mind that you'd like looking into just let me know and I'll start there.
 
One thing that could be interesting are spells. Once you understand how spells work you know the basics about civ modding (how XML python and the DLL interact with each other). The spells are defined in XML (XML\Units\Civ4Spellinfos.xml). some of them have python callbacks defined, the python code is in python\entrypoints\cvspellinterface.py.
The actual spellcasting is done in the DLL in CvUnit::cast (CvUnit.cpp file).

For example the current Air I spell is pretty useless, you could try to change it to give a promotion that has 100% expire chance and gives 20%against archer units.
 
Sephi, a good way to manage this (Short of a team forum) would be to use Google Wave. VERY easy to set up design docs, easy to share files, easy all around. At the moment it's being used for RifE, Field Marshals, and LENA.

I'd be more than happy to get you an invite (Just need an email), and you would then have 10 invites to use on whoever you like. ;)
 
(Spurrrrr is surely the most fanatical civfanatic ever whose post count hasn't yet reached two digits)

I would be orgasmicly honoured to write pedia entries for Wild Mana if that's need at all. See this thread for an example of my FFH writing.

For what it's worth, I endorse Google Wave too. Although I would point out that it tends to get messy when lots of people have posted replies. Solving that problem, I can of course offer my own yoomoot.com to which I would happily give everyone invite codes :).
 
I'm offering my help. I would love to write some pedia entries or tidy it up a bit. It still seems like a mess to me. I can't do much cause I don't have much time, but I will see what I can do. No guarantees :)

(Spurrrrr is surely the most fanatical civfanatic ever whose post count hasn't yet reached two digits)

Haha, therefore the 'year count' of the years I'm playing Civ has done this for several years already :cool: :D
 
How would you like us to get our modified files to you?

I think the best is that you and anyone else who wants to contribute open up their own thread and attach the files to the first post. That would give you a place to get feedback for your work, suggestions, thanks, etc.
 
Sephi, a good way to manage this (Short of a team forum) would be to use Google Wave. VERY easy to set up design docs, easy to share files, easy all around. At the moment it's being used for RifE, Field Marshals, and LENA.

I'd be more than happy to get you an invite (Just need an email), and you would then have 10 invites to use on whoever you like. ;)

Thanks Valkrionn, I will keep it in mind and may take a look when I have more time. The thing I don't like about Google Wave is the closed doors policy it seems to imply. I would like to keep things at a public place here at civfanatics so that it is relatively easy for anyone to participate.
 
(Spurrrrr is surely the most fanatical civfanatic ever whose post count hasn't yet reached two digits)

I would be orgasmicly honoured to write pedia entries for Wild Mana if that's need at all. See this thread for an example of my FFH writing.

For what it's worth, I endorse Google Wave too. Although I would point out that it tends to get messy when lots of people have posted replies. Solving that problem, I can of course offer my own yoomoot.com to which I would happily give everyone invite codes :).


I'm offering my help. I would love to write some pedia entries or tidy it up a bit. It still seems like a mess to me. I can't do much cause I don't have much time, but I will see what I can do. No guarantees :)



Haha, therefore the 'year count' of the years I'm playing Civ has done this for several years already :cool: :D

Feel free to write some pedia entries. Just coordinate with Saathei so no pedia entries are written twice.
 
Thanks Valkrionn, I will keep it in mind and may take a look when I have more time. The thing I don't like about Google Wave is the closed doors policy it seems to imply. I would like to keep things at a public place here at civfanatics so that it is relatively easy for anyone to participate.

True, but some things you want to hash out before putting up for public debate. ;)
 
I'm a mere gobbo XML slave, but I'd happily help if you have anything to do being simultaneously borringly long and not requiring a professionnal codder. (ie : XML Bug hunting, new units...)
 
I'm a mere gobbo XML slave, but I'd happily help if you have anything to do being simultaneously borringly long and not requiring a professionnal codder. (ie : XML Bug hunting, new units...)

There is one thing that is really borringly long. Giving the Leaders some decent values for <ContactRands> and <ContactDelays>. These values greatly shape the AI personalities of the leaders, but they are 30 values per leader. I have done it only for the base FFH leaders yet.
 
I am ready to do it, just give me your account num... Errh yeah, do you have precise wishes for those values, or should I inspire myself of base leader values ? I guess pedia entries could help me too.

Anyway I'll start looking at it tonight, is PM good for you in the case I've got questions ?

IMPORTANT : I'll do a complete changelog step by step. That way you can keep track and change what you don't like.
 
here are some guidelines

CONTACT_RELIGION_PRESSURE
(higher values mean a leader will demand change of Religion less often)
contact Rand: value between 50 and 150. maybe give few leader 500 which you think don't care about Religion at all. 1 for leaders who care a lot of Religion (I gave it to Sabathiel for example)
contact Delay: value between 50 and 100

indicators how much a leader cares about Religion might be apart from lore Spiritual trait and values of <iSameReligionAttitudeChange> higher than 1. you find iSameReligionAttitudeChange in the same xml a little bit above the contactrands. If it isn't listed, it has the default value of 1. Another indicator is if <bReligionVictory> is listed a little bit above the Religionweights (they are at the end of a leader entry).

CONTACT_CIVIC_PRESSURE
(higher values mean a leader will demand change of civic less often)
contact Rand: value between 50 and 150. maybe give few leader 500 which you think don't care about their favorite Civic at all. 1 for leaders who care a lot about their favorite Civic
contact Delay: value between 50 and 100

indicators how much a leader cares about his favorite Civic might be apart from lore values of <iFavoriteCivicAttitudeChange> higher than 0. you find <iFavoriteCivicAttitudeChange> in the same xml a little bit above the contactrands. If it isn't listed, it has the default value of 0.

CONTACT_JOIN_WAR
(higher values mean a leader will demand to join a war less often)
contact Rand: default value is 20. (probably give 10 to a leader that is very militaristic or cooperative and 30 to an isolationist leader
contact Delay: default value is 20

CONTACT_STOP_TRADING
(higher values mean a leader will demand to stop trading with his favorite enemy less often)
contact Rand: values between 20-30. (probably give 10 to a leader that is very hateful)
contact Delay: values between 75-100 (probably give 40 to a leader that is very hateful)

CONTACT_GIVE_HELP
(higher values mean a leader will offer help less often) For balance Evil Leaders shouldn't have higher values in average than good leaders (the diplomatics already work in a way that good leaders prefere to help other good leaders and evil leaders will prefere to help other evil leaders) contact Rand: values between 20-30. (probably give 10 to a leader that is very cooperative, 200 to one that is very uncooperative)
contact Delay: values between 75-100 (probably give 40 to a leader that is very cooperative, 200 to one that is very uncooperative)

CONTACT_ASK_FOR_HELP
(higher values mean a leader will ask for help less often) For balance Evil Leaders shouldn't have higher values in average than good leaders
contact Rand: values between 20-30. (probably give 10 to a leader that is very cooperative, 200 to one that is very uncooperative)
contact Delay: values between 75-100 (probably give 40 to a leader that is very cooperative, 200 to one that is very uncooperative)

CONTACT_DEMAND_TRIBUTE
(higher values mean a leader will demand tribute less often)
contact Rand: values between 50-100. (probably give 1 to a leader that is very demanding, 500 to one who rarely demands)
contact Delay: values between 75-100 (probably give 50 to a leader that is very demanding, 500 to one who rarely demands)

CONTACT_DEFENSIVE_PACT
(higher values mean a leader will ask for defensive pact more often)
values are ok. You could give all cooperative leaders a contact rand of 40.

CONTACT_PERMANENT_ALLIANCE
(higher values mean a leader will ask for defensive pact more often)
values are ok. You could give all cooperative leaders a contact rand of 40.

CONTACT_PEACE_TREATY
CONTACT_TRADE_TECH
CONTACT_TRADE_MAP
CONTACT_OPEN_BORDERS
CONTACT_TRADE_BONUS
values should be ok and need no changes

Feel free to PM me. You find the leaderinfos in Assets\modules\normalmodules\ffhplus\civs\nameofciv\ffhplus_civ4leaderheadinfos.xml
 
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