World History Mod Conversation

Yeah I am 32bit, it is 90x210 not 120.

i have the pakker somewhere, I will do that.

I definately need to read your git guides, we (when I say we i mostly mean flitz) use github for FTTW now as well for all our code. So I really need to get to grips with it, all I can really do at the minute is DL everything into a folder..

I like everything that is in M:C for a World Mod, I don't know what specifically is different about the two? M:C fits better though in theory cause it is still a world mod, not a planetary mod..

If scenarios are buggy in col, that could be a serious issue as my plans for a first mod version include using a World Map...

The other weird thing that happened is that some how the AI started founding cities, even though no turns have gone by... So now when i start a game the 'Playable factions' already have a city built... which I never did, and the computer should not have had a chance to do.. so now I have to go back and rstart the starting point for all those civs..
 
I definately need to read your git guides, we (when I say we i mostly mean flitz) use github for FTTW now as well for all our code. So I really need to get to grips with it, all I can really do at the minute is DL everything into a folder..
Found it on github. Maybe I should clone it. That would make it a lot easier to make those changes I posted in the FTTW thread.

I found this page on branching: http://nvie.com/posts/a-successful-git-branching-model/
I think I will use some of those images on the wiki to write a branching strategy. Right now we have either none or one for each person :p

I like everything that is in M:C for a World Mod, I don't know what specifically is different about the two? M:C fits better though in theory cause it is still a world mod, not a planetary mod..
Yeah it is likely easiest to just expand medieval times in both directions (of time). Using M:C will also allow you to use the DLL from M:C. The col2071 approach means compiling it yourself. You will have to compile it yourself eventually, but that can be postponed until I have written a guide for it.
Also once you can compile the DLL for World History, you can compile FTTW too.

I'm willing to make a world history branch once you are ready to make XML/python changes in it. However I will not do so until you are ready as an idle branch becomes outdated when we commit in the master branch (M:C).

If scenarios are buggy in col, that could be a serious issue as my plans for a first mod version include using a World Map...
If it is broken in the DLL, then the DLL can be fixed. If it is broken in the exe, then we are screwed.


Now we have to decide on what to call the source branch as we get it started.
  1. Multivasion
  2. World_History_DLL
  3. Experimental_branch
  4. Playground

Can we finally agree to one of them or should I decide and say "that's it"?
 
Yeah I have already learnt to compile the DLL, I started adding SDK mod comps quite a while back now, mostly with limited success and a lot of merging help, then flitz came alongand tidied up stuff that was still broken.

We already added your map fix, although it isn't quite working right, it tends to have to be 'activated' by playing a map where it kills you off cause it cannot find a vault, then after that it works as intended... it's weird :D

As for cloning our DLL, you are welcome to it, flitz says he is having some issues at the moment that he needs to fix with it, and then he is doing a big overhaul for our economy system.

Yeah My Plan with the world mod is to put an M:C scenario together with a few extra trade screens, then go forward into Imperial Era, then back all the way to a Dawn of civilization, then finally forward again to industrial and modern.

If it is going to be the long term development, I say No.2 Life can always go it's seperate ways at a later date

I am still trying to work out how to access individual files in that smartgit program, i have the folder structure i just can't find any files in them...
 
Now we have to decide on what to call the source branch as we get it started.
  1. Multivasion
  2. World_History_DLL
  3. Experimental_branch
  4. Playground

Can we finally agree to one of them or should I decide and say "that's it"?

World_History_Experiment?


If scenarios are buggy in col, that could be a serious issue as my plans for a first mod version include using a World Map...

It should be possible to use world map.However when it comes to adding items on map(cities,units), I have always ended up having crashing problems. More than in Civ4.

Yeah My Plan with the world mod is to put an M:C scenario together with a few extra trade screens, then go forward into Imperial Era, then back all the way to a Dawn of civilization, then finally forward again to industrial and modern.

Good plan but I would start going both directions at once. It makes designing the tech tree easier. It can be harder to add new techs to the roots to tree than in the end. That's also because M:C already has some tech names that might as well belong in ancient era (monarchy, metal casting...).
 
I am not worried about 'adding roots' because it will be a case of starting in the ancient era, and building forwards to sync up with M:C, and fixing any 'duplication' issues that arise. but going into the imperial age first allows me to 'fix up' the whole world, then just 'fence in' the Old World with a tile, that can only be passed with a certain promotion that is unlocked for everyone with a tech (I think this is the easiest way to do it, but I am open to suggestions) I already have some python from civ that can do this with a feature so..

As for the Tech Tree, I need to make sure i get my head wrapped around how it works and all the bits and bobs of it, then I will just sit down and start brain storming, laying all the medi techs out and taking it from there. I designed the FTTW Tech tree from scratch so i am not too worried, and for inspiration there is the Civ tech trees, but I haven't really got to the point of properly thinking about it yet.
 
World_History_Experiment?
Ok, I added that one. Now try to see if you can clone it. Also sign up on github (unless you already have an account) or I will not be able to give you write permission ;)

As for the Tech Tree, I need to make sure i get my head wrapped around how it works and all the bits and bobs of it, then I will just sit down and start brain storming, laying all the medi techs out and taking it from there. I designed the FTTW Tech tree from scratch so i am not too worried, and for inspiration there is the Civ tech trees, but I haven't really got to the point of properly thinking about it yet.
It is really easy to set up the tech tree. There are no techs like in civ4. Instead there are civics meaning you look at the comments in GameInfo\CvCivicInfos.xml and you know what to do :)
 
Ok, I added that one. Now try to see if you can clone it. Also sign up on github (unless you already have an account) or I will not be able to give you write permission

Managed to clone it. My github account is civfullerene. And I assume you only give me permission to world history branch. I don't want to accidentally mess up M:C;)
 
Managed to clone it. My github account is civfullerene. And I assume you only give me permission to world history branch. I don't want to accidentally mess up M:C;)
Sadly github has a permission system, which gives write permission to all or nothing. It is your entrusted duty not to sabotage other mods :p

Just make sure you switch to World_History_Experimental (bottom left of main window). You might need to look into origin to find it. Switching is done by double clicking. You want to make it a local branch while switching and you want to track changes (from github).

Last, but not least: git can revert history. If you screw up really bad, then we can undo history. However I fail to see how you can screw up that badly if you just make sure you are in the right branch.

You should have permission to push changes to github now. Remember that it isn't enough to commit, you also have to push what you committed to github. When you push, select that you only want to push the current branch.
 
Managed to commit the first version of multi-invasions. However, it's not yet finished, some issues exists.

-Fealty needs to be reduced after invasion is over.
-Ability to call the invasion is disabled for now. I will get it back later.
-It sometimes hangs... :( I hope I manage to solve this big problem.
-Not sure everything is working as intented, need to re-check some things.
-And of course, lot of balancing (invasion forces,invasion triggering, etc) is needed for good game play

I'm personally bit unsure how good this whole invasion mechanism is for the game play. I'd be happy just to get rid of whole pope/king/opposition.

e: Oh, and the invasion forces are still spawning in the ocean.
 
-It sometimes hangs... :( I hope I manage to solve this big problem.
The approach I use to solve a problem like that is to autosave each turn (mandatory for bug hunting) and don't use random random seeds. This way it is possible to have an autosave, which can be loaded and then the bug happens each time.

To figure out where it hangs you compile a profile DLL. Use very sleepy when it hangs and wait a few minutes. All the CPU time will be spend in the loop it can't escape.
 
I quickly looked though the code on github and it looks fine to me. Overall clean and readable code. It could do with more comments, but I think that goes for 90%+ of the functions. Firaxis started really lame in this regard and all modders (myself included) continued that style :(

I spotted two minor styling issues
Code:
if (bRebellion)
	doRevolution(true);
We use {} even for one liners to keep code consistent. It also helps prevent bugs when modding later as it is more clear which code the if affects.
Code:
if (bRebellion)
{
	doRevolution(true);
}

Code:
//return true; multinvasion
return false;

Usually commented out code will not get extra words attached.
Code:
//return true;
return false; // multinvasion
Apart from there minor issues it looks good. In fact CvTeam::doRebellion() is not only readable, but also coded to be a bit faster than similar looking vanilla code. I didn't look closely at all the code, but I likely will once the code is in a stage where we can talk about merging it with the master. I have a good feeling after reading this code :)

Another thing. Github is able to send out emails whenever someobody pushes changes to it. However it will only send to two addresses meaning we will have to set up a mailinglist if more people want those mails. I have never set up a mailinglist and I don't know how or where to do it. That is, I could do it in procmail, but I lost access to a server running that when I graduated from the university. Now I'm stuck with a regular email like most people :(
If anybody wants to get those mails, then please tell how to set up a mailinglist for free.
 
I wouldn't worry too much, if major changes are made it can be posted on forum somewhere, than anyone who wants can subscribe to the thread.
The problem is if person A works on some code and person B commits without person A knowing it, then A is working on outdated code. So far this haven't been a major issue, but the more people working on the code, the higher the risk is. Right now all DLL modders has a branch of their own to work in and the problem is minimal :)

Btw I looked into branching on github and it is possible to delete a branch after it has been merged with another branch without affecting commit history (the merged one with still have both histories). This mean making new ones isn't such a big deal and we will not drown in branches.
 
Any progress on this, lib.spi't?

I still haven't figured out the hanging problem (need to find some courage to try again:)), but since the Medieval mod has been progressing a lot (plotgroups, civic screen etc), it's maybe better wait a bit until merging this branch with the new changes.
 
still haven't figured out the hanging problem (need to find some courage to try again:)), but since the Medieval mod has been progressing a lot (plotgroups, civic screen etc), it's maybe better wait a bit until merging this branch with the new changes.
If you plan on doing something again, then maybe we should merge master into world branch first. If we changed so much that merging is an issue, it might be easier to just start a new branch.

Also what is the hanging problem? We might be able to solve it together :)
 
Hey fullerene!

I am currently working on the design of the full tech tree (or at least the first run of the full tech tree).

As well as slowly learning how to do things in the Col code compared to the Civ code....

I learnt how to make new trade screens using Kailric's new code and tutorial, so that was exciting, he is still finishing off the full capacity for this, as well as making a tutorial explaining the cosmetics of the trade screen, I managed to change the background but haven't figured out how to change the title yet :D So I will have infinite Spice Routes! :D

I was about to ask you about your progress on the Multivasion system, definately share with the group what this hang problem is, as like night said we (not me!) might be able to help figure out the issue :)

When I get the first tech tree design done I will share my design sheet again with the group. It will take a little while still though as I will probably need to fill in at least 100 techs :D although I won't do everything in the first pass, my goal is to get all the units and resources 'unlocked' in the design, then I will go back and do 'bonus only' techs that boost productivity and give improved buildings and such! Then we will have an ancient to modern era tech tree design that I can think about coding in! Along with all the new yields, etc.

Then I can watch it EXPLODE!! :D
 
Right the Mk1 Ancient To Medieval Techs Is more or less done (at least for unlocking resources and units) I just need to decide on what techs will be the bridge techs fromk classic to medieval, and adjust the medieval tech tree to fit with the new design elements and resources.. Although slow progress moves on!
 
Ok So this is FAR from finished, but here is my quick shot at the tech tree from Ancient to Medieval.

It contains about 50 New techs, plus modification to the medieval techs to fit with the overall plan and resources etc.

The Names are pretty boring right now, but I am more interested in completing the mechanics of the tree first, rather than worrying about the cosmetic finish, so names are more descriptive than interesting.

Also I need to add in a lot of 'organisational' techs as well as bonus, fealty, culture, science and faith techs. Also 'upgradey' techs for buildings and people, like taking cavemen, to plebs, to citizens, to serfs, to peasants, or something similar to this.

I also need to figure out how to do a 'dark ages' bit. What I would like is to disable certain bulidings and such for bulding purposes, so basically if you build them before the dark ages you get to keep them, but once you hit the dark ages you won't be able to build new ones of that type, you will have to wait for medieval technology to bring you back to it (something similar). As well as maybe somethings being destroyed or obseleted, as they can no longer be maintained as the knowledge is lost.

Anyway, the tree is pretty rough, I have not done costs, or filled out all of their info, like tech connects or requirements.

Basically they all need finishing and refining.

But it is Progress!
 
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