World History Mod development thread

Have you looked into pak files for keeping mod size down?

Or is there a way, as there was in civ 3, of using art from other mods? for example, so that any art present in RFC (as this is a BTS mod, it'll be on the users computer) doesn't need to be redownloaded, but can be taken straight from the RFC folder?

EDIT: love the tech list, ETM. And the Civic system, GeneralSpecific
 
I don't think the compression on pak files works, but there is a little bit of compression even when it's set to 0, and the speed improvements from packing the art makes it worth it even if there isn't a major file size reduction.

If there is a way to pull art from another mod folder, I don't know about it.
 
That seems to be a truly ambitious concept.

BTW, how will you handle spawning of new civs? RFC-style? Spawning RFC-style, but in some cases, as a vassal?
 
Yeah, I will be pak-ing them, for speed reasons (though for some reason all my mods are loading and playing extremely quickly all of a sudden... idk why). It looks like filefront holds 1gb so I should be ok.

@Lone-wolf: Well, when I played RFC, I felt like it was extremely automatic (like things just get replaced). The answer is, yes, it is going to be based on RFC, but I am going to be modifying it, yes, so they can be vassals, and also to remove the automatic feeling I just described.

@SnipperRabbit: I took a look... did you mean Scriptable Leader Traits?
Here is the description:

Spoiler :
Adds the ability to add and remove traits from leaders through python.

As part of the changes to the SDK files I have also included two new methods in
the CvPlayer class and exposed them to python they are:
void CvPlayer::addTrait(TraitTypes eTrait);
void CvPlayer::removeTrait(TraitTypes eTrait);

This way any traits in the game can be added or removed through python.


What is it exactly you are suggesting I do? Do you mean I should add traits to the civ via python? But then how would you choose it? I think either I don't understand or it isn't Scriptable Leader Traits, and I can't really ask theLopez for help, caz he seems to have disappeared (though its weird it seems like theres more there than there was last time, even though i last checked half a year ago)

I know what you mean (ie choose monarchy and then if you have the multiple reqs you can choose const. monarchy, feudal monarchy, etc.) but I am having a hard time picturing how you can do that. Do you select the traits right on the civics screen or is it going to be based on python?

And do I have the right modcomp?

What exactly is it that you think should happen? I don't really know what you mean by Civic Traits

Kevin
 
Economics Civics!

Factors of Production! Allows the player to determine who owns/operates the factors of production! This is a revision of my previous post regarding Labor/Property.

Land - Who owns land/resources? (You should consider resources when determining ownership of land)
------------------------------
Private:
Voluntary exchange of land.

Restricted:
Government-regulated allotment of land.

Inheritance:
Legally-mandated hereditary transfer of land.

Common:
Common ownership of land.

State:
Government ownership of land
 
Economics Civics Continued!

Labor - Who may labor?
------------------------------
Wage:
Voluntary work for an agreed medium of exchange (land, money).

Caste:
Work is confined to a certain field by law.

Guilds:
Labor divided into ranks based upon performance

Egalitarian:
Labor is rewarded equally, regardless of the work performed

Slavery:
Government ownership of labor.
 
@GeneralSpecific: alright... unless snipperrabbit can show me what he means (which would be AWESOME because it sounds so good) this will probably be what we have to do

I am going to need to do some testing with a limited amount of civs, to test the RFC stuff, wintermod (not finished yet), artwork, etc.

I have mostly been working on how the mesoamerican armies and societies will work- please see unit brainstorming on civjunction. When I am finished with it it will have a very unique feel.

Also, I've finally truly gotten the hang of working with units, and I will soon have the perfect mesoamerican armies ready to d/l and to test in my mod.

Kevin
 
Well, I didn't find time to give you some support on this idea but I tried because I still have the message I started 2 or 3 days ago pending ... now, I think what I typed may need deeper thought on how to make it work with the SLT mod. I'm thinking to conceptualize it as an independant feature ( which is named "policies" currently ).
Now, kev, I know a little of what you aim at and what you can do or get done. If any, there's no need for a rush to settle this idea entirely yet. I suggest to shrink it to government's nuances atm and expand on it later. For the exact mechanisms on how it should work behind the scene, the SLT is a good base from which there can be a political advisor (py) with a number of policy slot with, in each , one or more choice. In case of the government civicoption, there will be only one slot shown at any given time and within, only the alternatives to the current policy (ie if I'm a despotic monarchy, I will only see the other form of monarchy and neither of the republicans or soviet bureau forms).
 
alright... so is this what you mean? When you choose a certain leader-type civic, ie monarchy, your policy options will change to reflect that (each policy will have a civic requirement to make sure only the right ones are visible). Your advisor will pop up and under the government type slot, it will say your current government type, and if you click it it will offer you your alternative choices (this will be a little tricky, but if I compare it to a lot of other mod-stuff I might be able to do it... I haven't done much with screens yet). And of course each alternative will require the appropriate civics (ie feudal monarchy would require manorialism (feudalism)). Would this be correct? Edit: OH, and where do traits come in (???)

Again, it sounds like a lot of screenwork but it sounds like a really good idea, and I agree it is very adaptable to other policy stuff. Let me know of your policy ideas whenever you're ready- though for now as you said I'd be extremely happy to work on and finish the government types part.

And GeneralSpecific we'll go with whichever works better, or maybe use this idea in a different way, ie one to do more with status and diplomacy and stuff, and let your civics determine how you govern and what effects it will have

And thank you for your insight so far snipperrabbit

Kevin

@GeneralSpecific- no, please don't, as I said it looks like I will need those civics regardless of whether or not this idea works, and I think if anyone can do a good job on them, you can
 
Popping in here for a sec. If you do have ideologies, they should also be required ( ie Feudalism(Ideology) + manorialism = feudal monarchy) Like that, if you put in ideologies in WHM. :)
I don't think so GS :goodjob:


I haven't done anything on the African civs for a bit, been way to busy lately with RL! :(
 
@GeneralSpecific : You shouldn't stop, what you'll come up with is the baseground for the second step i.e. the policies.
@Kevinman : I'm glad you like my idea. btw, I view it like a cross between civic and traits. I had originally considered to use the trait xml but actually this will mess to much this file especially if we expand it to have things like "firearms prohibition", "natality sponsorship", or whatever ...
 
@Grishnash- updated civics to reflect your updates
@General Specific- i hope you haven't stopped! They are needed whether or not the idea is used and I don't want anyone to be surprised if it doesn't happen- I am totally dependent on others to get code working. Also, civ info is dependent on civic info, and we will need names for those three civic categories before it can be completed.

Mesoamerican (Aztec, Maya, Inca, +chimu, toltec, zapotec, mixtec, olmec) unit artwork is 90% complete.

If anyone can give me an idea for a Chimu UU and UB, I would greatly appreciate it and be sure to credit it, as they will probably prove evasive.

I hope noone's lost faith in this, next I will start developping a minimod to test the mesoamerican civs, and I hope to release the map soon. Unfortunately that is hindered by the lack of help on wintermod, but I'll bump the thread and see if it resumes.

Kevin
 
oh, land, labour and capital+management... you said you were still working on the latter

all the idea me and snipper had was that we should have scriptable government types
(among other things) based on the civics

scriptable gov. types would probably be more game-candy rather than actually alter game mechanics; all our bases will hopefully be covered in the civics

~~~

also, @grishnash, I am and have been planning on including your ideology idea, and we will be needing this inputted to civ information, and also to these scriptable ideologies- but at some point we are going to have to flesh out exactly how it will work, mechanically. Also, I'm not sure if stuff like feudalism, imperialism, and other ideologies other than communism/democracy are on a city scale; they seem more nation-wide. Another problem is that there would no doubt probably be a feudalism civic, for example, and a feudalism ideology. We would need to make it impossible to have one but not the other, and we need to decide whether stuff like these scriptable government types should require the civic or the ideology.

Kevin
 
Hey! I've done some updating to the African list, almost done now.
Question: Morocco is a pretty old nation, should I do it from past or just Modern Morocco?
I'll do some brainstorming on Ideologies but i'm very busy now. :(

Anyways, hope things are getting along. :D
 
Things (other than wintermod and the other mapmods) are progressing smoothly. I will have pics of the mesoamerican unit sets next post, and native american ones eventually. I am currently working on settler maps for mesoamerican civs, I've already cut the big map down to be just north america (for testing purposes), and I will try and get my mod working with RFC Europe shortly.

Some new UUs:

Napoleonic Square (France)... I know how to make it but I may need to actually make my own animation...
Commanche Swarm (Cherokee)
Algonkin Tomahawk Charge (Huron)
Sioux Dragoon (Sioux)
Creek Arquebusier (Creek)
Iroquois Rifle Scout (Iroquois)
Tipu Sultan Rocket (Mysore)
Winged Hussar (Poland)
Caroline (Sweden)
Great Bombard (Ottoman E.)
Maurician Infantry (Dutch E.)
Condotta Infantry (?)
British Square (Britain)
Galloglaigh (Scotland)
Irish Charge Infantry (Ireland, if included)
Durrani Swivel Tactics (Durrani)
Durrani Rifled Musketeer (Durrani)
Reislaufer (Switzerland)
Ghazi (Arabia) MAYBE
War Elephant (Carthage)

and some that I do not know about and would appreciate information on:

Russian Petrine?
Han/Manchu Banner?
Swedish Gustavian?

I swear these are not from EU3... and more yet are from RFCEur

New Base Units:

Guisarme
Man At Arms
Some Sort of Improved Man At Arms
Foot Knight
Arbalest
Mounted Infantry
Lancer
Heavy Lancer
Siege Tower
Bombard
Early Cannon
Arbalest
Arquebusier
Line Infantry
Cuirassier
Hussar
Dragoon
Pistolier (also Caracolle?)
Cog(ge)
Carrack?
War Galleon
Flute?
Merchantman? (UU?)
Archipelago Frigate (UU?)
Chebeck (UU?)
Galleass (UU?)
Early Frigate
Three-Decker
Two-Decker
MORE TO COME!

and I've changed the name of Zuli Impi to Zulu Chest and Horns

new units (and their info), new techs, civ info, etc. (so far) can be viewed in the main mod forum

And any help devising a list of civics for Capital/Management would be appreciated

Kevin
 
Economics Civics Continued!

Management/Capital------------------------------

Free Enterprise:
Businesses free from all regulation except the regulation of fraud and coercion.

Charter:
Businesses are created by the government, for profit of those selected to run them.

Regulated:
Businesses are heavily regulated, but remain privately owned: regulations for safety, health, and wages apply; protective measures; protection of unions; pigovian subsidies, etc.

Cooperative:
Common ownership and governance of businesses.

Nationalization:
State ownership of businesses, selected or all.



See Kev....I didn't forget or jump ship!
 
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