World History Mod development thread

You know kevin, it would have been a much smarter move switching to Mac instead of Windows 7 where you'll find just more bugs and shortfalls Mac rules!

Lol, well, I feel the amount of stuff you can do with windows is seriously unlimited. Mac to me feels very sterile, in what you can do on it, but not in a security sense. For example I scanned 13 million files after not having antivirus for almost 2 years, and I had no virus (and that's saying something because I do a LOT of stuff on the computer, and much of it is either thought to be illegal or is illegal in the united states). As for bugs the only thing I don't like is that ever since XP the volume through headphones (and speakers but it's less noticeable) won't go very high

I find it strange that now Windows is trying to immitate mac

Though it is a few days late, I would like to wish you all a happy New Year.

You too!

Third, well, I work slowly... and with little visible progress on the mod I tend to work slower on my list, sorry

lol. Honestly it's going the same as it always has. But yeah this is long overdue for an update.

And you are more than welcome to work on settler maps, but I need to get you the most recent template, and proper examples. Which reminds me, I have to do that! I promised a couple of other people that

~~~
~~~
~~~

The tech tree is almost done (sort of). The tech-tree editor is VERY unstable, so I just used excel. I would like someone/some ppl to look it over, especially the links between techs, and see how they can be improved (for example, with such a large number of techs, I find it very hard to make a tech with multiple requirements on this document). You are invited to make changes and reattach. In fact, you can completely reformat it if you want, if it makes the links better. Also, I will be adding to the gigantic number of techs.

Solid line = tech on the right requires tech on the left
Dotted line = not much of a link, will not be a requirement
Square slid slightly to the right = not sure of placement

If you would like to move a tech, what you do is select the box, cut, and paste it to the appropriate starting cell. This way it will stay nice and neat (especially with the grid disabled)

~~~

I will also start working on the personalities of the Precolumbian civs
 
I just came up with a few more:

artillery, guidance systems, worker rights, egalitarianism, fiat currency, gold standard, commodity system, classical economics, conservation, global warming, water processing, air quality control, cinema, EDIT: concrete?, heating?, (some sort of seaport tech that allows lighthouses and drydocks), water wheel, bridges (ie susp. bridges), compass?, patent law, something for coal, something for supplying water etc. to homes etc. (ooh... utilities?), imaging, EDIT: recycling

Here is a list of categories that I used to organize the tech tree (and beside them you can see some holes... also I'm missing some modern techs I'm sure):

Environment (missing some, perhaps relating to food production?)
Communication
Culture
Spirutuality (may be missing some)
Entertainment (missing some)
Transportation
Manufacture
Science (very broad/large category, missing some, especially in recent times)
Government and Society (missing some)
Military
Exploration
Economy (hm)
Domestication (haven't done yet, no need to worry about this, I can add it on after, seperately)

I mean I can't possibly know when I have enough, I guess I just have to wait until I or everyone else figures out what is still missing

I also wish it wasn't so linear but with so many techs I wonder if we might just have to live with it
 
And you are more than welcome to work on settler maps, but I need to get you the most recent template, and proper examples. Which reminds me, I have to do that! I promised a couple of other people that

I'll await those new templates, then :) Hope things are coming along well.
 
Well, I got a new computer, so now I can actually beta things and do more reasearch than ever before. Anyway, on to the Civ stuff.

Clarifications
Huron Natives
What I mean by "High Sickness" is, a city with more :yuck: than it has :health:.

Aztec Empire
Leader: Montezuma (If the Aztecs are going to have a second leader at ALL, it needs to be Itzcoatl.)
UU1: Jaguar Warrior
UU2: Eagle Warrior
UU3: Coyote Warrior

Iroquois Natives
Leader: Hiawatha (Much more important than Logan)
UU1: Mohawk Archer
UU2: Iroquois Rifle Scout (Scout/Explorer that can actually attack cities/units)
UU3: Kanya Horseman (Starts with City Raider I)
UU4: Aenna Archer (+50% Against Melee units)
UU5: Forest Prowler (Cannot be Seen by Enemy units)
UU6: Elite Ram (Takes down City Defenses twice as fast)
UU7: Mantlet (+50% Vs Mounted Units, +50% City Defense)
UU8:katuææs (Spearman that starts with Shock, katuææs means "To Impale" in Mingo)
UU9: Musket Rider (+25% Against mounted units)

Cherokee Natives
Art Group: East Native
Unit Group: East Native

Shawnee Natives
UHV1: Control the Shenandoah Valley by 1700AD
UHV2: Eliminate/Vassalize all East Native Nations by 1750 AD
UHV3: American cultural borders cannot be anywhere West of Shawnee lands on mainland America until 1817AD
Unit Group: East Native
Start: 1000 AD (Though it is important to note that the Shawnee begin to become the threatening force they were under Tecumseh at around 1650 AD)

Creek Natives
Leader: Alexander McGillivray
UHV1: Control Alabama, Florida, Georgia, Mississippi by 1380 AD
UHV2: Eliminate or vassalize the Cherokees by 1790AD
UHV3: Defeat USA in a war by 1814AD
UHV4: Native Civ with most advanced tech and civics
Art Group: South Native
Unit Group: South Native
Start: 800AD
End: 1832 AD (Creek Dominance truly ends historically with the destruction of the State of Muskogee.)

Sioux Confederacy
SIOUX NATIVES
Leader: Sitting Bull
Personality: Aggressive, Protective, Expansive, Charismatic
UU1: Brule Warrior (Knight (Or Western Native Equivilent thereof, that starts with Medic I)
UU2: Sioux Dragoon
UU3: Axe Rider (Starts with City Raider I)
UU4: Wakina Rifle (+50% against Gunpowder Units)
UU5: Cetan Bow (+25% Against Melee Units)
UU6: War Club (+150% Against Cavalry)
UU7: Tashunke Prowler (Cannot be seen by enemy nations)
UU8: Bow Rider (Can actually Garrison in a spot rather than just sleep)
UU9: Buffalo Soldier (+25% Against Melee Units, +25% Against Mounted units, +25% against Siege Units)
UU10: Brave
UU11:Wahukeza (Spearman, that has Scout Properties (Can move Two Squares per turn, bigger Goodie Hut bonus) Wahukeza means "Spear" in Lakota).
UU12:Olepi (Light Spear Cavalry, that gains a large boost against Mounted Units and Animals. Olepi means "To Hunt" in Lakota)
UU13:Ita Zipa (Archer Raider, that starts with City Raider I. Ita Zipa means "Bow and Arrow" in Lakota.)
UU14:Slisli (Repeating Rifleman, starts with Morale and Cover, Slisli, means "Rifle Shots" in Lakota)
Start: 1680 AD
End: 1890 AD
ReviveChance: 50 (Maybe even more, the Sioux are known for never staying down for long.)

That's all for now, as its 2:30 in the morning here.
 
Yeah,they were :smug:

It's important to note that I only gave descriptions for units that I don't think have been fully fleshed out, the others you should be able to search through the thread for. But, tell me if you want me to edit that post with them.

Even More Clarifications
Arawak
UHV1: Control entire Caribbean by 1200AD
UHV2: Eliminate/Vassalize the Carib by 1400 AD
UHV3: Survive until 1650AD
Government Type: Tribal Federation

Mayan Empire
UU1: Holkan (spearthrower not spearman)
UU2: Jaguar Spearman (Starts with Shock and Combat I)
UU3: Plumed Archer (Starts with Woodsman I)

Mixtec Empire
UU1: Puma Spearman (Cannot be Seen by Enemy Nations)
UP1: Power of Metalworks
Start: c.700 AD
End: 1527 AD

Olmec Empire
UU1: Black Axe
UU2: Itziueponi (That trade route Phalanx you were talking about, +25% Defense on tiles with Roads)
UHV1: Control at least 5 stone resources by 500BC
UHV2: Conquer or Vassalize the Maya by 0 AD
UHV3: Survive until 1000 AD
Unit Group: Maya
 
Ah! my email notifications are not working properly, or I forgot to go to the forum after one of them

are those unique units at all influenced by age of empires 3, Krug?
Maybe, but most of the new ones he's added to the existing list I've never heard of before. Are THOSE from AOE3? Ones like Wahukezi, Olepa, etc.

Anyways, as requested, here is my list of artwork not yet complete (to the best of my ability):

UNIT ART NEEDED

HARD

Mantlet (from AOE3, impossible otherwise)
Blowgunner (from AOE3, impossible otherwise)
Kanya Horseman (from AOE3, otherwise medium)
Forest Prowler? (from AOE3, otherwise medium)
Wakina Rifle? (from AOE3, otherwise medium)
Cetan Bow? (from AOE3, otherwise medium)
Tashunke Prowler? (from AOE3, otherwise medium)
Bow Rider? (from AOE3, otherwise medium)
Si Spearman
Bolas Warrior

MEDIUM

Tomahawk Thrower
Cuahchic?
Mexica Mercenary?
Chicimeca merc.?
Sharktooth Bowman
Buffalo Soldier
Brave
Ambusher? (AOE3?)
Kalipuna
Plumed Archer (AOE3?)
Jaguar Spearman?
Jungle Bowman (AOE3?)
Quetzal Warrior?
Maroon
Tomoio
Blackwood Archer
Piroga
Katuaeaes
Wahukeza
Olepa
Ita Zipa
Slisli

EASY

Algonkin Tomahawk Charge
Sioux Dragoon
Axe Rider
Itzuieponi
Mass Archer
Inca Huaminca
Cuzco Axeman? hmmm... im not totally sure they even used axes
Cola Pikeman?
Chasqui Scout
Brule Warrior
Puma Spearman

UU NOT FOUND YET

Nazca
Teotihuacan
Paraguay
Ecuador

A few more will arrive as I continue reading my books on the prehistory of the Americas
EDIT: if anyone uses this information and is unsure of which civ a unit belongs to please use the civjunction forum>Civs> and search (ctrl-F) for the names, which I should have spelled exactly as they appear on that page


And while that may seem like a lot, just think, all the rest is already done, and the unit sets are already done! I'd be willing to transfer over completed artwork, but that would require me test them first (a small percentage cause crashes), and I am unfortunately way too busy to do xml for them all. But the raw art folders you can have

EDIT: I also noticed that a lot of the new units are based on base units that do not yet exist. Please let me know if you have any suggestions for changes to my base unit list. I need to keep everything consistent

Noone has to worry about the "Easy" section- that will be a breeze for me.

I can't help but wonder if 14 UUs for Sioux will work; that is around how many base units there are for natives... (preferrably no more than one, and definitely no more than two per base unit type)

I cannot convert units from AOE3 yet (if it's even possible), I forgot to handle the 3dsmax license issue last time I was able

And I have been really busy this last week, but the first thing I will do towards this project is get that darn template/examples up! EDIT: Grishnash, note that you need excel to do the maps, do you have that on your mac? (or maybe im being mac-ignorant haha)
 
Also, if anyone knows where to get the RFC Europe SDK please let me know- I have been able to find it in the past but am having no luck right now. A link would be much appreciated!

(I can access the code, but it would be soo inconvenient not to have a hard copy of the latest ver.)
 
Well, the internet I'm on really does stink. It's not really functional enough for me to browse through the code on SF. So a hard copy would be appreciated. And I don't think its fair for me to wait any longer to get things moving, so I am reluctanctly attaching the settler map template and example (France).

The war map is to come, there are issues I still have to figure out, and I've been saying that for a while but I've been very occupied. I will need to take a look at at lots of the .dll to find out if there's a point in having 11 colours or if I can get away with 6.

To explain,
Spoiler :
there is a colour for each tile which represents how much a civ wants that tile. And along with each colour is a number. But in the .dll, there are quotas. For example, >300, and a civ will do anything to get that tile. >200 if a city has taken it will not settle (in ideal cond.s) for a peace offer unless it gets that city back. NB: these are completely made up, abstract examples from the top of my head

So, even though there may be lots of numbers, like 3, 20, 40, 90, 150, 250, 300, 400, 500, 700, etc., I may only need 200 and 300. Hopefully this makes sense. So this is what I am having a hard time understanding for war maps (it's easy for settler maps). I need to figure out the minimum number of grades/numbers/colours neccessary to make these maps.


To use the settler map templates, you colour each tile you want mapped the proper colour on the map portion of the excel document. Do not worry about the rest, I will handle that. Your job is to create a colour-coded map on where a civ wants to settle. There is a colour code below the map portion.

NOTE: the difference btwn a settler map and a war map. A war map is areas a civ wants to conquer. A settler map is areas a civ wants to settle (ie build population or send settlers). My provided example (France) should make this obvious.

NOTE: All N/S American civs are done, for both settler maps and war maps. See, things do get done!
 
its looking good kevin, let me know if you need anything other than graphics... not really my specialty..
 
Also, if anyone knows where to get the RFC Europe SDK please let me know- I have been able to find it in the past but am having no luck right now. A link would be much appreciated!

(I can access the code, but it would be soo inconvenient not to have a hard copy of the latest ver.)

Hey,

Our code is available on sourceforge. You can browse the SVN at

http://rfceurope.svn.sourceforge.net/viewvc/rfceurope/RFCEurope/

At any level of the directory you can click on the "Download GNU tarball" at the bottom of the page (see image) and sourceforge will tar-and-zip up all the files in that directory and start it downloading.

attachment.php


Our code is still under development of course, but you're welcome to grab it.

As for settler/war maps: the fine gradations are just that -- an extra level of detail. If you want to keep things very simple I think it would work fine to just use a couple "levels" in each map. War maps are used both to decide on who to attack and to decide which cities to pursue. We're also still learning all the implications of this :)
 

Attachments

  • Picture 5.png
    Picture 5.png
    41.9 KB · Views: 266
@Shiggs: EDIT

@Sedna: I viewed the code online but my internet was having trouble loading pages. Thanks for showing me how to d/l it!

As for the war maps, what I should have done is copied your # of colours. Duh me!

Thanks for the info!

War Map template/example will be up tonight or tommorow
 
War Map template/example will be up tonight or tommorow
Or in about half a week! But now I actually know what I'm doing :)

I just spent several days straight completing (though still with glitchy water graphics) Shigg's Civil War Mod Map.

I strongly stand by it being the best map to ever be semi-released. It is packed with some amazing technology (though there will be more in my mod, this contains the most important stuff, as opposed to my ego-fillers). Many things were updated. I hope someone takes a look and lets me know what they think!

http://www.mediafire.com/file/mgnmmn...il War Mod.zip
 
its fantastic kevin. The mississippi looks perfect. The only problem I can see (at least for me) is that there is still alot of coral on the map (my mod/res files don't have coral), and even if I were to keep it, the button is pink (not there). The dynamic winter is excellent, and the map looks very accurate.

One slight dilemma but not really a problem is that this map includes haiti and the dominican republic, and some central american regions that were independent at this time. I guess I could just fill those area's in with independent civs though...

thanks :)
 
Edit: woops, misread what you said
 
EDIT: woops, nvm
 
Or in about half a week! But now I actually know what I'm doing :)

I just spent several days straight completing (though still with glitchy water graphics) Shigg's Civil War Mod Map.

I strongly stand by it being the best map to ever be semi-released. It is packed with some amazing technology (though there will be more in my mod, this contains the most important stuff, as opposed to my ego-fillers). Many things were updated. I hope someone takes a look and lets me know what they think!

http://www.mediafire.com/file/mgnmmn...il War Mod.zip

cant dl?
 
Back
Top Bottom