Announcement

Collapse
No announcement yet.

[Mod] Mylon Mod - Bigger Cities and more in depth gameplay

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    Mod updated to v0.26
    Mylon Mod - Adressing game pace and making big cities bigger.
    Inquisition Mod - Exterminating heretic religions since 1200 AD

    Comment


    • #32
      Mod updated to v0.28. There was a 0.27, but it was a fairly buggy release and I kinda rushed it.
      Mylon Mod - Adressing game pace and making big cities bigger.
      Inquisition Mod - Exterminating heretic religions since 1200 AD

      Comment


      • #33
        Mylon I was wondering if you could release portions of your mod as seperate "mini-mods". Their are a whole lot of changes bing made and I want to mix and match them to see which ones I like. I use this wonderfull Mod-Merging program found here

        It's great that this game is as moddable as it is, but one major shortcoming of the system is the inability to easily combine mods. I got fed up with hunting and merging changes by hand before I even started it. What we need is a mod switcher and since there are apparently none available yet...


        Using this program you can instanly achive the equivilent of hours of cutting and pasting so you users can easily recombine the portions they like. Along with the adoption of the CvCustomEventManager standard we would be looking at some very flexible and powerfull tools for the comunity to use. I also suspect bugchecking of Mods would become easier as each component can be turned on one by one until conflicts are triggered.
        Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

        Comment


        • #34
          My mod wouldn't be too hard to disassemble. Currently most of the python features are isolated to a few lines in CustomEventManager and the appropriate function in CustomFunctions. For example, OnCityDoTurn includes a line that points to the function that checks for the presence of a Travelling Performer and assigns some amount of culture based on that.
          Mylon Mod - Adressing game pace and making big cities bigger.
          Inquisition Mod - Exterminating heretic religions since 1200 AD

          Comment


          • #35
            is this mod compatible with german versions of the game ? (eg. like some texts might not display ?)

            also, is it possible that i modify the mod so that the "modern age" is no longer part of the game ?

            [edit]
            also, does the AI take notice of the gameplaywise changes, like it builds your new buildings instead of the others ?
            [/edit]

            thanks.
            Last edited by GuntiNDDS; December 9, 2005, 22:46.

            Comment


            • #36
              I see you have implemented a Python script that alows the Traveling Performer to add culture to a city. I presum this check at end of turn if the performer is in a City and if so adds the apropriate amount of culture.

              I think a similar system could be used with Great People to obsolete the rather weak "Merge with city as Great Specialist" option. The merge option could simply become redundant by checking for the GP's presence in a City and adds what ever it is they produce to the output. You would need to call some functions to see what their stats are off the XML files (on a side note I think the superspecialist bonuses could use pumping up, their blatantly inferior to Golden Ages).

              The only real benifit of merging would be making the GP imune to physical attack. The whole concept might just be droped entirely.

              Can you do something along these lines and make it avalible as a stand alone mod?
              Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

              Comment


              • #37
                This mod sounds kind of cool, but I think that trade should also cause "inadvertant" exchanges of technology. The idea is that technology should "diffuse". Trade with an inferior nation would see technology go mostly one way (from the stronger to the less advanced nation).

                This makes sense historically. China's islolationism caused it to fall behind past the 1600s while Japan was determined to modernize at the cost of being influenced by western culture.

                Also, invading cities should have a chance of stealing a technology. In fact, I have no idea why there's no way of stealing technologies from other players.

                Comment


                • #38
                  Mod updated to v0.30.

                  As for travelling performers... It's not too difficult to extract the necessary stuff yourself. I made it a totally separate function that can be plugged anywhere. The CustomFunctions file does nothing if none of the functions are called.
                  Mylon Mod - Adressing game pace and making big cities bigger.
                  Inquisition Mod - Exterminating heretic religions since 1200 AD

                  Comment


                  • #39
                    Originally posted by Mylon
                    Also, the current bonus food model means cities are finite in size. It is possible, in theory, to get a +100% bonus from food resources and use merchants to sustain growth, but merchants are finite and I'm not too fond of this arbitrary critical mass. I'm looking for a way to provide an ever increasing food bonus for cities. Perhaps, say, changing future tech to +5 health per and give cities a +1% bonus per health (unhealithiness does not matter). Not the best of ways of accomplishing this goal, but one possibility.
                    Make it so that farming gets dfferent +1 after various techs are discovered.

                    For example, things such as chemical fertizers, hybridisation, mechanical farming, and finally organic farming (less food but more health). Things such as chicken farms and modern ranches also produce more food. Maybe Pasteurisation and other forms of preserving food can also boost food production (actually reducing spoilage).

                    If you can let people build farm on hills tiles it would make chaining all that much easier.
                    (\__/) 07/07/1937 - Never forget
                    (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                    (")_(") "Starting the fire from within."

                    Comment


                    • #40
                      Oh, I still have that in the readme? D'oh. That's since been fixed: Hydroponics Farms provide that infinite city size I was aiming for.

                      I'm tempted to add some new buildings into the game, such as: Crop Rotation Plan (not exactly a building, but it acts like one), and Food Processing plant. Both act as +food% buildings. Just a little modifier in addition to the existing +food buildings.
                      Mylon Mod - Adressing game pace and making big cities bigger.
                      Inquisition Mod - Exterminating heretic religions since 1200 AD

                      Comment


                      • #41
                        Should railroad (tile improvement) and refrigiration (tech) give you +food%? They both decrease spoilage, thus increasing amount of food available. Maybe both of them give a tile +1 food.
                        (\__/) 07/07/1937 - Never forget
                        (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                        (")_(") "Starting the fire from within."

                        Comment


                        • #42
                          Originally posted by Urban Ranger
                          If you can let people build farm on hills tiles it would make chaining all that much easier.
                          How about this? Pretty please?
                          (\__/) 07/07/1937 - Never forget
                          (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                          (")_(") "Starting the fire from within."

                          Comment


                          • #43
                            Drachasor suggests a "refit" order for units. What this does is a city pays the difference in hammer (or maybe a bit more), perhaps over a number of turns, and the unit becomes the new one. When a unit is being refitted it is not in service.
                            (\__/) 07/07/1937 - Never forget
                            (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                            (")_(") "Starting the fire from within."

                            Comment


                            • #44
                              Originally posted by Urban Ranger
                              Should railroad (tile improvement) and refrigiration (tech) give you +food%? They both decrease spoilage, thus increasing amount of food available. Maybe both of them give a tile +1 food.
                              Really, the way it ought to work is that cities, at the beginning of the game, must be responsible for generating their own food. As various technologies are discovered, the radius of cities from which food may be imported grows larger until, at game end, food can be imported from anywhere on the map.

                              Comment


                              • #45
                                Pooling food from the whole empire is a fine idea, but this runs up against the current population growth model.
                                (\__/) 07/07/1937 - Never forget
                                (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                                (")_(") "Starting the fire from within."

                                Comment

                                Working...
                                X