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  • #31
    I have bundled them all together, so they should operate as a single mod. I know the merged SDK mods will work as one, but I am not used to merging python mods, so am less certain how the TechLeak and TechConquest mods will operate together.
    Anyway, I will add the new tags to their appropriate XML files, and will upload it for your guys later tonight. Take care and look forward to your feedback guys.

    Aussie_Lurker.

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    • #32
      Hi guys. OK, its about as ready as I can make it right now. There is at least 1 case of each new tag in all effected XML files-but it will be up to you guys to copy and paste them as needed (sorry to be a pain on this score).
      Anyway, please check out the modcomp here:




      Oh and please don't hesitate in giving any feedback-especially in regards to whether it works or not .

      Aussie_Lurker.

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      • #33
        I need to install the SDK to create it?
        I'll start working on it ASAP!
        Really great that you did this for us!!
        Formerly known as "CyberShy"
        Carpe Diem tamen Memento Mori

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        • #34
          It's combined with the tech-conquest mod, is that right?
          Formerly known as "CyberShy"
          Carpe Diem tamen Memento Mori

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          • #35
            Ummmm, no you don't need to use the SDK at all. I always include the changed C++ files when I upload, so that people can grab my changes and merge them with their own. However, I have built a new .dll file which should run the whole thing fine. What you will need to do is take the new tags-in the XML-and place them wherever they need to be-a simple cut and paste job, but one I don't currently have time to do-sorry

            Aussie_Lurker.

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            • #36
              OK, sorry for the confusion. TechConquest and TechLeak are both python only-no SDK involved there. I placed an Import CvTechConquest command in the TechLeak CvEventManager python file, so they should all run concurrently-but this is one of the things I want you to try out for me-to make sure its working as it should.

              Aussie_Lurker.

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              • #37
                OK, to be sure we all understand one another, this is what New Tech Functions contains:

                CivicInfoPlus (SDK): adds several brand new tags to CivicInfos.xml-my own creation.

                TechInfoPlus (SDK): adds two new tags to TechInfos.xml-my creation.

                FirstCanTrade (SDK): new bFirstTrade tag, the one you guys wanted most. If it works, it will prevent anyone but the original discoverer of a tech from trading said tech.

                Resource Tech Research (SDK): adds a tag for techs which alters the research rate for assigned techs when a bonus resource is hooked up. This is TheLopez's creation.

                Tech Leak Mod (Python): Trade routes as a source of beakers. 'nuff said

                TechConquest (Python): City conquest as a source of beakers. Again, nuff said .

                Hope this helps to explain things CyberShy, and I hope you enjoy it -look forward to seeing this mod as a staple of all future Diplogames .

                Aussie_Lurker.

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                • #38
                  Ok, and how should I test it?
                  Conquer a city and get tech-beakers, right?
                  Formerly known as "CyberShy"
                  Carpe Diem tamen Memento Mori

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                  • #39
                    Thats the idea. Play around in WorldBuilder a bit to get an idea if things are working as they should. Give one civ a tech which you don't have, then conquer his city and see if your research time for that tech changes.

                    Also, try setting the bFirstTrade tag to 1 for a few techs (and set the bTrade tag to 0). Then see if having the tech first effects your ability to trade that tech to other cities. These are the biggies which need the most testing.

                    Also, try and see if the techleak mod is working as it should. Then report any problems back to me, and I will try and iron things out with some testing of my own .

                    Aussie_Lurker.

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                    • #40
                      Hey guys. Hate to seem impatient, but I was wondering if you had any problems, suggestions, praise regarding the mod? Most importantly, does it seem to be working the way it should? If it did it would be a massive boost to my self-confidence, and so then I will probably look to merge this with Sevos Mastery mod next. Anyway, hope its going well, and I look forward to your feedback .

                      Aussie_Lurker.

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                      • #41
                        Oh yea, I haven't tested it yet. I just recently patched to 2.08, so I'll get on that. CS whenever you're free.
                        Captain of Team Apolyton - ISDG 2012

                        When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

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                        • #42
                          Thats cool Ozzy. My only true concern was that your silence might be an indication that it wasn't working-though I guess it could have just as easily been an indicator that it was working . No hurry, buddy .

                          Aussie_Lurker.

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                          • #43
                            actually if you're around right now i can test a bit

                            I'm LazerKP on AIM, and OzzyKP on YIM.
                            Captain of Team Apolyton - ISDG 2012

                            When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

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                            • #44
                              I haven't been able to test it so far either.
                              Busy week, my in-laws celebrate their 25th marriage anniversare today.
                              Formerly known as "CyberShy"
                              Carpe Diem tamen Memento Mori

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                              • #45
                                This is a cool mod to add too:

                                current version: 1.53 (June 24, 2009) Compatible with: v1.74, Warlords v2.13, BtS v3.02 (Unit Statistics 1.45) Compatible with: BtS v3.19 (Unit Statistics 1.53) Compatible with: Fall from Heaven 2 (check this thread for newest version) MP Compatibility: yes New: compatible with BtS v3.19...


                                Get unit stats like this:

                                Last edited by OzzyKP; November 25, 2006, 21:32.
                                Captain of Team Apolyton - ISDG 2012

                                When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

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