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Possible Diplogame Mod

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  • Those are great ideas, but I think that'd be more appropriate for SP games. We can use Diplomacy for that in a Diplogame.

    Those are really good ideas though, and if I knew more about modding I could try to do it. But I don't really know how to do a lot of things so I'm learning as I go. But I am doing well so far, this mod may take two months to finish at the rate I'm going. Maybe longer.

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    • Mods take a long time and a lot of hard work to finish.



      That is why the easiest way to build a good mod is to canibalize good mods into your own mod. I think adding the SuperSpy mod would be a great contribution. All we have to do is make Scotland Yard give some (spy) experience, maybe enough for one promotion.

      Also maybe some o the weaker wonders should give spy exp bonuses.
      Modern man calls walking more quickly in the same direction down the same road “change.”
      The world, in the last three hundred years, has not changed except in that sense.
      The simple suggestion of a true change scandalizes and terrifies modern man. -Nicolás Gómez Dávila

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      • Also I think adding the Next War tech tree (but changing the New League of Nations back into the UN) might be a good idea. You see next war makes a space victory more difficult than vanilla civ.
        Modern man calls walking more quickly in the same direction down the same road “change.”
        The world, in the last three hundred years, has not changed except in that sense.
        The simple suggestion of a true change scandalizes and terrifies modern man. -Nicolás Gómez Dávila

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        • Theocracy only prevents spread. It doesn't remove any non-state religions that are already in your cities.

          And the Apostolic Palace idea is pretty cool. Kind of the opposite of the UN's Non-nuke treaty.
          Ceeforee v0.1 - The Unofficial Civ 4 Editor -= Something no Civ Modder should ever be without =- Last Updated: 27/03/2009
          "Just because I'm paranoid doesn't mean there's no conspiracy"

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          • Well I don't want to do anything too drastic at this point (like adding the Next War tech tree), altough in the original Diplogame mod I was working on we did have the Next War tech tree. Right now I've got my hands full with the Inquisitor and the Diplomacy Text (which I FINALLY figured out yesterday, I think). I am pretty sure I am going to add the Super Spy mod to it as well, but that looks like it is going to be complicated. I want to stick to one thing at a time just to make sure its exactly how I want it. I also just added some new leaders as well.

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            • UPDATE: I've finally finished the Diplomacy Text problem, so now in SP you will see greetings from all the new leaders rather than a blank space. The next mission is to integrate this damn Inquisitor, and that looks complicated but I'll try and figure it out. Unless anyone knows how to do it.
              "Our cause is in the hands of fate. We can not guarantee success. But we can do something better; we can deserve it." -John Adams


              One Love.

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              • Another thing I've thought of; I remember the Piercian player saying something about working with graphic art. I was wondering if maybe that player could whip up three or four possible title screens for the Diplogame Mod? Use your judgement for what image/images to use, and of course if anybody else is interested in making a title screen for the mod that would be appreciated too.
                "Our cause is in the hands of fate. We can not guarantee success. But we can do something better; we can deserve it." -John Adams


                One Love.

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                • Alright I merged the Inquisitor mod into the Diplogame mod with no problems (as far as loading, graphics, or civlopedia goes). Here are some notes on what happened though;

                  - The Inquisitor is listed as invisible, I didn't actually check this though, like an idiot, but I am pretty sure it shows up as invisible. This needs to be changed, unless anyone disagrees.

                  - The Inquisitor becomes available after Theology is discovered and can be built as long as you are running Paganism, Theocracy or Organized Reilgion as a civic. I think there was some talk towards using it only under Theocracy, if we do that I'd have to figure out how to change this unless someone knows.

                  - There are no other requirements such as buildings or wonders.

                  - There is a text error, it reports to the owner of the Holy City when a purging has taken place in a foreign city and incorrectly told me "Christianity has been purged in Beijing" when in actuality everything but Christianity was purged.

                  - You can use your inquisitor in any vassal city as long as your state religion is present. I used it in Beijing while they had Hinduism as their state religion. It destroyed everything but Christianity, including Hinduism. This may be a problem for SP but I don't think it will be huge for Diplo purposes.

                  So we aren't really where we want to be with this yet, but the TOUGH part (hopefully) is over for now. The unit is in, and it works, so I am pleased with the progress up to now.
                  "Our cause is in the hands of fate. We can not guarantee success. But we can do something better; we can deserve it." -John Adams


                  One Love.

                  Comment


                  • I am going to add the SuperSpies mod next, I figure I'll just do that and make sure it works, and then I can move on to fine tuning it, or setting it up with the parameters we want to use. Again, if you are unfamiliar with the Superspy mod I'd suggest checking it out, there is a link in one of the earlier posts in this thread.
                    "Our cause is in the hands of fate. We can not guarantee success. But we can do something better; we can deserve it." -John Adams


                    One Love.

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                    • Here is some info and promotions from the Readme in the SuperSpy mod. I still suggest you check out the thread though;

                      - Spies now have promotions to improve their abilities. See below for details.

                      - Spies now have access to a special assassination mission. This allows them to destroy
                      lone units for an espionage cost, but does not send them back to the capital upon completion.
                      Any unit can be destroyed assuming it can be caught alone.
                      The cost is based on both the hammer cost and level of the unit.
                      The difficulty is based solely on the level.

                      - Spies gain xp from performing missions (scales by difficulty), catching other
                      spies and from having an Intelligence Agency (2) or a Scotland Yard (3) in the city.

                      - New counter espionage timer displays next to player's names on the scoreboard

                      As for the Promotions;

                      Deception I:
                      - Requires: None
                      - Abilities
                      - +10% Evasion (Directly modifies your chance of being caught)

                      Deception II:
                      - Requires: Deception I Promotion
                      - Abilities
                      - +10% Evasion (Directly modifies your chance of being caught)

                      Deception III:
                      - Requires: Deception II Promotion
                      - Abilities
                      - +10% Evasion (Directly modifies your chance of being caught)

                      Security I:
                      - Requires: None
                      - Abilities
                      - +10% Intercept (Directly modifies the chance of catching spies in the same tile)
                      - +1 View Distance
                      - +50% Additional counter espionage penalty when mission is performed on other nations

                      Security II:
                      - Requires: Security I Promotion
                      - Abilities
                      - +10% Intercept (Directly modifies the chance of catching spies in the same tile)
                      - +1 View Distance
                      - +50% Additional counter espionage penalty when mission is performed on other nations

                      Security III:
                      - Requires: Security II Promotion
                      - Abilities
                      - +10% Intercept (Directly modifies the chance of catching spies in the same tile)
                      - +1 View Distance
                      - +50% Additional counter espionage penalty when mission is performed on other nations

                      Improvise I:
                      - Requires: None
                      - Abilities
                      - +10% Free Preparation Time (Essentially gives you a free turn of fortify, still up to the maximum)

                      Improvise II:
                      - Requires: Improvise I Promotion
                      - Abilities
                      - +10% Free Preparation Time (Essentially gives you a free turn of fortify, still up to the maximum)

                      Improvise III:
                      - Requires: Improvise II Promotion
                      - Abilities
                      - +10% Free Preparation Time (Essentially gives you a free turn of fortify, still up to the maximum)

                      Improvise IV:
                      - Requires: Improvise III Promotion
                      - Abilities
                      - +10% Free Preparation Time (Essentially gives you a free turn of fortify, still up to the maximum)

                      Improvise V:
                      - Requires: Improvise IV Promotion
                      - Abilities
                      - +10% Free Preparation Time (Essentially gives you a free turn of fortify, still up to the maximum)

                      Logistics I:
                      - Requires: None
                      - Abilities
                      - +1 Movement

                      Logistics II:
                      - Requires: Logistics I
                      - Abilities
                      - Can use enemy roads
                      - -1 Terrain Movement Cost

                      Logistics III:
                      - Requires: Logistics II
                      - Abilities
                      - +1 Movement

                      Loyalty:
                      - Requires: None
                      - Abilities
                      - Keeps spy from revealing nationality when caught

                      Instigator I:
                      - Requires: Deception I
                      - Abilities
                      - +50% Unrest from unhappiness mission

                      Instigator II:
                      - Requires: Instigator I
                      - Abilities
                      - +50% Unrest from unhappiness mission

                      Instigator III:
                      - Requires: Instigator I
                      - Abilities
                      - +100% Revolt time from city revolt mission

                      Alchemist I:
                      - Requires: Deception I
                      - Abilities
                      - +50% Unhealthiness from poison water mission

                      Alchemist II:
                      - Requires: Alchemist I
                      - Abilities
                      - +50% Unhealthiness from poison water mission

                      Alchemist III:
                      - Requires: Alchemist II, Composites Technology
                      - Abilities
                      - Creates fallout on any sabotaged improvement

                      Escape Artist I:
                      - Requires: Security I
                      - Abilities
                      - +40% Chance to escape back to capital after being caught

                      Escape Artist II:
                      - Requires: Security II, Escape Artist I
                      - Abilities
                      - +40% Chance to escape back to capital after being caught
                      "Our cause is in the hands of fate. We can not guarantee success. But we can do something better; we can deserve it." -John Adams


                      One Love.

                      Comment


                      • This one looks like its going to be a bit more difficult to add than the Inquisitor (but that was actually surprisingly simple). So we really have to decide if we want this as part of the Diplogame mod, and I personally don't see a reason not to add it. It would certainly make espionage more important, especially for countries that can't field large armies.

                        If we DON'T want to add the supespy mod we are pretty much finished other than fine-tuning the Inquisitor. All of the one-leader civs now have two leaders (I still think I need to change some of the trait combos though), the flags and the unit graphics are as perfect as possible (in my opinion), so this mod is coming along pretty well.

                        I don't think the voting program is going to pan out, but MMC had a plan to build a Diplogaming website that could host our posts and provide us with a voting system that's easier to access and tally.

                        Once we finish this we should certainly test it out, I think a team of five players on a pitboss game, maybe normal or even quick speed would suffice.
                        "Our cause is in the hands of fate. We can not guarantee success. But we can do something better; we can deserve it." -John Adams


                        One Love.

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                        • something for you experts to think of.

                          Is there any way to add into the resaearch path a study of other civs languages.

                          Heres how i would like it to work

                          you meet a civ. But you dont understand their language so cant communicate.

                          You have to research their language to get understanding

                          If you have met other civs who have met this civ and they know the language you can increase the speed of your learning.


                          is this possible..

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                          • Through technology?

                            It probably is, but it would have to be in a hard-coded scenario I think. I don't think you could just leave it up for grabs without having useless techs. Also it wouldn't work well in SP I'd imagine.

                            I also don't really see how it would be useful to a Diplogame mod, I know where you are going with it, but I think its unnecessary.

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                            • yes not for SP the AI owuldnt understand the need for it,

                              but in diplo it would create a whole extra reality level.

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                              • But I am also making this for SP as well. I use this for my SP games. And I'm not sure that is entirely realistic, while it may occur sometimes I don't think a whole level of technology research is necessary to learn another language, in fact a normal practice in the old days (at least in the Roman world) was to send a child to grow up in the foreign household to learn the language and then that child would teach it. The only other issue with doing this is feesability. You want a technology to represent knowlege of the other language. What are the prereqs for this technology? You can't make contact a prerequisite. In Rhye's and Fall of Mankind, which is the closest you're going to get to this idea, you can build an EMBASSY but that simply keeps you in contact with a civilization you don't send a unit to or share a border with. (otherwise you lose contact over time, which I would say is MORE realistic than what you are suggesting)

                                This is not what you wanted obviously, but in RAF these count as national wonders (the embassies that is) rather than technologies. But again, this is way too complicated for me to figure out, so if you really want this added you would have to do the research and figure out how to impliment it. Then of course the whole group would have to agree to its terms, and I don't want to crash the party or anything but I doubt you'll get a lot of support for this.

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