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Possible Diplogame Mod

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  • There are reasons for not adding it this MOD. This mod was to be a MOD to aid in DIPLO play. Not in adding other things.

    I know capo has done a lot to add new leaders to each nation so each has two. And added an inquisitor unit.

    I wish he had stopped there. Every additional change makes it that much harder for an idiot like me to learn.

    Comment


    • The next war tech tree would add to diplo play, since it makes the space race more difficult.


      The late game has always been lacking in diplo games, next war allows us to have an enjoyable modern age while not changing the previous historical eras.


      In fact I think we have enough leaders in this mod, we can't let unbalanced trait combos in just because we just "have" to have Israel/Poland/ect.


      Second war also opens the door to all sorts of interesting futuristic stories.
      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

      Comment


      • Originally posted by The Capo
        This is exactly the kind of stuff I wanted to hear about from everyone, I just wish it would have happened when I asked a month ago so I didn't have to remake and upload it (it took forty minutes to upload). But I do appreciate the comments. In Harun's case, I really didn't know what to give him because a lot of these traits seemed to match his reign. I chose Organized because the way he managed his empire, but Creative was another one I considered. I'll change it to Creative for the (next version).
        Sorry I waited. I know how frustrating it is to work on a mod and not have any real help from others. I've been doing it for a year now...

        I played Arabs in HOTW7 and read up on Harun at the time. He fits creative better than most leaders in the game.


        Originally posted by The Capo
        Pol Pot, in my opinion, wasn't that great of a leader so I didn't want to go Organized. I only went with Charismatic because of his role as a military leader, so I am not very dead-set on keeping this. There are much better Khmer leaders I could have used, but the choice of Pol Pot was two-fold, firstly I wanted to add some bad guys to beat up on, and secondly I wanted a good leaderhead and that is a pretty good likeness of Pol Pot. While I agree that Charismatic probably isn't the best choice, I'm not sure that Organized is really either. So maybe more discussion on him is in order.
        Yea, true, I'm not sold on organized either. I just couldn't think of a good trait for him. Too bad "bastard" isn't a trait in the game. He wasn't around long enough to do much besides kill his people, hehe.


        Originally posted by The Capo Well, I put in Philosophical for Nebby because of his role in the bible. Aggressive was done because of his military conquests, but I was trying to make them different, so maybe I'll put Philosophical and Industrious, although that combo would make him powerful with wonders. So I may go Expansive/Imperialist and Industrious instead of Philosophical. This I'd like more discussion on as well.
        Yea, he definitely had conquests so aggressive or imperialist fits for him. But I just suggested imperialist since it is a war-trait, but different from Hammurabi's aggressive trait. Though aggressive would certainly fit. And he built the Hanging Gardens and other building projects, so he seems like a perfect candidate for Industrious. Definitely no Ind/Phil combos.


        Originally posted by The Capo I may actually change Financial to Charismatic on this one, Sundiata had to be a little Charismatic because he was crippled and a military leader, so somehow he had to have something going on. Although, again, you are right in that I should have him differ more with Mansa.
        That works.


        Originally posted by The Capo Hmm, this is a good point. I figured the BEST combination for him would be aggressive/protective, then I figured that is too militaristic, plus SB already has Protective. Maybe I'll put Spiritual in there, or perhaps Philosophical.
        Yea, Protective fits, but don't want to double up on that with SB. So... I think aggressive/spiritual would work.



        Originally posted by The Capo Maybe instead of Expansive I should go with Creative, or perhaps Industrious (because he was involved with building up Portugal's navy, although this isn't really what they mean by "industrious" in this case). I was also trying to add a few more Financials around so people pick these civs, but I guess that isn't necessary.

        Yea, I don't think we need any more financials. We need to encourage people to use traits other than financial. Expansive, creative or industrious all work. *shrug*


        Originally posted by The Capo
        Hmmm, I'll look into this. I did't get any errors like this and I founded Olympic Pantheon, Christianity, and Pesedjet (as the Romans) and built shrines for all three of them. And I certainly went past 58 turns. Thanks for letting me know though.
        Open the CivilizationIV.ini file. It should be in this folder:
        C:\Documents and Settings\Your Computer\My Documents\My Games\Beyond the Sword

        In that file change this option to 0:
        ; Set to 1 for no python exception popups
        HidePythonExceptions = 0

        Essential for any mod maker.

        Originally posted by The Capo
        Did the Inquisitors work properly though? And did all of the graphics show up right (ie did the flags match their buttons, and were there any animation issues with the units?) This was put out mainly to get people to try it out to make sure it worked well, and I am glad you responded so soon. MMC is planning on adding a "Combat Engineer" promotion, which Praetorians will get automatically (I think to offset this I might decrease them to 7 strength, possibly with a melee unit upgrade too or a city attack to make them more like swords).
        Unfortunately I never tested the inquisitors. I actually got caught up in my game and didn't see any need to remove religions from a city, so never bothered to switch into theocracy. I still have the save so I will test tonight. I didn't notice any graphics issues.

        I liked the spy promotions. Good add.



        Originally posted by The Capo
        - Magyars, Bulgaria (for Ozzy and Toni)

        But again, more suggestions please!
        Yay Magyars!

        I definitely recommend you add this mod for them:
        Note: this was originally made by Anima Croatorum. Thunderfall changed thread owner to make it possible that I can update the previews of the mod here. This is a cooperational mod of Kabcsi and me (cool3a2). Leaders: Árpád traits: aggressive / expansive background: tsc_traveler Imre...


        I have helped out with the mod here and there over the years but never actually played it, hehe. With the Magyars added into this mod, I think I would love to play this mod on a Europe map.

        For that Magyar mod though, we may need to adjust their UU and some leader traits. Like many custom civs (keep an eye out) they didn't pay very close attention to balance. The Hungarian UU gets a free commando promotion. That's way too powerful. But the mod is real good otherwise.
        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

        Comment


        • I think Heraclitus completely misunderstood the concept of Modules. They are not being added to the game. But that option is on the table. They are just folders that you move into the modules folder if you WANT to use them, you don't have to use them. So for instance; if you wanted to play a game on a European map; you just pop in Poland, Sweden, Denmark, Ireland, Scotland, Magyars, Bulgaria etc. and select all European countries. So its just preference, say we have a diplogame using this mod and Toni wants to be Bulgaria; all of the other players simply take the "Bulgaria" folder place it into the Modules folder and voila, Bulgaria becomes a civ. Then when you play your own SP game, you go into the modules folder, move Bulgaria back to where it was and play your game without worrying about Bulgaria being selected. That's all I'm talking about.

          BTW, most of those countries were chosen because modules already exist for them, I'm not making all of them myself. Which is why Cuba is on the list.

          @ Ozzy; I still didn't get that, and I already had it set to that to begin with. What shrine did you build?
          "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


          • Alright, apparently I put it back, so I didn't have the ini file set right, and I saw what it said...

            CvEventInterface, line 23, in onEvent
            CvEventManager, line 194, in handleEvent
            CvEventManager, line 435, in onBeginPlayerTurn

            UnBoundLocalError: local variable 'iShrine' referenced before assignment.

            I don't know what any of this means offhand, I'll take a look at it, but hopefully MMC shows up soon, because he was helping me with this.

            Also; adding the Next War techs may be fun, but that was part of the original idea for the mod which was shot down.
            "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


            • edited

              Please delete

              Comment


              • Originally posted by The Capo
                I think Heraclitus completely misunderstood the concept of Modules. They are not being added to the game. But that option is on the table. They are just folders that you move into the modules folder if you WANT to use them, you don't have to use them. So for instance; if you wanted to play a game on a European map; you just pop in Poland, Sweden, Denmark, Ireland, Scotland, Magyars, Bulgaria etc. and select all European countries. So its just preference, say we have a diplogame using this mod and Toni wants to be Bulgaria; all of the other players simply take the "Bulgaria" folder place it into the Modules folder and voila, Bulgaria becomes a civ. Then when you play your own SP game, you go into the modules folder, move Bulgaria back to where it was and play your game without worrying about Bulgaria being selected. That's all I'm talking about.

                BTW, most of those countries were chosen because modules already exist for them, I'm not making all of them myself. Which is why Cuba is on the list.
                Oh, I get it. Its a good idea. Thanks for explaining it to me.
                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

                Comment


                • Originally posted by The Capo


                  Also; adding the Next War techs may be fun, but that was part of the original idea for the mod which was shot down.
                  I think the people who shot it down haven't tried playing the mod.


                  I think we should reexamine it, I'm strongly in favor of this.
                  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

                  Comment


                  • In the religion advisor screen it doesn't show you how much coverage/influence each religion has. No 24% or anything like usual.
                    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

                    Comment


                    • Yeah I know about that too. Hmm, I gotta talk to MMC about all of these problems, I probably should have tested it more myself, but I figured if more people test it out its better. Probably shouldn't have jumped the gun on releasing it.

                      Comment


                      • Naw, its ok. I'm having a fairly enjoyable game as the very overpowered Henry the Navigator.
                        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

                        Comment


                        • I LOVE the Varietas Delectat graphics though, Portugal has some pretty cool looking units. Among my favorites actually, some other ones are Rome, Russia, Babylon, Khmer, Zulu and Natives. They are all very nice though.

                          On the Python front; MMC and I are looking into it, but it LOOKS LIKE there is an error in a now-defunct python file that can't/shouldn't/needn't be fixed. So if you don't want the annoying warning just turn off the pop-up. Apparently there are really only two problems we need to fix/check out. The first is the religious influence and the second may or may not be the assassinate and bribe missions for spies, Ozzy check and see if you can do it in your game, because I can't in mine but those may be attatched to promotions, I don't know at this point.

                          Comment


                          • Apparenly there is also an issue with the Inquisitors for the new religions too. I gotta fix that.

                            Comment


                            • Okay, I have fixed the Inquisitors for the new religions, sorry I "released" it before I actually checked everything. I guess I was just excited to get the mod out. I haven't re-uploaded it yet because we want to get the Religious Influence percentages fixed, and then take care of the Combat Engineer promotion. We have yet to figure out the Python errors we are getting, but I don't think they have an effect on the game (as far as I can tell).

                              On a lighter note; Ekmek has come out with a new leaderhead for Maria Teresa, but I was thinking of using it for Wilhelmina so she doesn't look like Elizabeth. I am going to attach a comparison so you guys can decide (the background will be the same, so she'll still have the windmill and the tulips);
                              Attached Files
                              "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


                              • Have you considered adding the mesoamerican naval graphics mod?

                                Naval units don't have much variety.

                                link

                                Also please consider adding the cultural diversity mod if you haven't used it already.

                                link
                                Last edited by Heraclitus; September 23, 2008, 04:41.
                                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

                                Comment

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