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Possible Diplogame Mod

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  • Actually I was going to leave Washington the same (if I use it) because I like his older coat better. I would probably also keep Gandhi and Isabella the same too (mainly because Gandhi's neck looks excessively long in the new version and Isabella is hardly changed).

    But it doesn't matter that much, its personal preference and the only time you are going to see these LHs anyway in this mod is during single-player games. But I do think Montezuma is a huge improvement and I like the newer Augustus (the hair at first creeped me out, but now its kinda growing on me... or him... or whatever.... you know what I mean).

    But the MAIN issue we have at the moment is the religious influence issue, and so far I havent' got any help from the CF community. So I'll try again, and I think I at least found the file for it BUT I don't know much about python. Maybe I can enlist the help of MMC again... please!!!

    I'm also working on changing the interface colors so that, rather than blue, we have darker/greyish-brown with gold trim to match the book on the title screen, plus I think it looks a bit more regal that way.

    And I seem to have exaggerated the loading time, it takes a minute and a half to load as it is. BUT if I use PakBuild it will make it load up even quicker. Slow loading was one of my initial concerns with the mod, but now that I know how to fix that issue I may throw in a couple surprises I haven't told you guys about. So look out for that!

    Alright, for now back to the drawing board. Of course if any of you guys want to help me out with any of this stuff;

    1) Fixing the Religious Screen Issue
    2) Finding out how to change the Interface Colors
    3) PM me about any surprises I am working on, although the surprise will be ruined for you if you do this.

    Okay, hopefully I'll have a better update for you soon.
    "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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    • I've got another usefull idea for you.

      You may include a new section in the civilopedia, explaining everything the mod does in detail (gameplay wise, not modding wise). Like a main page with the summary of changes, and a sub-page for every change for detailled explanation.

      Seems pretty obvious, but it may be so obvious that you could have forgotten about it.

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      • That's actually a really good idea. Although the only changes that have been made are the new spy upgrades, the inquisitor and the new religions. In the case of the new religions that actually has no effect on gameplay. The only thing that's different, gameplay-wise, are the inquisitors. And they have an explanation in the civlopedia what they do. As for the spy upgrades; those upgrades are also already in the civlopedia. So I'm not sure that any new entries are necessary.

        There was talk of adding the next war mod to this, so in that case I would have to put in those new explanations, but that already comes with it too. I will put a readme in it saying where I got a lot of my material and talking about the reason I made the mod, so in there I can expound upon some things but adding a whole new civlopedia entry seems a little pointless as I have not really changed anything gameplay-wise. I can add an entry that just describes the mod in general though, perhaps I'll do that.
        "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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        • Hmm, I checked out the new graphics thread on CFC and I don't think any of those changes are really all that necessary. I don't think it is worth the extra hassle of adding it and the load times.
          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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          • Originally posted by OzzyKP
            Hmm, I checked out the new graphics thread on CFC and I don't think any of those changes are really all that necessary. I don't think it is worth the extra hassle of adding it and the load times.
            The load times won't be that large because everything is going to be packed up which more than doubles the loading speed, and right now it only takes a minute and a half to load. But I kind of agree. If people really want it in they can install it for their main game and it will only effect their view, its not really necessary to add it to the mod.
            "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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            • I may be releasing the final version tonight. There is a really good Adolf Hitler leaderhead in the works, so should I wait for this to come out first or should I release it when ready?
              "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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              • Originally posted by The Capo
                I may be releasing the final version tonight. There is a really good Adolf Hitler leaderhead in the works, so should I wait for this to come out first or should I release it when ready?
                Can you post all the files needed to host as pitboss?

                I have a second PC set up now but my ip address changes = slight problem.

                Anyway, let's test t.
                "Old age and skill will overcome youth and treachery. "
                *deity of THE DEITIANS*
                icq: 8388924

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                • if it tested on pitboss i will join for testing purposes.

                  cant commit to any set times for normal gamre

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                  • Originally posted by deity


                    Can you post all the files needed to host as pitboss?

                    I have a second PC set up now but my ip address changes = slight problem.

                    Anyway, let's test t.
                    You need the game + the mod. Just run Civ4BeyondSwordpitboss.exe in the BtS folder and follow the instructions. If the mod is installed correctly, it should just appear in the list at the beginning.

                    As for dynamic IP's, try a service such as no-ip.com or dyndns.com
                    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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                    • Originally posted by deity


                      Can you post all the files needed to host as pitboss?

                      I have a second PC set up now but my ip address changes = slight problem.

                      Anyway, let's test t.
                      Yeah, I am not familiar with hosting pitboss games so I don't know what other files are necessary beyond the mod itself. And I am sorry I didn't put it out yet, there are just a few loose ends I wanted to tie up first (little things) but it looks fantastic and there are a COUPLE of little surprises I threw in (nothing major) that I haven't told most of you about.

                      I am hoping to be completely, 100%, satisfied with it sometime this coming week. So hopefully around wed/thurs-ish I'll have it exactly how I wanted it to be.

                      But prior to a pitboss game what I think we should do first is have a few "Beta" testers play a couple of games with it first and report here, just say what they think and what could be changed or needs to be changed and then we can do a quick pitboss test. We don't have to do it completely diplostyle, but the diplogamer in me would at least like to play it as a diplogame, just without all the story posting.

                      But I will say right now that I am extremely pleased with what I have done so far, and the reason I haven't been giving updates is because I added a bunch of bells and whistles I wanted to be a surprise. But yeah, hopefully within the next few days (maybe 3 to 5) we should finally have it done.
                      "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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                      • So while we're waiting for the next few tweaks to be solved I came accross something I thought might be a cool feature to add. Especially considering our voting system that uses MILITARY votes this may actually be a really cool feature to have.

                        It has nothing to do with gameplay but adds "unit statistics" to the statistics page, which will allow you to see what your units have done (possibly helping with storylines actually) and also what other people have done with their units as well as a "high score" system.

                        Anyway I am not going to be able to do it justice as I have just downloaded it, and its too late right now to start playing a game, but CHECK OUT THIS THREAD for more information on it. It's pretty cool.
                        "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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                        • Originally posted by The Capo
                          We don't have to do it completely diplostyle, but the diplogamer in me would at least like to play it as a diplogame, just without all the story posting.
                          So tell me what is a DIPLO game becuae i no longer know....

                          Comment


                          • Originally posted by Pitboss Vikings
                            So tell me what is a DIPLO game becuae i no longer know....
                            If you want to ask that question post in either the Diplogame FAQ thread or the OOC Chat thread for BtP, we're just talking about a mod here and I'm not trying ot let those issue spill into this thread.

                            Please respond to mod-related issues please.
                            "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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                            • I love the unit stats mod.

                              Also... I think before this mod is considered finished we need to add some tech trade mods that address our ongoing battle with keeping tech trade fair and balanced in the game.

                              That was the main purpose behind the original diplogame mod idea. I had posted links to a few tech trade mods that looked interesting in the original thread. Something like the tech leak mod that gives out tech beakers to civs that are behind if they have open borders or trade routes with a civ. There were several more variations like that, including giving some beakers to a conquering civ who takes a city of a more advanced nation. So if a civ finds itself behind it can go on the offensive to try and catch up.

                              I think there is a lot that can be done to make things more balanced.
                              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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                              • Well, we've looked into the vouchers thing and we can't do that, so we can scratch that from the list.

                                I like the idea of beakers from conquest, its old school Civ. But as far as the tech leak thing we are going to need more discussion/debate, which sucks because nobody seems to check out the thread or post in the thread and the only questions/comments I ever get in IMs are about when I am going to be done. Well mostly anyway.

                                But there's still plenty of time to discuss the tech trade issue because I am still working out a few bugs and I think I'm actually on the path to finally getting this damn spymod bug to work now. I actually got the assassin mission to show up last night, except for some reason interface didn't show up when you choose "custom game," it only showed up for "play now," which I thought made absolutely no sense. But anyway I think I'm getting close to figuring out what needs to be removed/added from the code.

                                I was more or less making this mod though to add more leaders so people will choose different civs, add inquisitors, and to make spies more important. Initially, yes, I wanted to do something involving a voting system and tech trades but it seems that the best way to ever get a voting system that is automatic (so nobody has to do any work) is to make it a website. Vouchers are going to be practically impossible to make, as far as I can tell.
                                "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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