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Civ 3 mod for CtP 2?

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  • #46
    Pedrunn, i agree that barbarians conquered militarily advanced civilizations, i just wanted to point out those civilizations weren't saved by their culture. Sure, barbarians assimililated themselves, but this came later.

    the importance that was given to culture concept is exagerted and unreasonable.

    I think we should work on religion and nation instead.

    Think of it-
    Aztec empire sends it's prophets to Mongolia and to Crete, spreading the word of their God/Gods.
    If conversion is succesful, with each turn the number of followers rises. The rate of growth would be dependant of many factors. But unless Mongolia reacts quickly, the city will soon be unreformable. Mongolians would have to destroy it if they'd wish their empire to remain free of foreign influences.
    This religion concept would spread like a virus- ultimately conversing entire empire. In a way, it would place Mongolian empire under Aztec. Also, units that would be built in the converted cities from converted people would be influenced by that. They could rebel should pagan troops try to reform the city.

    Or they could come to the side of Aztecs in case of battle between Aztecs and Mongols.
    Entire cities would rebel, causing not formation of a new civilization, but rather joining to the empire that is home of their new religion. this would happen if there's a war between conversor and conversee.

    The same principle would be for Nation concept. Let's say Aztecs took a Mesopotamian city, which wasn't prior to that influenced by them. Should they build army from that city's population, those units could rebel and join the mother empire again.
    Spreding Aztec religion in that city should be a priority for the Aztecs, but nation concept remains.
    "Although we are of different Gods, we are of same fathers and mothers"
    Present Germans are Germans, but there are catholic ones and protestant ones.
    Although Serbo-Croats are one nation, they are so divided by religion (Croats-Catholics, Muslim Bosnians-Muslim, Serbs-Orthodox Christians)
    So, these two concepts would act together, causing all sorts of reactions. etc. division of nations/empires; division of religions; establishing headquarters of a religion (like Rome for catholics or Mecca for Muslims).
    the same nation could be attacked by two different religions, causing even more divisions within it.

    Interesting?
    GLORY TO THE MANY
    SLAVA MNOGIMA

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    • #47
      Originally posted by Solver
      I bet someone just should try the Culture: {culturepts} thing in practice...
      Tried it, no luck. I thought it might be possible to use the value array (assign a value to value[0] first) and then output "Culture: {value[0].value}" but I just kept getting that string. I was trying to trigger on the "Status" button; maybe this was wrong. Alternately, maybe you just can't format it like that.

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      • #48
        Originally posted by Pedrunn
        Locutus,
        I guess i exagerate a bit but are you sure we cant have those?
        Maybe a Hamdlevent(BeginTurn) calculate tht, or
        Code:
        OpenInitialCityInterface(city_t)
        Generated when a city is initialized, after all population is added.
        whatever that is,
        Anything!?!
        I'm not sure what this is but I suspect it's of the build manager pop-up thing you get when you found a city, not what you need.

        I did the same thing as Peter this weekend (but I tried it with a number of different types of variables: global, local, built-in, user-defined, etc) and with the same result. Maybe, just maybe, when you trigger it at exactly the right moment, you can get a value[0] to be displayed in the city screen, but it's a small chance and I haven't had any luck with it so far. If you study the UI files you can see that most of the other variables are placed directly as C++ strings, suggesting that it's all hard-coded.
        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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        • #49
          Yep i have tried a lot of new stuff with the UI this weekend but when it came to add anything new it was a total waste of time .
          Stuff like...
          Try to make possible to add new columns in the Science Manager to see the other civs advances. I did added the columns but they were useless.
          Increase the choose advance screen to display more than 4 advances to choose. I did increase the size but just to have a useless space since four advance is the max.
          ...
          I guess we can only change locations and sizes, no adding
          If at least we had the source code
          "Kill a man and you are a murder.
          Kill thousands and you are a conquer.
          Kill all and you are a God!"
          -Jean Rostand

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          • #50
            I thoght the number of choices in the science screen was affected by ADVANCE_CHOICES_MIN and ADVANCE_CHOICES_MAX in Const.txt. That's how it worked in CTP1 - I increased them for my mod there.

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            • #51
              Any updates on how this is progressing?

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              • #52
                Any one got any more ideas on this? and for resources?
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

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                • #53
                  Originally posted by E
                  Any one got any more ideas on this? and for resources?
                  For ressources: I already got the idea to make goods that are collected in the city radius as an advance prerequisite. That would also include certain terrains as prerequisite of advances. So an example would be if you don't know oil then you can't invent oil refining. But unfortunatly this concept require massive modification of the advance.txt, so a complete new not linear tech tree including certain some basic advance enabling advances that are given because of the ownership of goods. I already mentioned this idea in the whishlist for future mods thread. Another advance of this concept is that it is more connected to reality and it can prevents players from going to far ahead in science. I think this is a better implementation of the good concept. You can steal the advance and don't have to conquer the only oil good on the map. So tanks first then quonquer intead of conquer then tanks. Another advantage is that you have also a lot of other good dependant stuff like, buildings, tile improvements, units, feats, wonders and governments.

                  The consequence of this would be a complete new mod based on GoodMod1: The Mod of Goods.

                  I plan to design this mod as an add on to GoodMod1. As GoodMod1 that is actual an add on to CityMod2 or ApolytonPack or MedPack2

                  This will be GoodMod2: The Mod of Good dependant Advances

                  Maybe someone has a better idea for the subtitle. Of course this is an ambious project and so far I don't know the possible preriquisites for the advances, therefore I will start a discussion thread about this issure soon.

                  So GoodMod1 won't go obsolete, if you like the basic game I don't bother you to download the entire pack, but if you want play a new and differnt game than GoodMod2 would be your choice.

                  -Martin
                  Civ2 military advisor: "No complaints, Sir!"

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                  • #54
                    Martin,
                    this sounds very erm...'Good'(he!he!), can't wait for the thread and as for the name, well at least it explains exactly what it's about
                    'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

                    Bush's Republican=Neo-con for all intent and purpose. be afraid.

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                    • #55
                      I may be a dreamer and just a slic begginer who really want strategic resources in the game. I dont know wich functions do work and those who dont.

                      But can you guys explain me why strategics resources wont work using the following events.

                      Code:
                      SendGood(int_t, city_t, city_t)
                      Send a good from one city to another
                      and fuctions

                      Code:
                      CityCollectingGood(city, good)
                      Return the amount of a particular good being collected in the city (excluding goods being brought in via trade).  
                      
                      mod_CanCityBuildUnit 
                      mod_CanCityBuildBuilding 
                      mod_CanCityBuildWonder
                      We could try to define wich city from the SendGood event is selling and by scanning its tiles to see if it has a certain good with CityCollectingGold, the player city who is buying the good can build a unit/buildings... with the mod functions and regular ones.

                      and message boxes would control if a player wants to buy the a good or not.
                      "Kill a man and you are a murder.
                      Kill thousands and you are a conquer.
                      Kill all and you are a God!"
                      -Jean Rostand

                      Comment


                      • #56
                        Originally posted by Pedrunn
                        I may be a dreamer and just a slic begginer who really want strategic resources in the game. I dont know wich functions do work and those who dont.
                        I don't know it either, so far not tried but I expect them to work.


                        Originally posted by Pedrunn
                        But can you guys explain me why strategics resources wont work using the following events.

                        Code:
                        SendGood(int_t, city_t, city_t)
                        Send a good from one city to another
                        and fuctions

                        Code:
                        CityCollectingGood(city, good)
                        Return the amount of a particular good being collected in the city (excluding goods being brought in via trade).  
                        
                        mod_CanCityBuildUnit 
                        mod_CanCityBuildBuilding 
                        mod_CanCityBuildWonder
                        We could try to define wich city from the SendGood event is selling and by scanning its tiles to see if it has a certain good with CityCollectingGold, the player city who is buying the good can build a unit/buildings... with the mod functions and regular ones.

                        and message boxes would control if a player wants to buy the a good or not.
                        The only problem I see here is a problem of time Locutus is off for the next few weeks. When he is back he will be busy with uni, his mod about religion and Aplyton, Ben is working on the visible wonder mod, Dale wasn't never so deep in the goods issure, so I don't know if he has the time and I am busy with uni. So far I wasn't able to post the promissed discussion thread about the new GoodMod2., another reason for this thread is that I don't have the time to think about all the terrain/good-advance relationship on my own simply. My idea of strategic ressources are the connection with advances, for me the more logical sollution, in Civ3 you invent tanks but you can't build them afterwards, because you don't have oil. That's stupid, because oil is not the only fuel to power a tank, there are alternatives. And these alternatives were also there, when the internal combustion engine was developed, alternative would be electro engine. The reason why cars are fueled with patrol today is that the patrol technique was finished and useable in the real world before electro engine. Electro driven trains were developed nearly at the same time. So the big advantage of oil and oil products in comparision to electro power was that the technology was finished and oil is still to cheap. This keeps nobody from just burning it. And you saw that contries without oil ressources tried to developed alternative technologies or tried to produce oil from other ressources like coal or you could use use rape oil. And I am shure there are other possible ways to replace oil. You just have to find them and improve the technologies to perfection. And why not event fuel cells instead of internal combustion first. The world is full of alternatives, the only questions what is available, what can be easily invented, what, what is needed, does other civs has this technology.

                        -Martin
                        Civ2 military advisor: "No complaints, Sir!"

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                        • #57
                          Those would feasably work to make it possible. Maybe.
                          But the first killer is that the killtraderoute function works on a GEA_trade route and an int. now even assuming the int is the good index (which it may well not be), it is still impossible to know which route is being cancelled. The GEA part cannot be read in slic.

                          After that, you get the real problem, which prevented Peter and myself continuing this spring: The AI.
                          There is no practical way of making it desire the goods, trade for the goods sensibly, and build cities near the goods.

                          Its a pain, but it looks like if it ever does happen, it'll be a MP-only thing
                          Concrete, Abstract, or Squoingy?
                          "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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                          • #58
                            Originally posted by Immortal Wombat
                            After that, you get the real problem, which prevented Peter and myself continuing this spring: The AI.
                            There is no practical way of making it desire the goods, trade for the goods sensibly, and build cities near the goods.

                            Its a pain, but it looks like if it ever does happen, it'll be a MP-only thing
                            I had already thought on this problem. I just did not imagined it was that big until now. And the kill trade stuff was something i handnt imagined before either .
                            I will go to sleep now. Dream about this
                            "Kill a man and you are a murder.
                            Kill thousands and you are a conquer.
                            Kill all and you are a God!"
                            -Jean Rostand

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