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  • #16
    Originally posted by Maquiladora
    Originally posted by Martin Gühmann
    Unfortunately, tweaking the goals won't help help, since this is a problem with the garrison assignment. When the AI matches its armies to goal it uses also those that should stay inside the cities.
    Ah, so that's why that was happening.
    Looks, like I was wrong about this the main culprit seemed to be the fact that the AI used for the goals even armies that were already dead.

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

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    • #17
      Trying to finish this culture thing but I'm having problems identifying the advance feats on an accomplishfeat event. It seems every one returns 0.

      The building feats (8 theatres etc), and the recaptured, and conquered by force feats return the correct index from feats.txt. I didn't test sail around world feat yet, but I would guess it's fine too.

      I tried both pre and post accomplishfeat event but neither returns anything for advance feats. Same on AE and 1.11 patched too, although it needs to work on 1.11 so it can be used with Cradle. Do the advance feats work in a different way? I couldn't really tell from the source.
      Last edited by Maquiladora; August 29, 2008, 08:30.
      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
      CtP2 AE Wiki & Modding Reference
      One way to compile the CtP2 Source Code.

      Comment


      • #18
        These are the messages. The settings used for the messages shown were, 13 numplayers (0-12, 12 civs and the barbs), and 16 maxplayers (0-15, 15 civs and the barbs), that's why the 16th civ (the brown one) says "Civ: 0" as it will never be used. Civs 13-15 will be used if a revolution creates a new civ, so that's why they haven't scored anything yet.

        The maximum players I could get on one message with the info shown was 11, so I just split them into 8's so it's neater. Theres only two pages there, but if the maxplayers is higher there will be more pages for all possible civs.

        Note it says "/1000" that is just to show you need 1000 culture points to build the game-winning wonder in the example mod I made. You can remove or change that easily.

        To popup the message you now need to click the happiness bar in the top right, this seems to be less annoying than opening with the empire manager. Although if you have a big monitor resolution it might get tiring if your mouse is slow.

        Now I just need to find a way to know if an advance feat has been achieved and add those bonuses, then it's finished.
        Attached Files
        Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
        CtP2 AE Wiki & Modding Reference
        One way to compile the CtP2 Source Code.

        Comment


        • #19
          Looks good
          Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
          ...aisdhieort...dticcok...

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          • #20
            OK now everything is tested working, you can download it here: HERE

            Tell me what you think or if you find a bug, or if you're looking through the SLIC, tell me if it could be improved (it probably can).

            Requirements are just CtP2 with 1.11 patch or Apolyton Edition (not Apolyton Pack).

            CULTURE AND CULTURAL VICTORY

            There are two types of culture bonus: PER TURN culture and IMMEDIATE culture.
            PER TURN is added each turn to your TOTAL, and IMMEDIATE is added directly to your TOTAL culture immediately.

            Culture is aquired by building certain buildings, wonders and achieving feats.
            After you collect a certain amount of TOTAL culture, you can build a final wonder, and win the game.

            ======

            TO INCREASE CULTURE PER TURN COUNTER YOU CAN:

            OWN 8 SHRINES FOR +1 PER TURN
            OWN 10 THEATRES FOR +2 PER TURN
            OWN 12 ARENAS FOR +3 PER TURN
            OWN 14 BASCILICAS FOR +4 PER TURN
            OWN 16 MOVIE PALACES FOR +5 PER TURN
            OWN 18 VR AMUSEMENT PARKS FOR +6 PER TURN

            These are cumulative, so owning all types gives you a maximum +21 per turn.

            NOTE: You only need to OWN these buildings, so you can capture them to increase your count.
            NOTE2: these are unrelated to the building FEATS (build 8 theatres etc) - see below.

            ======

            TO ADD IMMEDIATE CULTURE TO YOUR TOTAL (NOT PER TURN):

            BUILD A SHRINE FOR +5
            BUILD A THEATER FOR +10
            BUILD AN ARENA FOR +15
            BUILD A BASCILICA FOR +20
            BUILD A MOVIE PALACE FOR +25
            BUILD A VR AMUSEMENT PARK FOR +30
            BUILD ANY WONDER FOR +50

            COMPLETE RECAPTURE CITY FEAT FOR +25
            COMPLETE ANY ADVANCE FEAT FOR +50 (first to discover concrete etc)
            COMPLETE ANY BUILDINGS FEAT FOR +75 (build 8 theatres etc)
            COMPLETE CONQUER A CIV BY FORCE FEAT FOR +100 (conquered civ must have minimum of 5 cities)
            COMPLETE SAIL AROUND WORLD FEAT FOR +100

            ======

            TO WIN CULTURE VICTORY:

            COLLECT 5000 CULTURE POINTS, THEN BUILD EMPIRE STATE BUILDING (ALSO REQUIRES CORPORATION ADVANCE)

            ======

            TO CHECK CULTURE SCORE:

            Left-click the happiness bar in the top right of the screen, which will popup a "Culture Score" message box.

            ======

            NOTES:

            I haven't really tested the balance of each bonus, so you might have to tweak these yourself. Everything should at least function correctly though.

            It supports a maximum of 17 players. 15 opponents, plus you and the barbarians, although the barbs culture is not counted.
            So in userprofile.txt the maximum you can use is NumPlayers=17, and MaxPlayers=17 (16 civs and the barbs).

            New civs created from revolts will also have their culture counted.
            Using NumPlayers=9, and MaxPlayers=17 will allow 8 civs to start, and 8 more places for civs to revolt and create new civs.

            If you're confused just use the default setting.
            Possible improvements:

            Bonuses for culture point landmarks:
            - Great people units
            - Resource bonuses or happiness, lower crime etc
            - Visible improvements
            City by city bonuses or big culture cities victory:
            - highest culture city in the world bonus
            - cultural cities ranking
            Military action influencing culture.
            Influence trade somehow.
            Bonuses for certain governments.
            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
            CtP2 AE Wiki & Modding Reference
            One way to compile the CtP2 Source Code.

            Comment


            • #21
              Hello has anyone tried the culture mod in the lastest palytest 8th/Oct/08.For some reason I missed this mod.Looks like another way for the AI to compete against human player.Getting setup and reloading CTP2.Would be intresting to see what happens.

              Comment


              • #22
                Originally posted by Protra3211 View Post
                Hello has anyone tried the culture mod in the lastest palytest 8th/Oct/08.For some reason I missed this mod.Looks like another way for the AI to compete against human player.Getting setup and reloading CTP2.Would be intresting to see what happens.
                It should work fine with the AE or 1.11 patched. If you know how, it should also be easy to add this mod to another one, like Ages of Man or Cradle.

                A few adjustments will be needed to make the default AE AI more likely to win by culture though. They don't build enough buildings or wonders in the AE, just lots of units for garrison. I fixed this somewhat in a new version of the AE Mod. I will post it in a week or so when I get home.
                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                CtP2 AE Wiki & Modding Reference
                One way to compile the CtP2 Source Code.

                Comment


                • #23
                  I changed a few files so this one should work fine with the Apolyton Edition.

                  The only difference with the AE is you can set the maximum players on the new game screen, so set it no higher than 16, as that's all the score window will show.
                  Attached Files
                  Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                  CtP2 AE Wiki & Modding Reference
                  One way to compile the CtP2 Source Code.

                  Comment


                  • #24
                    Browsing through this thread quickly it sounds like most of it is about culture, but I'm personally more intrigued by the full CivRev mod you describe in the OP. Is that available for download somewhere?
                    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

                    Comment


                    • #25
                      Originally posted by Locutus View Post
                      Browsing through this thread quickly it sounds like most of it is about culture, but I'm personally more intrigued by the full CivRev mod you describe in the OP. Is that available for download somewhere?
                      No. I haven't worked on the rest of the mod for a while (I actually had to check the scenario folder to see where I'd got with it).

                      All the basic stuff is ready, I think I just need to finish the economic milestones part.

                      Also looks like I didn't make any changes after the last Apolyton Edition, so I'll probably test with the latest AI improvements when I get a chance.
                      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                      CtP2 AE Wiki & Modding Reference
                      One way to compile the CtP2 Source Code.

                      Comment


                      • #26
                        Ah, okay. Well, when you do release it I'll definitely want to give that a try. I'm kinda burnt out on the long, drawn-out epic games right now so something CivRev-like sounds like it might be right up my alley (but I'm not gonna waste a couple of hundred bucks on a console just to play CivRev proper).
                        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

                        Comment


                        • #27
                          Originally posted by Locutus View Post
                          Ah, okay. Well, when you do release it I'll definitely want to give that a try.
                          Better release something that works properly then.

                          I'm kinda burnt out on the long, drawn-out epic games right now so something CivRev-like sounds like it might be right up my alley
                          I was too, CivRev on the DS was great for a couple of weeks, think I finished 5 or 6 games in a weekend when I first started. Eventually I got annoyed with a few things in it though, and the AI is very easy (at least on the DS) once you suss it out.

                          BTW does anyone know how to find out what advance a player is currently researching? I know there is "player.researching" but that just returns the advance string.
                          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                          CtP2 AE Wiki & Modding Reference
                          One way to compile the CtP2 Source Code.

                          Comment


                          • #28
                            Originally posted by Maquiladora View Post
                            Better release something that works properly then.
                            BTW does anyone know how to find out what advance a player is currently researching? I know there is "player.researching" but that just returns the advance string.
                            That depends on context, it does now both. If you assign it to an integer variable, it will return the advance database index.

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

                            Comment


                            • #29
                              Originally posted by Martin Gühmann View Post
                              That depends on context, it does now both. If you assign it to an integer variable, it will return the advance database index.

                              -Martin
                              I was trying to get this working in the DisbandUnit event until I finally realised the event itself wasn't even firing when I disbanded a unit.

                              I got it working fine in the SleepUnit event though, thanks Martin.
                              Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                              CtP2 AE Wiki & Modding Reference
                              One way to compile the CtP2 Source Code.

                              Comment

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