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SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:34
  Old Post 26-07-2004 19:15
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Working on a mod again Full PM-box? Change here!

Just for fun, I've started to work on a mod again (I stopped working on them cos of the patch and patch and patch BS).

I'm completely reworking the tech tree (first) and since I've been out of the mod-game for so long I need some ideas for techs to include and more interesting lines of research.

So far:

Genetics->cloning->x

this research line will allow creation of bioweapons i.e. dinosaurs (I wanted to use the firaxis graphics since I knew they existed)

That research line will also link into robotics to allow mech-walker-type units at some point.

I've also moved other techs and plan to move the space craft parts to later techs than now.


I've made changes to Industrial and Medieval but I cant remember exactly what so I'll post a screenshot later if anyone answers this.

IIRC I've definitely moved steel (req for chivalry) to Medieval and will add alchemy (fire galleys and catapults) prior to invention

will also add terraced farming to allow irrigation of hills

In prior mods I added copper (resource) and copper working as a tech prior to iron working

animal husbandry which puts the cows on the map is a possibility (I think that comes from the medmod).

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:34
  Old Post 28-07-2004 00:30
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11 people have looked but none have said a word.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:34
  Old Post 28-07-2004 04:00
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We have no talent or imagination. so we can't help.

Antrine is offline Antrine
Prince

May 2003
time: 05:34
  Old Post 28-07-2004 05:16
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Go here SpencerH, ... http://forums.civfanatics.com/forumdisplay.php?f=46

At any one time there are around 100 modders working about, swapping ideas and help. There you will be 'loved'

Here, it is dead!

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:34
  Old Post 28-07-2004 12:08
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quote:
Originally posted by SpencerH
11 people have looked but none have said a word.


Well, this is very inactive forum.

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:34
  Old Post 28-07-2004 18:22
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quote:
Originally posted by Antrine
Go here SpencerH, ... http://forums.civfanatics.com/forumdisplay.php?f=46

At any one time there are around 100 modders working about, swapping ideas and help. There you will be 'loved'

Here, it is dead!


Thanks. I'm aware of the active mod group at fanatics, I just prefer poly

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:34
  Old Post 28-07-2004 18:57
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quote:
Originally posted by player1


Well, this is very inactive forum.


Inactive? Dead is more like it. What the hell happened, (as I said before I stopped after the third vanilla patch) ?

Anyway I've thought of a more philosophical-type question related to this mod, which may suit poly's better.

There are mods with a hundred new techs. Does that improve the gameplay? Somehow, I dont think so. I think that the addition of techs should have a purpose other than just adding more things to research. There are useless techs already within the game that have no purpose. Why add more? In fact I plan to remove or mod those techs.

So from a concept POV, there are essentialy 3 lines of research: units, buildings, and happiness.

It looks to me that the happiness line is deficient in the ancient era. I think the addition of another 'happiness' building (ampitheatre) available from TECH_Theatre (prerequisite Republic) would be useful.

The second conceptual change is to slow down the ancient era fast expansion. I've added 3 ancient techs linked to worker functions (mining, irrigation, cattle) to

Thirdly, I think the unit availability is too limited.
I've added the resource copper (prerequisite Bronze working) which allows bronze spearmen and swordsmen (Iron gives iron spearmen and swordsmen with slightly enhanced A/D values). Copper is also required for Colossus. Horsemen will come later in the era with TECH_AncientCalvary (prerequisite domestication (cattle) -> husbandry (horses appear)->horse riding (I forget the benefit)->AncientCalvary) and will be a fairly expensive tech. Mercenaries with hidden nationality will appear with marketplace (or maybe earlier).

Antrine is offline Antrine
Prince

May 2003
time: 05:34
  Old Post 29-07-2004 06:33
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SpencerH what do you mean 'linked to worker functions (mining, irrigation, cattle)'? How can you step in these functions via a tech? And if you can, how does it affect AI use of hampered workers until techs are available?

Dead, hell and vanilla. Well vanilla is dead boring and a hell of a sale!

I llike philosophical questions! Sorry I missed the opportunity. A truck load of more techs, well maybe if you keep them all and each one meaningful. I have stuffed some 46 techs into the first age or ancient age and intend to add 3 or 4 more. It works I think, however each one is multiplyingly important. Each have new units, some game features, many a small wonder, the improvement are padded with spitting out units as are the small wonders. Most diplomacy comes on line early on (1/3 thru this ancient age tech).

Anyways enough of my mod. Yes is my answer. And I like having at least three major lines of the tech tree, definately.

Other considerations have bearing on game play, but the tech is all important to control the flow. As far as settler pollution goes, withhold city settler production until tech 4 or 5 and raise the cost significately. I use a wonder an early built wonder to give settlers every so many turns, have the AI's with a number of settlers at startup.

So here are some ideas and thoughts,

Happy Modding!

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:34
  Old Post 29-07-2004 16:13
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quote:
Originally posted by Antrine
SpencerH what do you mean 'linked to worker functions (mining, irrigation, cattle)'? How can you step in these functions via a tech? And if you can, how does it affect AI use of hampered workers until techs are available?

Dead, hell and vanilla. Well vanilla is dead boring and a hell of a sale!

I llike philosophical questions! Sorry I missed the opportunity. A truck load of more techs, well maybe if you keep them all and each one meaningful. I have stuffed some 46 techs into the first age or ancient age and intend to add 3 or 4 more. It works I think, however each one is multiplyingly important. Each have new units, some game features, many a small wonder, the improvement are padded with spitting out units as are the small wonders. Most diplomacy comes on line early on (1/3 thru this ancient age tech).

Anyways enough of my mod. Yes is my answer. And I like having at least three major lines of the tech tree, definately.

Other considerations have bearing on game play, but the tech is all important to control the flow. As far as settler pollution goes, withhold city settler production until tech 4 or 5 and raise the cost significately. I use a wonder an early built wonder to give settlers every so many turns, have the AI's with a number of settlers at startup.

So here are some ideas and thoughts,

Happy Modding!


Thanks for the reply. I appreciate the enthusiasm. I definitely like the idea of limiting the production of settlers for a few techs. It's something I've never thought of.

Worker functions can be linked to a required tech so they cant build mines until mining is discovered or irrigate until irrigation etc. Its the same for all resources. So in this mod cattle dont appear until domestication has been discovered.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:34
  Old Post 29-07-2004 17:13
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Kinda reminds me of Mesopotamia conquest.

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:34
  Old Post 29-07-2004 20:35
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Heres the ancient era tech tree. It still needs tweaking but its generally ok. I cant figure out why some units appear in the tech tree and others dont.

Attachment: ancient era2.jpg
This has been downloaded 63 time(s).

Antrine is offline Antrine
Prince

May 2003
time: 05:34
  Old Post 29-07-2004 20:53
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Looks nice, however a little uncluttered!
Did you post the new unit icons in... I'm sorry I am away from the details right now, but their are two places you need to look at for this. CivFanatics has these details down to a science.

I haven't played the Mesopotamia conquest player1, funny thing when I first purchase C3C, I just jumped in to get it looking like what I had done to CIVII. However, I hear there is good material there in that scenario.

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:34
  Old Post 06-08-2004 00:38
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Heres the modern age

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:34
  Old Post 06-08-2004 00:41
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Heres the modern tech tree (try two)

Attachment: modern fin.jpg
This has been downloaded 45 time(s).

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:34
  Old Post 06-08-2004 00:48
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And a snapshot showing two of the dinos that come with one of the new techs. I'm Gonna tweak some more and streamline some of the unit builds but at least I've eliminated the few unit bugs that occurred.

The game played slower than the default, but I only played it on regent so maybe that was a factor. The world wasnt completely colonized till 1000 AD though, so it seems like some of the changes worked.

The AI was quite capable of using the one major strategy change i.e. the hidden nationality land unit "ancient merc".

Attachment: trex.jpg
This has been downloaded 43 time(s).

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:34
  Old Post 15-08-2004 19:17
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I've been having a weird crash that is quite serious. If I build a temple before anything else the game crashes. Has anyone heard of this before?

Antrine is offline Antrine
Prince

May 2003
time: 05:34
  Old Post 15-08-2004 22:44
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Compare your temple settings; that is in the editor, and text files with that of the generic mod. Also, whatever else is, that is tech or improvement that now relate to building an Temple.

My point is this, not all tags in the editor are 'safe' or straight forward to use even though they are there 'looking' available. There is still much hard-coding underneath reserving various functions to certain techs and secondarily to an improvement.

Example, the Shakespeare Theatre pushes the city pop past the level 3 barrier. It will not work to do it with anything else. And only certain techs give certain advantages such as the building the 'railroad' etc. These anomolies can create unexpected problems.

First though, do the check on 'all your text entries' first.

Hope this helps!

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:34
  Old Post 16-08-2004 20:20
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Thanks, but I've been through all the standard text-type problems. I think this may fall into a

I had originally mod-ed warrior to require warrior code. So that meant that civs without warrior code couldnt begin the game with a warrior in their build queue. So when you built your first city there was nothing in the queue. If I built settler the game was fine. If I chose temple, the game crashed when the temple was built. Hmmm????? Since I was play testing the mod I simply avoided the problem and built settler first.

After a few more refinements I'm starting a game on emperor. Now I need to build temple because of the unhappiness (cant get past pop of 2) but cant cos the game crashes.

I thought it was a problem with the pediaicons since I've used temple icons as 'placeholders' for a couple of other buildings. I've checked and double checked for errors, but I still get the crash if I build temple first.

I thought maybe the game needed a warrior with no requirements. So I added an improved unit to come in with warrior code allowing me to re-set warrior back to default settings. Religious civs can build warrior but the build queue is empty with first city, if I choose to build temple the game still crashes but if I build a unit (as I could with settler) I can then build a temple. Civs with warrior code can build the better unit so no problems with that change.

After that experiment I thought the problem was something to do with the build queue itself. So I added build defensive and offensive units to the egyptians build preferences for the governor. When I build my first city the queue shows warrior and I can build temple first without a crash.

I'm at a loss to understand this. I dont want to change the build preferences for the non-militaristic civs. I dont see why I should need to, since I've re-established warrior back to default settings.

Antrine is offline Antrine
Prince

May 2003
time: 05:34
  Old Post 16-08-2004 21:50
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Lose 30 kilos (of popups)

I have never had a game start with an empty build queue, so I do not know about that but would not be surprised if that did not create some kind of problem. However, what tech gives the temple in the queue? And what of resources required, did you add something there?

As for starting AI's or humans that matter with units that can not yet be built (or ever) with the queue, that should not matter at all. I have a long laundry list of units that everyone starts with, that cannot be queue built until much later.

If something is not hanging on something else, then perhaps it is just the empty queue (empty of units) that is causing the problem?

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:34
  Old Post 16-08-2004 22:19
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Put an end to popups!

I found the answer. At the start of the game there must be a unit (other than settler and worker) present for the default build queue. You dont have to build it, you can change the queue, but it must be there for the first city screen. In addition, the unit must be marked 'offense'. I had labelled the 'default' warrior (that required no tech) that I had replaced as 'explorer'. When I changed that to offense the build queue worked perfectly.

Now I can test an emperor level game to see how the AI handles the changes. The monarch level game worked fine that way except that the AI doesnt use ship to ship naval bombardment so is at a disadvantage.

Antrine is offline Antrine
Prince

May 2003
time: 05:34
  Old Post 17-08-2004 00:25
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How interesting! I learned by hook and crook to set units with enough tags, just to get the offense, defense option. For without those options ticked other things don't work. Such as without the offense or defense the units are not used by the AI. Also without the 'load' ticked, offense and defense are also disabled.

This problem came to fore with 'enslavement' generated units not being used until the above criteria were met. Also I had powerful units that I did not want loaded into armies. No way for this also, you just have to design the game around these and other restrictions.

Nice to have a 'list' of this crap somewhere for us all to refer to!

Protra3211 is offline Protra3211
Warlord

Jun 2003
time: 05:34
  Old Post 19-08-2004 01:48
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What about diplomacy?

I know changes can be made in the editor(shuned goverments list -agressive level).Is there way to work on the game files. Seems that in this game you reach a bad boy rating to fast. Must give alot to get a little from the other AI factions, can this moded to work better what do think?

Antrine is offline Antrine
Prince

May 2003
time: 05:34
  Old Post 19-08-2004 02:27
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Lose 30 kilos (of popups)

There is definately some impact utilizing the shuned governments - aggressive levels. I notice it most I guess since implementing a wide range of 'hidden nationality' units with a long range and a healthy number given to the AI's at start-up and then in steps via the city que.

Here is what I notice, they have their favorite targets and if I even right next to them with similiar Civ settings, I am spared. In trading I am also favored, while with natural (by settings) antagonist they will not trade anything, except for rediculous terms and attack first period.

Short of using fixed alliances, a feature I like but do not much use because it is 'locked' on for the duration one must use those settings. But fixed alliances have allure and I think could enhance game-play as a goodly contrast.

Just being able to forge military alliances is so useful, that I now have it happening on three of the five tech-tree branches so it is hard to miss, but have still resisted the temptation to bring it on too early in game play. Without alliances, I believe the game cannot easily if ever be won with the way I have now modded it.

If you succomb to stealing techs too often (or even once sometimes), or start wars willy-nilly, watch out! That is, with aggression levels maxed out. I have both editor and starting game screen set to max aggression. I find it more interesting keeping AI's peaceful round about you this way and is more of a challenge.

So I guess I am saying yes and these are my 'doings' therein.

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:34
  Old Post 21-08-2004 18:29
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Does anyone know if PtW scenarios can be imported into the C3C editor. I have an opportunity to get a used c3c for cheap and I might do so if I dont have to mod from the start again (which is what caused me to stop working on my own mods in the first place).

Antrine is offline Antrine
Prince

May 2003
time: 05:34
  Old Post 21-08-2004 20:54
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Nope, except maybe the map, however someone on CFC might know?

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