Took me about a week of effort but once I get a will to do something, I'm like a dog with a bone. This patch application is mainly designed to build on top of kyrub's v1.4m patch, and later, hopefully his v1.4n options will be available. My own bugfixes are designed to work with both vanilla v1.3 and kyrub's v1.4, though with so many fixes in v1.4, I don't think anyone should be using v1.3 unless they want to see if a fix is causing an issue not seen in the original.
Unfortunately, when I attempted to publish the application as a standalone exe, visual basic decided that it needed to add 138 MB of additional libraries and components, so the zip contains 5 files instead of 1.
Kyrub's bug fixes are for detection only, you cannot enable/disable them, and generally I don't think there is any need to unless we believe they are causing issues. Some of the game mechanics and improvements can be enabled/disabled as I don't think they fundamentally break the game per se, and the UI/UX options can be enabled/disabled as well. Autosave preference can be changed from debug mode to game mode or vice versa.
The application is mainly to help with bug fixes or to allow users to play the game in a specific mode (ie. disable galactic council); it's not meant to be a modder.
It's a shame that kyrub has retired, I think we would have been able to work really well together, my IT programming logic and his knowledge of game mechanics and manipulating graphics (which I suck at). Well, if he ever visits again, maybe it'll revitalize his interest in MOO.
----------------------------------------------------------------------------------------------------------------
version 011-015 changelogs
- empire tech report technology text fix, all Controlled Colonies show ENVIRON [credit to RefSteel and 1oom_aaron]
- orbiting ship hotkeys changed back to default, ESC to cancel and SPACE BAR to accept; this is because of Kyrub's added 123456, abcdef hotkeys to increase/decrease ship keys (remove overlapping keys like 'c' and 'a')
- spy cost fixed, three options to choose calculations from (details in following post)
- galactic council options available (details in following post)
- destination out of range no longer shows overlapping text over the 6th ship when fleet contains 6 different ships, still shows for 5 or less (part of UX Interface Changes)
- transfer reserves via starmap hotkey fixed, using '=' from starmap will transfer treasury reserves to target planet close to its double production limit
- refit option as per OSG; incremental IIT costs per factory level with a 50% REFIT cost in between
version 016-021 changelogs
- population 0 bug proper fix, confirmed that terraforming, pop inc and pop tenths calculations are in line with v1.3 and v1.4m via save files
- trading for tech or receiving tech as a tribute is now updated on the same turn, instead of having to wait until the interturn [depends if we view this as a bug or not]
- kyrub's swansong v1.40n patch options are now available
- guardian defeated no longer seen if space amoeba, space crystal attacks a colonized orion planet
- pirates event can no longer select orion as a planet to disrupt trade (even if guardian has been defeated though)
- refit loophole closed; transporting away pop no longer can be used to reduce refit costs
- ind display tweaked, if there are idle factories, when prod is placed in ind slider, display no longer shows MAX, but shows [# of factories] *, indicating that factories will be built but will be idle, when pop can work factories,
factories built will again display [# of factories] /Y, MAX will only be seen when building up to maximum IRC level factory number
- comet continues countdown journey and no longer stays in limbo if a planet's colony has been destroyed during it's travel; ships in orbit of an uncolonized planet will not count to destroying the comet, only ships from the planet's owner (this was always the case)
- space amoeba and space crystal should no longer travel to orion; before, they could choose orion as a first planet but never as a subsequent planet (hard to test since if it's working, we'd never know, but the code seems legit)
v022 updated changelog
- yo-yo retreat can now be forced disabled; any fleet retreating from a battle can no longer be redirected, it has to retreat to the nearest owned planet (even if you have Hyperspace Communications)
- [bug was introduced] if guardian never returns not checked, it swapped one hex erroneously which could have unintended consequences; confirmed that applying patch with no options checked results in an exact copy of kyrub v1.40m as it should
[changelog cleaned up to highlight the fix options available]
known bugs will look into
- to look at the waste elimination/pollution bug
Other known bugs that have been looked at but might be difficult to fix (could use some save game files if anyone has any that can reproduce the issues)
1. 32000 Ship Bug - i think i might be able to fix this, if anyone has a game save of the bug, just before the AI battle each other
2. Game checks for tech completed or tech level and stops, even if you received a higher tech elsewhere (couldn't seem to reproduce the issue)
3. Ship in orbit at AI colony outside of your range loses colony info, unless one ship in orbit (seen the screenshots for the bug, but haven't been able to reproduce it)
4. Same Turn Base Tech Updates - there's currently no way to update base technology without going through the interturn, the code that updates all the base tech is in the same game_turn_build_def that also calculates shield and missile base production so right now, can't do one without the other
5. Final War Shares Tech Even from Eliminated Players - no space to check if player has been eliminated or to reset their tech level/researched tech in the code
I have been watching session 2 of Sulla's recent Alkari game (I am way behind on his vids), and a situation came up where he traded for both better armor and a better deflector tech and one of his planets was attacked on the following interturn. Oddly, his missile bases got the upgraded armor HP but did NOT get the improved deflector tech. It seems like this has be some kind of order of events issue, where different things are being applied at different times in the turn processing. He was spending on defense and built multiple bases that turn, so I think it should not be an upgrade spending issue.
Anyone know exactly how this works? I know we had some discussion during our RotP game about tech trades and when the new tech actually shows up. But there may be subtle differences in RotP and classic MoO.
I'm way behind on everything or I'd have done this earlier, but I've attached the worldbuilder file here; I already noticed a couple of mistakes in the first version I sent to Scooter, corrected now in this one (which I subsequently sent him too) in the hope that it was still under the wire for game start, but that doesn't mean I managed to catch everything even now!
Do you want to play a deep, strategic game where the winner isn't determined by spreadsheets but by negotiation?
Do you enjoy a relaxed turn pace but wish your games wouldn’t last for a year and a half?
Do you like tactical puzzles but think they’d be even more interesting if you only had to think about 3 units?
Then I have the game for you! Diplomacy!
Diplomacy is a wargame set right before World War One. Seven players take command of the Great Powers of Europe and wrestle for dominance. And here’s the catch: starting from turn 0, there is not a single element of chance in the game. To gain an advantage, you must work with and against your fellow players in coalition.
If you’ve never heard of Diplomacy, you’re in for a treat! If you have heard of Diplomacy (and c’mon, you’re on a gaming forum), you’re likely wondering, “Wait a minute. I thought Diplomacy was a board game.”
And right you are! But thanks to an amazing webclient (backstabbr.com), you can play Diplomacy anywhere you have internet, whether PC or mobile, at work or on the toilet.
And for those of you who know Diplomacy, look at how clean the interface is:
(Don’t worry, new players! You only control 1 nation, so you only have to move a tiny handful of units.)
Backstabbr also supports turn timers, so we can keep turns to 24 hours. It is smart enough to roll the turn early when everyone clicks Done but also smart enough to not screw up the timer so the turn windows get impossible. And on top of all that, it supports anonymity: if you’ve established a dastardly reputation across these forums, no worries. Other players will just know you as “England” or “Russia” or whatever.
There’s also some sort of Discord integration, but I’m a Discord amateur.
So come on in. The water’s fine.
The game needs seven:
1. naufragar
2. Pindicator
3. Chevalier Mal Fet
4. Scooter
5. Klops
6. Bertie Wooster Cyneheard
7. AdrienIer
Quote:My enemies are many; my equals are none.
In the shade of olive trees, they said Italy could never be conquered.
In the land of pharaohs and kings, they said Egypt could never be humbled.
In the realm of forest and snow, they said Russia could never be tamed.
Now they say nothing. They fear me, like a force of nature — a dealer in thunder and death!
I say: I am Napoleon. I am - Emperor!
[
Hello, everyone, and welcome to Civilization VII! I'm eager to share the latest entry in the series with all of you. I loved Civilization VI, while acknowledging it to be a far from perfect game. Civilization VII, also, is far from perfect - but I hope I will love it, too. Let's explore it together, learn the new mechanics, and take a game through from start to finish. Then, decide if it's a game for you - or not. Let's just dive straight in:
Chevalier Plays Napoleon: Civilization VII Part I: The Age of Antiquity
For any true grognard, there is obviously only one correct choice for the first civilization & leader of the game: Napoleon, of Rome.
Right from the start, you'll notice that Napoleon is not leading France. That's because leaders and civs are two separate entities in VII. Your leader, the disembodied spirit of your people, has a few bonuses that he or she will contribute throughout the game, while the civilization that you inhabit will grow and evolve over time. France is a modern civ and so we shan't see it until 1700 or so. Instead, we open the game with one of ten civilizations of Antiquity - your classics like Greece, Rome, Egypt, Han China, Persia, the Mayans, etc. Eventually, a crisis will come, our empires will weather the storm, more or less, and in so doing evolve into the next age, the Age of Exploration, and take a new civ.
This single change is probably the most controversial one the developers have made. No longer do you see ancient age Americans founding Washington DC by the waters of the Tigris, nor is Atomic Ramses II leading his Egyptians into space. For many people, this is almost a deal-breaker with the game - they like leading one civ from the stone age to space, and are outraged that they'll need to swap. I don't mind, personally. The civilization itself was always more of a collection of bonuses than "Romans" or "Koreans", since I'd typically rename my cities* and follow my own theme anyway. By giving you a new civ in each age, the designers can allow the uniques to really shine. America has always kind of sucked, since its bonuses only come online in the modern age - by the time P-51s unlock in Civ VI the game is over anyway (and Fighters literally never matter). Now, in every age, you're guaranteed to have some unique kit tailored to that age. You'll have Egyptian Medjays and buildings in the ancient era, then transition to say Abbasid cavalry in the medieval period, and end up with modern Ugandan infantry. I think this is promising design. The age-reset mechanic is related to this, but I'll get to it later. For now, I personally really like having a slate of civs each carefully tailored to be strong in their own eras, which leads to a bunch of strength on strength matchups.
So let's discuss my choices, then. Napoleon was the obvious choice for me. In Civ VII, Napoleon has two personas, L'Empereur, who gains bonuses for making enemies with the AI, and the Revolutionary:
+1 movement on land units is enormously beneficial for land warfare, and is historically accurate. Napoleon was famous for his lightning marches, with armies covering ground unexpectedly rapidly during campaigns such as Lodi & Rivoli, at Marengo, prior to Ulm, at the battle of Austerlitz, at Jena, at Eckhmuhl in 1809, before Lutzen and Bautzen, throughout the French campaign in 1814, and even shocking Wellington with his sudden march to Charleroi just prior to Waterloo. " The Emperor has discovered a new way of waging war; he makes use of our legs instead of our bayonets." Napoleon's other ability awards culture in exchange for land victories, like Gorgo in Civ VI, again good historical flavor, and one which I will try to make use of to speed through the culture trees.
Let's turn to Rome. It has two unique units and two unique buildings, which seems like a lot, but I think that shows off the strength of the new model Civ - developers can pile on the goodies for each civ since it doesn't need to be balanced and relevant all the way through the game. So, we get:
The Legion, which no longer has a build charge but DOES get increasingly boosted strength as I slot Roman traditions into my government (what are traditions? More on those later, but basically each civ now has its own unique culture tree which unlocks bespoke government civics, called traditions). It will square off against Egyptian medjays, Persian Immortals, Mississippian fire archers, etc. A good workhorse conquest unit.
The Legate, a unique Commander. Commanders are VII's Great Generals, buildable, and basically required for effectively waging war. The settlement charge isn't as fancy as it sounds, since you have a soft settlement cap and I actually forgot to use my two legates' charges in this game. :x I'm learning, too!
Every civ that has at least one unique building will actually get two. This is due to how districts & buildings have been changed in VII. We'll see it in action in a little while, but in a nutshell: You no longer pre-build districts and then fill them up with buildings. Instead, buildings are placed directly on the map, and when two building are constructed in the same hex, a district is created there instead. So, the Romans have the Basilica, a market-esque district to generate gold, and a Temple of Jupiter, which grants happiness and the new diplomatic currency, Influence, when built. When you build both, you get a Forum, which gains culture and gold the more traditions you have. Rome also receives bonus culture on their city centers, and a production boost towards the Colosseum. Put it all together, and you can see the gameplan for Rome: Emphasize culture & military might. The culture will unlock more traditions, which will boost the Legion's strength and the Forum's yields, which of course feeds back into more culture, leading to more traditions, more military strength, etc. My intention will be to try to research the entire Antiquity culture tree, as well as gobbling up at least one AI opponent, before the end of the age.
Let's dive in and see how all this stuff looks in practice. Turn one coming soon!
- Here is overland and combat objects adapted from Master of Magic for PSX (CIVIZARD) along with all Artworks ripped from it. Credit to Starwisp and Verwalkon for method to retrieve sprites.
I did not create mod loading mechanism for this as it usually meant for include in other mod or as personal use content. The pack also included original artworks they are replacing so that player could remove it as they want.
How to install:
- Extract content into game folder and have it overwrite content in data folder.
- Make sure you play the game with setting "Remove Trees" and "Legacy Tileset".
- To uninstall Civizard Environment, copy all files from "Data\backup original environment" into "Data" folder to overwrite new content with original backup.
Pindicator is Hannibal (FIN/CHA) of Portugal (Feitoria / Carrack)
Cornflakes is Kublai Khan (AGG/CRE) of Mongolia (Ger / Keshik)
Commodore is Catherine (CRE/IMP) of Persia (Satrap Court / Immortal)
Krill is Washington (EXP/CHA) of Native America (Totem Pole / Tracker)
Thoth is Justinian (SPI/IMP) of Maya (Ball Court / Holkan)
Yuris is Shaka (AGG/EXP) of Ottomans (Hammam / Janissary)
Dreylin is Lincoln (PHI/CHA) of Carthage (Cothon / Numidian Cavalry)
Online Users
There are currently 1017 online users. »3 Member(s) | 1014 Guest(s) Dantski, Zypher