Sid Meier's Civilization V

Sid Meier's Civilization V

Iska's Empires Ascendant
Modularity
I enjoyed this mod back when it had less features and wasn't a giant omnibus of content. I really like a lot of the aspects this mod adds, but some of the changes I really don't like and I don't know how to disable these aspects of the code. Is there any way to change the mod so that it is more modular, therefore allowing people to toggle the features they don't like on and off in the load game menu?
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Showing 1-10 of 10 comments
Iska and Ismet  [developer] Jul 19, 2020 @ 6:53pm 
This /has/ gotten quite sprawling. recently I was writing code for someone else, and realized my style and skill has changed a lot since I started making this. A lot of the code in this mod is crude and unintuitive. Anyways, made me consider completely rewriting this. If I do (and I might), everything will be a toggleable pregame option.

Just curious, what do you like/don't like, and why?
Iska and Ismet  [developer] Jul 19, 2020 @ 8:32pm 
Also it's quite a bit easier to code if you know what's enabled and what isn't. For example, a lot of the Government Civic Tenets relate to other new mechanics, if they're disabled it has to be in a way that doesn't break other things, which is extra effort. (Just explaining.)
davetheorist.666 Jul 21, 2020 @ 9:35am 
Wow, I honestly didn't expect a response this quickly. I like most of the stuff that was in the World At War mod and the Community Patch Compendium which have since been incorporated into this one (especially because I can't find a lot of the Community Patch additions anywhere else), but some of the new mechanics like spawning with only one tile as part of your empire (which admittedly does have a disable function, but it does not appear to be working), the social policy changes that aren't additions (I prefer to play without altering social policies even if it's broken), all of the negative city outputs added from JFD, and the health and plague mechanics added from another mod whose name I can't remember at the moment. And since I can't disable the parts that I don't like, I've just stayed away from this mod entirely since the mods that it was originally separated into were merged. I get if some things like the policy changes can't really be changed without screwing with other mechanics of the mod, but some of the additions seem like they would be easier to put as an optional feature, given that they were transplanted from other mods in the first place.
Last edited by davetheorist.666; Jul 21, 2020 @ 9:37am
Iska and Ismet  [developer] Jul 23, 2020 @ 9:07pm 
I checked the Advanced Gameoptions and they seem to be fine. They're DLL dependent, perhaps you're using another DLL mod?

Nothing in this mod was "transplanted" any other mod, except for the very few code snippets mentioned at the bottom, which are mostly non-creative database edits. I coded and designed everything in this mod, despite accusations to the contrary. I won't deny that some things look similar at first glance (Corporations and Monopolies are a particularly obvious example), but it really irks me when people dismiss my hard work like that.

Gonna do a 180 here after some thought and say that I made this mod (and all my others) first and foremost for myself. I don't really have an interest in modularizing it because there aren't really any parts I want to play without. I'd really rather not put extra effort into separating the different parts when I'd actually rather they were more interconnected. The code isn't compiled into assembly or anything and lua is pretty intelligible even to non-programmers, it would probably be quite easy for you to separate whatever you want. I even separated all the components into distinct folders. I'm not going to throw a tantrum if you rewrite my work, I encourage you to make whatever changes you want to the mod.
Last edited by Iska and Ismet; Jul 24, 2020 @ 12:16pm
davetheorist.666 Jul 26, 2020 @ 8:21pm 
I ‘m sorry, I didn’t mean to dismiss any of your work as copies of what other people have done, it’s just that I‘ve seen other mods which do very similar things. Anyway idk if I would be able to do anything more nuanced than simply deleting folders and hoping everything gets goes ok, but I respect your desire to make the mod the way you want to and not the way some random internet person wants it to be. Sorry if anything I said came off badly, as I have issues with the way I word certain things that can come off as more offensive than I originally intended.
Last edited by davetheorist.666; Jul 26, 2020 @ 8:21pm
Iska and Ismet  [developer] Jul 27, 2020 @ 6:59am 
I'm sorry! I'm obviously hypersensitive to this particular issue, I probably came off more defensive than necessary.

I think (maybe?) the Holy Wars and Cold Wars modules are totally universally compatible / should be fine if you delete every folder except them. World Wars unfortunately probably not. (You can delete the dll and pdb to, but leave the EmpireAscendant_Functions.lua or whatever the loose lua is called)

I've been continuing to think about it, and have done another 180 and am on the fence. I like the idea of demodularizing this mod because it would make tracking down bugs substantially easier if I can isolate components to verify if they work by themselves or not.

Anyway, jut mulling. Sorry if I bit your head off.
Iska and Ismet  [developer] Nov 16, 2020 @ 2:14pm 
Just in case anyone who ends up checking this is unaware, I ended up getting around to this: https://steamcommunity.com/sharedfiles/filedetails/?id=2273595650
Batrach Sep 26, 2022 @ 2:53pm 
On a similar note to this: where is the civil war/rebellion system located? Are there any constants I can alter to dramatically increase the occurrence of civil wars when players blob out too much? I really like the mod, but it doesn't quite introduce the dynamism I have been searching for, eternal empires and static/boring politics has always been a contention of mine in Civ.
Iska and Ismet  [developer] Sep 27, 2022 @ 11:38am 
Probably in the Civil Wars folder, possibly in the Cities folder. I'll take a look soon
Batrach Feb 1, 2023 @ 10:03am 
Took a look myself and found that the line that sets a player to pass the civil war threshold if they eclipse other player's score was commented out. Are there any issues with uncommenting it, or was it merely commented out because dramatic-ages are supposed to do the same thing?
Last edited by Batrach; Mar 10, 2023 @ 7:44am
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