View Full Version : [MOD] FexFX - Bigger & Longer
FexFX Nov 26, 2005, 11:25 AM FexFX - Bigger & Longer v.05 -=FINAL=-
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This Mod adds two new game speeds and a new larger map size.
Game Speeds: FX-Grand(1000) and FX-Epic(875).
Map Size: FX-Huge
WARNING: The following map types DO NOT work with custom map sizes:
Great Plains, Highlands, Hub, Ice Age, Inland Sea, Lakes, Maze, Mirror, Oasis, Pangea, Ring, Team_Battleground, Terra, Tilted Axis, Wheel
The following map types should work without a problem:
Archipelago, Balanced, Continents, Custom Continents, Islands.
v.05 Notes
Investigation into further math errors revealed the source of several of my issues. Rather than counting the turns up myself I believed several of the posts I have seen in various forums which stated the number of turns in a Normal game to be 430 and an EPIC to be 640. In fact a Normal Game has 440 turns, and an Epic game has 660. As a result I have had to change some percentages listed below for accuracy. These changes may have been caused by the 1.09 patch.
Further testing revealed that Tech advancement being at 14% slower was just a little slower than intended (this slowness does not really show until towards the end.) Also Unit production was originally meant to be 1/6 (16%) faster and my math errors caused it to only be 1/7 (14%) faster. As a Result, FX-Epic has been rebalanced again in v.05 to meet original goals.
I can promise that this will be the final change to the FX-Epic length Game.
I also renamed the mod to include version number so that people involved in FX-Epic games would not be forced to choose between the new version and restarting their long game.
The New Mode offers Timeline equivalent speeds to everything except for production which has been sped up even further. This should make for truly massive battles involving insane numbers of units even if it takes more turns to get there.
Changes in v.05
. Renamed FX-Epic to FX-Epic(875).
. Research lowered to 219% to make for an even 10% slower relative to the Timeline.
. Training, production and building costs all adjusted to be 1/6 (16%) faster relative to the Timeline. All costs are now 166% of Normal.
. Inflation changed to be more in line with production costs.
. Adjusted Culture to slow down cultural expansion to avoid premature cultural victory. Cultural growth is now (189%) 5% faster relative to the Timeline. Was 7.5% faster.
. Adjusted great people one more time to bring them in line with production values.
. Adjusted Golden Age Percentage to match the Schema used in the original speeds.
Additions in v.05
. Added FX-Grand(1000) mode. 1000 Turns. Tech Speed at (250%) 10% slower, Production speeds (181%) 1/5 (20%) faster, and Cultural Growth (216%) 5% faster relative to the Timeline. Turn breakdown for FX-Grand(1000)is as follows:
- Ancient: 4000BC to 1000BC now lasts 250 turns.
- Classical: 1000BC to 500AD now lasts 150 turns.
- Medieval: 500AD to 1000AD now lasts 100 turns.
- Renaissance: 1000AD to 1500AD now lasts 125 turns.
- Industrial: 1500AD to 1850AD now lasts 175 turns.
- Modern: 1850AD to 1930AD now lasts 80 turns.
- Future: 1903AD to 2050AD still lasts for 120 turns.
. Renamed all Game lengths to include number of turns in parenthesis after the name:
- FX-Grand(1000)
- FX-Epic(875)
- Epic(660)
- Normal(440)
- Quick(320)
Changes in v.04
Testing revealed that Research, Barbarians, and inflation could all use a bit of tweaking.
. Research lowered to 232% rather than 255%, this works better and makes techs approximately 14% more expensive relative to the timeline.
. Barbarians and inflation changed to match Epic levels.
. Also adjusted the effectiveness of Great People to be more reasonable.
Release Version: v.03
This mod adds two things:
1) FX-Huge Map size. This map size is 126.8% larger than Huge. It has a defined size of 36x23 which is a grid 144x92 in the game for a total of 13,248 tiles in game. This was the largest size I could run with 100% stability on my PC.
(Windows XP, 2.8gz Prescott P4, 1GB PC3200 RAM, Radeon 800XL Platinum)
2) FX-Epic game mode. This mode is 875 turns long. I have tried to maintain the Timeline by rebalancing the timeline while also making things just a hair cheaper relative to the timeline. To understand what I mean by "relative to the Timeline" It is important to note that the Timeline for an FX-Epic is now 198.8% longer than a Normal game. However, if I made everything universally cost 198.8% more than standard, the ONLY change to the feel of the game would be that it takes more than twice as long to play. Instead, in an effort to change the epic feel of the game a bit, I did two things, First I increased the Tech costs by 25% relative to the Timeline meaning that the Costs are now 219% of normal, and Second I decreased the cost of almost everything else to 86% relative to the timeline meaning that Costs are now 175% of normal. While this does mean that it will take you longer to produce or build anything than in a Normal or Huge game, it also means that relative to the timeline you will be able to produce roughly one seventh more units and improvements within the timeline. This means that wars should be bigger as well as longer. Conflicts will be truly epic! The timeline now breaks down as follows:
. Ancient: 4000BC to 1000BC now lasts 150 turns.
. Classical: 1000BC to 500AD now lasts 150 turns.
. Medieval: 500AD to 1000AD now lasts 100 turns.
. Renaissance: 1000AD to 1500AD now lasts 100 turns.
. Industrial: 1500AD to 1850AD now lasts 175 turns.
. Modern: 1850AD to 1930AD now lasts 80 turns.
. Future: 1903AD to 2050AD still lasts for 120 turns.
My reasoning behind these was a little more than purely mathematical. With a tech speed of 255% and a Game Speed of 198.8% and a production speed 1/7 higher, the Industrial revolution will finally have some real weight! The early mechanized units will now get a decent amount of play time and won’t feel like so much of a pit-stop on the way to modern armor! I toyed with making the end game longer and extending the timeline out, but realized that this was pointless since simply turning off the TIME victory condition already accomplishes this.
To Install:
Simply unpack the “FexFX - Bigger & Longer” folder in its entirety to your MOD folder located in: My Documents\My Games\Sid Meier's Civilization 4\MODS.
To Use:
Launch Civilization 4, go to the Advanced Menu.
Select Load a MOD.
Choose “FexFX - Bigger & Longer” from the listed MODs.
You will be notified that the game will restart to utilize the MOD.
FILE REMOVED - NEW VERSION AVAILABLE IN ANOTHER THREAD
http://forums.civfanatics.com/showthread.php?t=150408
FexFX Nov 26, 2005, 03:23 PM FexFX - Bigger & Longer v.04
============================
Changes in v.04
Testing revealed that Research, Barbarians, and inflation could all use a bit of tweaking.
. Research lowered to 232% rather than 255%, this works better and makes techs approximately 14% more expensive relative to the timeline.
. Barbarians and inflation changed to match Epic levels.
. Also adjusted the effectiveness of Great People to be more reasonable.
upstart Nov 26, 2005, 03:27 PM sounds good...but where is the download?
Herandar IV Nov 26, 2005, 08:08 PM sounds good...but where is the download?
Attached to the second post.
Edit: Now back on the first post...
Agraza Nov 26, 2005, 08:47 PM 2) FX-Epic game mode. This mode is 1000 turns long.
. Ancient: 4000BC to 1000BC now lasts 150 turns.
. Classical: 1000BC to 500AD now lasts 150 turns.
. Medieval: 500AD to 1000AD not lasts 100 turns.
. Renaissance: 1000AD to 1500AD now lasts 100 turns.
. Industrial: 1500AD to 1850AD now lasts 175 turns.
. Modern: 1850AD to 1930AD now lasts 80 turns.
. Future: 1903AD to 2050AD still lasts for 120 turns.
I'm counting 875. I'll try and play this soon, epic is my favorite form of the game, but unfortunately the game is still unstable for me just on huge.
Any more specific design changes coming along?
FexFX Nov 26, 2005, 11:22 PM Buh...what...How...:blush:
Okay I have no idea how it ended up being 875 turns...
Where did I lose 125 turns...
See, I spent hours trying to shoehorn it into the original eras...and I must haev screwed my turn ratios as a result...
that explains why the research felt so off in v.03!!!
I will have to work on rebalancing this out to 1000 turns...
Shouldn't be too hard...
I have corrected the readme and corrected my above posts and moved the download to the first post in the thread.
Watch for version .05 soon...
Scorpion II Nov 27, 2005, 09:48 AM Do you know how to play this mod with the lost wonders/units mods at the same time. I have tried coping folders without any luck.
Ad Hominem Nov 27, 2005, 11:01 AM It should work alright with the lost wonders/units combo. I think they don't overlap in any file, so if you just place everything into one folder it should work. I think...
Herandar IV Nov 27, 2005, 11:31 AM Also adjusted the effectiveness of Great People to be more reasonable.
Please elaborate.
FexFX Nov 27, 2005, 06:49 PM The original version of the mod had modified the Great people to be inline with what I THOUGHT was the correct percentage. As a result they were offering too much a a boost to production, als o they were appearing too often.
I am testing v.05 right now, and I think it may be the final version of this mod as my next mod is going to be a bit more ambitious...I will likely post v.05 in the next few days.
Jecrell Nov 27, 2005, 06:56 PM How do you balance it so that in the early game you don't run out of buildings to build and arn't forced into building units?
I have an idea that you could effectively "break down" buildings into two or more kinds. So instead of a barracks giving +4 exp to land units, you could split it into two buildings, same price as a barracks.
1) Training yard +2 exp
2) Barracks +2 exp
Or, to split it up even more -- instead of giving +4 exp to land units, have it give +4 exp to each type of land unit. +4 to archer, +4 to melee, +4 to mounted, and +4 to muskettypes.
1) Archery Range
2) Barracks
3) Stables
4) Firing Range
These are just a few of my ideas.
FexFX Nov 27, 2005, 10:56 PM The ideas you have put forth are actually what I am planning to do for a future mod which will seek to make a 6050 turn game. One year per turn.
For this mod however nothing so ambitious.
The main goal of this mod was to give you mroe time to build and use your military units. The original Epic version of the game allowed little time for combat to the point where on a huge map with several opponents a conquest victory was nearly impossible within the timline.
This Mod makes this possible, as well as making wars bigger and more epic.
FexFX Nov 27, 2005, 11:31 PM Barring major complaints or extreme feedback, v.05 is the final Version of Bigger & Longer.
I am going to begin tinkering with my next Mod as well as playing this mod for a while.
Testing proved to me that everythign now feels balanced, although as pondered by an above post, you WILL be left eventually with nothing to build but units...This should not happen too often too early, but when it does I suggest you consider goign to war...war with this sort of time to play out is GLORIOUS! Especially when played on a Huge or FX-HUGE map!!
:king:
The changes are noted above, and the file is attached to the original post!
Enjoy!
Rocoteh Nov 28, 2005, 05:07 AM FexFX,
This is a very good Mod.
Looking forward to see more projects from you.
Great work!!!
Rocoteh
FexFX Nov 28, 2005, 05:14 AM Thank You, Your feedback is appreciated.
I'd like to hear from the first person to complete an FX-Grand(1000) game on an FX-Huge map to see how things went towards the end!
:)
I havent played one through all the way to the end yet....I wanted to get this mod out there first!
FexFX Nov 28, 2005, 03:50 PM With Regards to my next MOD, I am working on a mod which by necessity would add many new Techs, Buildings and units to the game to keep things from getting dull in the insane time periods being considered.
I am thinking the game will have 3 speeds:
~2000 Turns
~4000 Turns
6050 Turns!!
I have just begun by teaching myself everything involvedin adding a new tech and a new Building related to that tech(with the exceptions of the graphics end of things), and I have run into a small concern...
Languages...
I am using Google to Translate into all of the languages, but I am certain that using Google to translate will end up leaving my mod sounding mentally challenged in the 4 languages other than English...
Does anyone have any reccomendations for this?
Should I simply use English as all of the languages?
Use Google?
One friend suggested I put a disclaimer in front of every Civlopedia entry in French, German, Italian and Spanish saying: "Warning these entries were translated from English Using Google."
Rocoteh Nov 29, 2005, 02:29 AM FexFx,
Sounds like a very interesting project!
I would focus on English.
I have worked with scenario-creation for 3 years now and believe
me its much more time-consuming then one can think!
Thus a multi-language project will consume time that you want
for more crucial aspects of the mod.
Rocoteh
Agraza Nov 29, 2005, 02:50 AM I'd just not translate them :P, but if you're going to do it then I'd skip the per-entry disclaimer. Note it in a "readme" and in your forum posts, perhaps even in each respective language, but don't clutter up the xml files with such an unnecessary repetition.
FexFX Nov 29, 2005, 06:39 AM Hmmm, Good points, I think I will just skip the Multi-Language idea...
Next question then...should I just Duplicate the English text for each Language, or leave the other languages BLANK...which I dont think would look so nice.
In other news, I have successfully 100% integrated a new Tech and a new Building into the game, using the tech as a new prereq to an existing tech, and making the building obsolete with the discovery of that tech. Also it is now the only building in the game which stops giving its +1 Culture bonus once its obsolete...They put functionality in the game for that, but never once used it!
Now, just 100 or so more techs, and buildings and units and religions and wonders, and such and it will be all ready to balance...
:P
ROFL...
This is gonna be fun!
This game ROCKS!
Rocoteh Nov 29, 2005, 07:31 AM FexFx,
I would just duplicate the English text for each language.
Very good news on the new tech and the new building.
With regard to new units I think its best just to rename standard
units and give them new stats instead of waiting for custom units.
Many of the early CIV III scenarios were done that way.
Looking forward to follow how this project evolves.
Rocoteh
Fredric Drum Nov 29, 2005, 08:41 AM I agree on dropping the Google translations. Using that would only be an insult to the Spanish, Italians, French and German :)
I'm going to try you mod now, btw!
FexFX Nov 29, 2005, 11:52 AM Well, as you may or may not know there is at least one new unit that can be added in without the SDK...The Bi-Plane...But most everything else will rely on the SDK for new units...The SDK and as you said, re-tooling existing stuff.
So then the vote is to duplicate the English into each language rather than leaving the other languages blank?
ah-ah Nov 29, 2005, 12:24 PM I could do the translation to German, if you like.
FexFX Nov 29, 2005, 12:41 PM Ah-Ah...
Thanks for the offer but...
Are you sure you want to sign on for that? I am talking about making over 100 new techs and their accompanying Quotes, Civlopedia entries, Strategy texts, and Descriptive tags...
FexFX Nov 29, 2005, 12:42 PM Whoo-hoo! I just noticed my Mod has been downloaded over 100 times!
ah-ah Nov 29, 2005, 01:33 PM it's ok. I have a lot of free time and would like to give back to the comunity a little...
Rocoteh Nov 29, 2005, 01:38 PM Whoo-hoo! I just noticed my Mod has been downloaded over 100 times!
FexFX,
That is very good considering the Mod has only been available
for download some days.
I think you have a real winner here!
Rocoteh
V. Soma Nov 29, 2005, 02:57 PM . Research lowered to 219% to make for an even 10% slower relative to the Timeline.
. Training, production and building costs all adjusted to be 1/6 (16%) faster relative to the Timeline. All costs are now 166% of Normal.
. Inflation changed to be more in line with production costs.
. Adjusted Culture to slow down cultural expansion to avoid premature cultural victory. Cultural growth is now (189%) 5% faster relative to the Timeline. Was 7.5% faster.
Is this for the FX-Epic only?
Added FX-Grand(1000) mode. 1000 Turns. Tech Speed at (250%) 10% slower, Production speeds (181%) 1/5 (20%) faster, and Cultural Growth (216%) 5% faster relative to the Timeline.
So, are settings for the FX-Grand different?
Is it intended that production is more faster in Grand?
Does it mean that in essence we get 2 different "games" in nature?
- - -
I started a test of Grand: Prince, large, continents
Uhh, yes, for the first time in Civ4 I experience early ancient wars!
Against me!!! :eek:
Monty and Kublai got their chariots and rushed against my Spanish empire.
2 of my 4 cities are lost, perhaps the other 2 will survive...
BC 1336...
V. Soma Nov 29, 2005, 03:57 PM Well, I perished...
In around BC 700
I show you a document of Monty, attacking my last stand...
FexFX Nov 29, 2005, 04:41 PM Heheh...Yah It makes it a way different game doesnt it?
And yes to answer your earlier question, FX-Grand and FX-Epic do feel different
In some ways FX-Grand feels "faster" than FX-Epic.
Production rates in Grand are faster relative to the timeline than FX-Grand even tho prodution costs in FX-Grand are more...
Even tho you died, I hope you enjoyed the feel of the game and were not put off by the computer ammassing an army like you'd never have seen in the standard game...
V. Soma Nov 29, 2005, 04:59 PM Well, this one game was too short to get the real feel,
but yes, I like the fact of ancient wars.
AI was not to set as aggressive by this mod, I suppose... (?)
It was on Prince - maybe next time I will set to Noble
FexFX Nov 29, 2005, 08:14 PM I prefer Noble to all the other modes because its the closest you get to an even match between the AI and the player because the handicapping is near even.
Rocoteh Nov 30, 2005, 03:12 AM I prefer Noble to all the other modes because its the closest you get to an even match between the AI and the player because the handicapping is near even.
I play on Noble level for the same reason.
To play against AI on higher levels would be interesting if
it really was smarter, but it just get more of everything and
research faster.
Rocoteh
FexFX Nov 30, 2005, 08:07 AM Exactly! Its not that the AI gets "Better" or takes more time, or even thinks ahead more turns at a time (that's how chess programs rate difficulty...by the number of turns they think ahead) it just gets MORE. More production bonuses, more units, etc...its just not fair! :cry:
Heheh
Well I'm not really upset, I just play on Nobel.
:crazyeye:
einssi Nov 30, 2005, 10:16 AM Great to see a ready done mod like this! I didn't quite like the pace of the original game, so I followed the thread on the general modification forums, however there was no clear solution to be had there. Tried to tweak bit myself, but it was no good.
Will try this out now, the changes and ratios in the mod sound very good! Thanks FexFX :goodjob:
FexFX Nov 30, 2005, 11:03 AM Happy to hear your enthusiasm!
I am still looking forward to hearing from those who have completed full games on FX-Grand & FX-Huge to see how the late game goes...I've spent very little time playing this week as I am drilling down on my next mod...
JamieCiv4Files Nov 30, 2005, 01:11 PM This has been mirrored at http://civilization4.filefront.com/ for you FexFX :)
FexFX Nov 30, 2005, 02:35 PM Thanks!
:)
FexFX Nov 30, 2005, 04:25 PM Hooray! Between here and Apolyton this mod has had over 200 downloads in just 4 days!
Rocoteh Dec 01, 2005, 02:27 AM Hooray! Between here and Apolyton this mod has had over 200 downloads in just 4 days!
FexFX,
That is very good stats!
Suggestion on some naval units to introduce in the next version:
Ship of the Line
Light Cruiser
Heavy Cruiser
Nuclear Submarine (SSN)
Nuclear Carrier
Rocoteh
FexFX Dec 01, 2005, 07:33 AM Oh there will be new units, however I think the new units will have to wait on the SDK...I want to avoid reskinning...
I know I am putting in the Biplane...mostly because its already there!
Top of the list of things I wish I had is a mounted spearman!
Something other than the archer that is mounted for the ages before the knight.
Rocoteh Dec 01, 2005, 09:15 AM Oh there will be new units, however I think the new units will have to wait on the SDK...I want to avoid reskinning...
I know I am putting in the Biplane...mostly because its already there!
Top of the list of things I wish I had is a mounted spearman!
Something other than the archer that is mounted for the ages before the knight.
FexFX,
I meant it could be a good idea to use old graphics with new stats.
With regard to CIV III 4-6 individuals make 95%
of the unit-graphics.
What I have understand its much more complicated and time-consuming
to make units for CIV IV.
Thus its possible it will take 8-12 months before there will be custom
units for CIV IV in any number.
Rocoteh
FexFX Dec 01, 2005, 10:53 AM Ah, but I have decent skillz in the realm of 3d graphics...once the SDK is released I plan to go at it like a mad dog...
As to "new" units as you describe them...There will be a few incremental units like that...not many tho as too many = cheesy.
FexFX Dec 01, 2005, 03:07 PM I currently have 31 planned techs, 2 I am pondering, and most of the early tech chart is going to be changed. Most of this is simply thinning with a few new items...
The New stuff I will add once I have the whole new tech chart planned...Then the question of what new items I can add will come in to play!
Roland Johansen Dec 01, 2005, 03:55 PM It's good to see that creative minds are already making modifications to this great game, good work. :goodjob: I have a few question though.
Is this the type of mod where you can build all (or most) buildings in each city or do you have to choose between the various buildings because there is no time to build them all?
The AI seems to build much more units in this mod according to the reports. How does the AI handle the upkeep costs? In civ3, the AI could build so many units that it would effectively bankrupt itself and research would almost come to a halt. This would especially be true for AI that got isolated on a small island (not a lot of progress in research when an AI got isolated) and had huge construction bonuses (high difficulty level). How does the Civ4 AI handle itself in this mod in this respect?
It could be that you cannot completely answer these questions as the mod is just released. But any insight might be valuable. Thank you in advance.
Agraza Dec 01, 2005, 04:18 PM FexFX, I'd like lots of little buildings and techs to get away from the 50-100 turn buildings/techs. Mylon mod has broken down the courthouse and added some aqueducts which show what I mean. You can reduce the cost and add in supplementary buildings to the vanilla ones, so that you get a similar effect over a similar amount of time, but in smaller chunks.
I like long games, alot, but I don't much care for my workers, cities, etc. to be locked into projects that take so long.
FexFX Dec 01, 2005, 04:51 PM Roland Johnson: I do now have an answer to your bankruptcy question...I myself have not played late enoguh to be certain! I have been too busy working on my old mod to truely complete a game of my old mod! Heh...
However, the production rate is only increased by 1/6 or 1/5 depending on the speed so that is only 18-20% more upkeep at most...I am unsure how that will affect the AI in late game but as of 700BC (latest I got a chance to play on FX-Grand with FX-Huge) things seemed fine! I am waiting for response form others to see what the news is on the long haul.
I can always re-balance it if need be
FexFX Dec 01, 2005, 04:59 PM AGRAZA: This is exactly the path I am taking at first...
I would like to see techs take no more than double standard time...this means some techs may take as long as 70 or 80 turns to complete. However the game span will be much longer than double so this is actually relatively SHORTER than normal time between techs...relatively speaking.
Each tech will make something small available...
Techs which once made available 3 things will likely only grant one. Some new techs will offer new things which become necessary for old things...for example you need to build a BoatWright in order to build boats...
Roland Johansen Dec 01, 2005, 05:17 PM Ok, thank you a lot for answering my questions so quickly. I will come back here in a while and try your mod, but I'm going to play the original game a few times first as I haven't played it enough to start playing mods. It sounds like a good mod though.
I read that you were planning to make some very lengthy mods. While I understand the attractiveness of this type of game, I'm not sure that it will work for the basic civ-game. There's a problem with the speed of units. You can't make units significantly slower then they're now and that means that unit movement and thus eventually exploration and conquest will happen in a similar number of turns as in the basic game (slowed a bit because of longer building times). You might see games that are finished in 3000BC (for the 6050 turn, 1 turn = 1 year, mod).
I would think about this problem very carefully before you do all the work required to make a supermod that doesn't work as you would have liked.
Good luck with any further mods and any further development on this one. I'll come back in a while when I start playing mods.
FexFX Dec 01, 2005, 06:10 PM It has come to my attention that the FX-Huge map size will NOT work with the TERRA Map Script HOWEVER...THE DEFAULT HUGE TERRA MAP IS ALREADY BIGGER THAN FX-HUGE!!!! HUGE TERRA is 38x24. FX-HUGE IS ONLY 36x23!!! SO JUST PLAY HUGE TERA!!!
FexFX Dec 01, 2005, 06:52 PM Further investigation has led me to believe the following map types will also have trouble with FX-Huge...
Great Plains
Highlands
Hub
Ice Age
Inland Sea
Lakes
Maze
Mirror
Oasis
Pangea
Ring
Team_Battleground
Terra
Tilted Axis
Wheel
Because of this I will be releasing an add on to Bigger& Longer to repair all of these map types including Terra to offer larger sizes for all of them! Look for this soon!
FexFX Dec 01, 2005, 09:28 PM A Poster At Apolyton has reported that With my increased game speeds Great People no longer grant techs properly!:blush:
Can anyone verify this?:confused:
Nothing I changed should have affected this!:mad:
I never use Great people for techs so I just dont know from experience if this is true...
I'd be interested in knowing if any of the other speed mods are having this problem!
Roland Johansen Dec 02, 2005, 05:10 AM I know that a great scientist doesn't grant a late technology in the original game, but just gives a certain amount of technology points. It could be that because the technology costs were increased that the standard amount of research points granted by a great scientist are not sufficient to even research an early technology.
Rocoteh Dec 02, 2005, 05:29 AM Ah, but I have decent skillz in the realm of 3d graphics...once the SDK is released I plan to go at it like a mad dog...
As to "new" units as you describe them...There will be a few incremental units like that...not many tho as too many = cheesy.
FexFX,
You must be very good at writing code!
I am an old-timer used to work with the CIV III editor.
Rocoteh
Rocoteh Dec 02, 2005, 05:34 AM I know that a great scientist doesn't grant a late technology in the original game, but just gives a certain amount of technology points. It could be that because the technology costs were increased that the standard amount of research points granted by a great scientist are not sufficient to even research an early technology.
I second that theory.
I am at BC 290 in my current playtest and I have not seen the problems
reported so far.
Rocoteh
FexFX Dec 02, 2005, 08:12 AM Whew! Okay, so it could have just been their imagination.
I need to sit down this weekend and actually play my own mod some more!
So far then the only confirmed bug we have is that the above listed map types do not work properly with FX-Huge...
FexFX Dec 02, 2005, 08:34 AM CONFIRMED
Great Plains, Highlands, Hub, Ice Age, Inland Sea, Lakes, Maze, Mirror, Oasis, Pangea, Ring, Team_Battleground, Terra, Tilted Axis, Wheel
DO NOT WORK WITH SIZE CHANGING MODS!
All of these map scripts result in a single land mass without any water, and climate banding, from ice to arid at the edges gradiating to jungle in the very middle.
Their Scripts specify map sizes.
I attempted to make my own versions of these maps by simply inserting the new map sizes...however this DID NOT work!
The following map types should work without a problem:
Archipelago, Balanced, Continents, Custom Continents, Islands.
MattJek Dec 02, 2005, 09:01 AM Hi, I installed and tried running your mod. But the FX-Epic does not show up as one of the options on the game speed menu in custom game setup... ( yeah, I was trying to make my own mod when I ran across this one, I tried it last nite and had this problem)
FexFX Dec 02, 2005, 09:10 AM Did you actually load it as a mod from the advanced menu?
Where did you install it?
MattJek Dec 02, 2005, 09:12 AM Did you actually load it as a mod from the advanced menu?
Where did you install it?
Yeah, I put it in the mods section and then I ran it. Ive tried other mods and they worked. PS. How many does the first turn take up? Thats usually how I check if the mod is working.
FexFX Dec 02, 2005, 09:30 AM Which mods section? In the Main Civ 4 folder or in your My Documents folder?
And just to make extra, extra, extra sure...after you loaded Civ 4, you went to "Advanced", Chose "Load a Mod" Selected "FexFX - Bigger & Longer (v.05)" from the listed Mods, it advised you that the game would restart. Then the game restarted, and it said "FexFX - B igger & Longer(v.05)" in the upper right hand corner of the main menu screen...and FX-Huge is not a map size and FX-Epic and FX-Grand are not speed options?
.
oh and are you using the 1.09 patch?
MattJek Dec 02, 2005, 09:34 AM Which mods section? In the Main Civ 4 folder or in your My Documents folder?
And just to make extra, extra, extra sure...after you loaded Civ 4, you went to "Advanced", Chose "Load a Mod" Selected "FexFX - Bigger & Longer (v.05)" from the listed Mods, it advised you that the game would restart. Then the game restarted, and it said "FexFX - B igger & Longer(v.05)" in the upper right hand corner of the main menu screen...and FX-Huge is not a map size and FX-Epic and FX-Grand are not speed options?
.
oh and are you using the 1.09 patch?
Yup, I got the patch and I can load the mod (the name shows up on the corner) but your game speed dont show up on the menu. Unfortunately, I cant start the game right now and try anything cause Im at work. I think I'll try again at home tonite and post again if I cant get it to work.:goodjob:
FexFX Dec 02, 2005, 09:37 AM Hmmmm...
Okay one other possibility...:D
Do you have anything in your CUSTOM ASSETS folder?
Specifically in Custom Assets\XML\GameInfo?
Maybe you've got files in there already setting game speeds or map sizes and its causing a conflict...:confused:
MattJek Dec 02, 2005, 09:44 AM Hmmmm...
Okay one other possibility...:D
Do you have anything in your CUSTOM ASSETS folder?
Specifically in Custom Assets\XML\GameInfo?
Maybe you've got files in there already setting game speeds or map sizes and its causing a conflict...:confused:
Nope, Ive never touched that particular folder
FexFX Dec 02, 2005, 11:16 AM Nope, Ive never touched that particular folder
*BOGGLE*:eek:
I have no CLUE then!
Maybe a Rip and Reinstall of Civ?!
Have you installed any mods that took it upon themselves to replace original files?
Do you have any other mods that might be loading alongside my mod?
Because Its working fine for others as far as I can tell...
MattJek Dec 02, 2005, 11:21 AM All my other mods work fine for me. I'll give this one a try again when I get home
FexFX Dec 02, 2005, 11:39 AM All my other mods work fine for me. I'll give this one a try again when I get home
It's GOTTA be something with those other mods...
What mods are you running perhaps I can find the culprit...
FexFX Dec 02, 2005, 12:01 PM oops, I missed a landmark by a bit...
310 downloads (between here and Apolyton) since monday when the file was first posted!
That's like 60 downloads a day average!!
:D
Rocoteh Dec 02, 2005, 12:34 PM oops, I missed a landmark by a bit...
310 downloads (between here and Apolyton) since monday when the file was first posted!
That's like 60 downloads a day average!!
:D
FexFX,
Yes its very good stats, that in fact can compare with
stats for the most popular CIV III scenarios and mods during the
good days(that is before the release of CIV IV).
I think some months from now inclusion of custom units will be
of crucial value in competition between mods.
Rocoteh
FexFX Dec 02, 2005, 01:03 PM FexFX,
Yes its very good stats, that in fact can compare with
stats for the most popular CIV III scenarios and mods during the
good days(that is before the release of CIV IV).
I think some months from now inclusion of custom units will be
of crucial value in competition between mods.
Rocoteh
Already on it...:)
There is a whole thread on it over at the Main customization forum.
Rocoteh Dec 02, 2005, 01:45 PM Already on it...:)
There is a whole thread on it over at the Main customization forum.
FexFX,
Have you made any experiment-work with CIV IV units?
Rocoteh
FexFX Dec 02, 2005, 02:02 PM No units yet, but I've done a tech and a corresponding building, and units look like the same logic.:D
I should be able to implement new units without a problem...:mischief:
Skinning them shouldn't be hard...:rolleyes:
but I need the SDK to reshape them into totally new units.
:sad:
MattJek Dec 02, 2005, 09:33 PM Here is a screen of my game setup screen. As you can see, the mod is loaded but the game length does not display the FX epic mods.
106108
Rocoteh Dec 03, 2005, 07:20 AM FexFx,
In my current playtest of Fx-Grand I have played 500 turns.
Still no problem with a situation where there were no buildings to
produce, although it was close at one point.
I am playing as India and now control the whole start continent
after a long war with Rome.
So far my impression of Fx-Grand is very positive!
Rocoteh
FexFX Dec 03, 2005, 07:09 PM MattJek...
I have a theory that something in your Civ setup is hosed...
and I think I can prove it!
Download the GOTM and try to play it.
If you have ANY files which have been modified or are corrupted, it will refuse to load!
FexFX Dec 03, 2005, 07:11 PM FexFx,
In my current playtest of Fx-Grand I have played 500 turns.
Still no problem with a situation where there were no buildings to
produce, although it was close at one point.
I am playing as India and now control the whole start continent
after a long war with Rome.
So far my impression of Fx-Grand is very positive!
Rocoteh
EXCELLENT!
Glad to hear that it plays smoothly...
I pondered the math on this for a couple of days to get the balance just right...
Rocoteh Dec 04, 2005, 01:11 AM FexFx,
Yes you have really got the balance right.
The major problem with standard CIV IV is that is to short.
This mod solves that problem in a very good way.
I looking forward to follow how the mod evolves in the future
with new buildings, units and so on.
Rocoteh
Nixlplix Dec 04, 2005, 06:34 AM Alright! This sounds like exactly the kind of mod I need. The game as-is just moves too fast for me! I always regretted how techs would become obsolete usually before you got a chance to really use them.
I'll let you know how it goes :)
FexFX Dec 04, 2005, 07:33 AM Nixlplix!
Welcome Aboard!
That's EXACTLY why I created this mod!
To allow ALL of the techs and Units to get their full use!
I played an Epic/Huge game the day after thanksgiving in 6 hours...
a six hour CIV game on the longest length and the biggest map!?
What happened to the old days of Civ II and III where I would bend a week or more trying to conquer the world before 2050?!
Thus My Mod!
FexFX Dec 04, 2005, 07:35 AM FexFx,
Yes you have really got the balance right.
The major problem with standard CIV IV is that is to short.
This mod solves that problem in a very good way.
I looking forward to follow how the mod evolves in the future
with new buildings, units and so on.
Rocoteh
Oh it wont be THIS mod that evolves...
That Mod is going to be ENTIRELY separate...
I want to keep the simplicity of an unmodified CIV that is merely slowed down. Such a Mod is needed! I myself LOVE CIV IV I just feel its too fast...
My next mod will add stuff, but that mod will not REPLACE this mod.
uniquemind Dec 04, 2005, 08:23 AM Great sounding mod FexFX,
I am just about to install and give it a whirl, as Civ 4 just crashed out of the blue and that's with the patch, I did have another mod installed (not your's), and have just reinstalled and ready to go.
I much prefer the longer method of play as I only ever play the Conquest way, the others don't appeal to me.
Keep up the grand work, and if you do make it longer still then way to go mate!!! : )
Cheers
UM :goodjob:
FexFX Dec 04, 2005, 08:53 AM Great sounding mod FexFX,
I am just about to install and give it a whirl, as Civ 4 just crashed out of the blue and that's with the patch, I did have another mod installed (not your's), and have just reinstalled and ready to go.
I much prefer the longer method of play as I only ever play the Conquest way, the others don't appeal to me.
Keep up the grand work, and if you do make it longer still then way to go mate!!! : )
Cheers
UM :goodjob:
Check out this thread:
http://forums.civfanatics.com/showthread.php?t=144668
For some details on my next mod...
Longer is not an adaquate description.
uniquemind Dec 04, 2005, 09:11 AM Thanks just had a read of it and it sounds awesome! I for one love that type of game as I have alot and I mean alot of free time to devote to Civ 4 and look forward to it, I wish I could mod and did try but it made my game lag, as I tried to increase the number of units shown to instead of 3 to 4 as was shown in pre-release screenshots, but I had to abort as the game started to do weird things, crashing etc......so I gave it up as a bad attempt! lol
But I take my hat off to you for your work and from my part it is really appreciated, I know that "longer" was not in your opinion an adequate description of your mod but for me too many games nowaday's are far too short and unless a game has lastability and replayability I won't touch them......just my personal opinion though! : )
Cheers
UM :goodjob:
FexFX Dec 04, 2005, 06:49 PM Another Landmark! Over 400 Downloads between here and Apolyton!
Number16_123 Dec 04, 2005, 10:40 PM im not sure, but after i got your mod, preatorians dont get a city attack bonus like they should. but it could be something else causing it so i dont know.
FexFX Dec 05, 2005, 05:30 AM im not sure, but after i got your mod, preatorians dont get a city attack bonus like they should. but it could be something else causing it so i dont know.
I've had no other reports of this, and currently I am playing through as the Greeks...
What speed and map size are you using?
FexFX Dec 05, 2005, 06:38 AM Well I finally got to sit down with my own mod and begin a long game giving it the time and attention it deserves.
FX-Huge and FX-Grand.
The pace feels just right, the tech feels just right...and I am involved in a HUGE war in the middle ages. I decided in 12xx that I was no longer going to share my snakey archipeligo continent with the Brittish...so I am embarking on a campaign of genocide. I have an army of literally dozens of swordsmen, all trained in City Assault capturing a down, waiting for it to be subdued, leaving a few of their own behind, wash, rinse, repeat!
It is now 15xx and the end is near for Brittian. I have knights now, my tech advancement was stunted by my continual war over the last 300 years, but my empire has more than doubled in size. There are only a handful of English cities, and they shall fall tonight!
I have brought war back to Civ IV!
When I get bombers and a decent navy the world will be mine!
uniquemind Dec 05, 2005, 08:39 AM Well I began a game using your mod last evening and played for ages and I chose to play in the Industrial age on your very largest map and longest turns settings, and I am having a ball! lol : )
Funny thing was though that I had riflemen and the British AI was fighting against me with more modern day soldiers, and of course I was getting slaughtered, I have'nt as yet lost though as the game is still on going, but for some reason I don't have the option of building the same units, is this because of my choice of research? I am relatively new to Civ 4, I played Civ 3 a bit but found the graphics too small and when I saw the screenshots of this version I was once again totally hooked! : )
Top top mod though and my game is now wonderfully stable aswell, so that's a bonus too : )
Cheers
UM : )
FexFX Dec 05, 2005, 08:48 AM Another rave review!
Glad to hear you are having fun!
Do you have all of the prereqs for those units?
Look up the unit in the Civlopedia, it will tell you what is required, and anything you dont have should be highlighted in red if you hover over the build icon...
uniquemind Dec 05, 2005, 11:11 AM Hi FexFX,
Your probably right in that I don't have the prereqs for those units, and I guess the AI is far too good for me but I did choose Chieftan and thought I could manage it on that level, but then this afternoon I was warned that an enemy was seen near Warwick (my first captured City yeah!!!) but when I saw my fortified units as being riflemen and the enemy having a Tank there I was'nt best pleased! :( lol still as I said earlier the game isn't over yet, but unless my research goes quicker (I have it on 100%) I am not going to last much longer lol
I shall look up your suggestion in the Civolopedia : )
Cheers
UM : )
Morgan UK Dec 05, 2005, 11:30 AM I have just tried out your mod, I was most tempted when I read that Rocoteh had given it such a great endorsement, I have 'lost' many weeks of my life playing his created scenarios in Civ 3.
I am playing on the largest continent maps, using “FexFX - Bigger & Longer” mod and with the full map revealed I am glad that I have 2GB of memory, it is using over 900MB...!!!
It has played well so far and there is minimal slowdowns in-between each turn.
I have noted that you have written this....
Because of this I will be releasing an add on to Bigger& Longer to repair all of these map types including Terra to offer larger sizes for all of them! Look for this soon!
....is this still being planned....?
Well done again with your creation, your next project sound truly epic :goodjob:
FexFX Dec 05, 2005, 12:49 PM Glad you are enjoying it!
:)
I put a little time into trying to get it to work this weekend, but I spent most of the weekend putting up x-mas lights.
:crazyeye:
So Yes, if I can get it working I'll release it, but so far I have met with failure.
Strakha Dec 05, 2005, 03:40 PM MattJek...
I have a theory that something in your Civ setup is hosed...
and I think I can prove it!
Download the GOTM and try to play it.
If you have ANY files which have been modified or are corrupted, it will refuse to load!
I just registered to post because I'm having exactly the same problem as MattJek, to the letter. I downloaded the GOTM and it loaded up fine.
I've got it to recognise now by making backups and copying over the required files to the normal game folder, but I could never get it to load properly by doing it the normal way.
Thanks for developing this mod, excuse me while I go and play it now that I've just got it working :D
FexFX Dec 06, 2005, 06:03 AM I just registered to post because I'm having exactly the same problem as MattJek, to the letter. I downloaded the GOTM and it loaded up fine.
I've got it to recognise now by making backups and copying over the required files to the normal game folder, but I could never get it to load properly by doing it the normal way.
Thanks for developing this mod, excuse me while I go and play it now that I've just got it working :D
Ah that KINDA makes sense...
there is supposed to ba a problem with the my doc folder for some people...
Tho I have yet to see it...
Strakha Dec 06, 2005, 07:16 AM Ah that KINDA makes sense...
there is supposed to ba a problem with the my doc folder for some people...
Tho I have yet to see it...
I didn't install Civ4 to its default directory, I installed it in C:\Games\Civilization 4\ , and I think as a result the path in the doc folder is My Documents\My Games\Civilization 4\MODS\ . Maybe something to do with that?
FexFX Dec 06, 2005, 07:25 AM I installed to d:\games\Sid Meyers Civilization 4
but my My Documents\My Games\Sid Meyers Civilization 4\Mods directory works fine...
However I have seen reports that it does not work properly, so this explanation for this problem seems reasonable.
MattJek! If you are still out there, Try moving the mod!
FexFX Dec 06, 2005, 09:48 AM Well I have won my independence from the Brittish, however I was unable to erradicate them as they had colonized another island and I lack a navy adequate to wipe them out.
The year is 1666AD and I think I shall now enjoy the fruits of owning my own continent in its entirety!
I certainly lack for no resource, and thanks to my captured cities, I am about three times larger than when I began this war!
I will use my new sources of income and power to work my way up the tech tree until I can properly route the english...
Meanwhile, Napolean has been quite rude and has been eyeing my lands for a while now. I have just won them. I
do NOT intend to lose them!
If its war that he wants, then his troops will meet their demise on my shores.
MattJek Dec 06, 2005, 01:22 PM Hey, I finally got you mod to work! I used Strakha's method of simply replacing the original game files with yours (after backing them up). Just wondering, quick, normal and epic game speeds have not been modified from the original, have they?
FexFX Dec 06, 2005, 03:06 PM Hey, I finally got you mod to work! I used Strakha's method of simply replacing the original game files with yours (after backing them up). Just wondering, quick, normal and epic game speeds have not been modified from the original, have they?
NO!
That's not what Strakha did!
UNDO UNDO!
There are TWO different MOD directories...
One in the Program's Main folder and one in your My Documents Folder under "My Games"!
Strakha noticed that the mod does not work in his My Documents folder, but DOES work in the main game folder...In both cases he placed it in the MOD directory!!
And no, my mod does not change the core gameplaay of existing speeds.
MattJek Dec 06, 2005, 03:27 PM Ok... but I had the mod installed in the mods directory and it didnt work
PS I think thats what he did
I've got it to recognise now by making backups and copying over the required files to the normal game folder, but I could never get it to load properly by doing it the normal way.
FexFX Dec 06, 2005, 04:02 PM wow, I guess its a case of me reading that the way I wanted to...
Man...
That's just wrong!
:P
Incidentally, are you playing Civ in English or another language?
SuperSloth Dec 06, 2005, 05:50 PM is it normal that i have rifle cavalry in 868 AD?
FexFX Dec 06, 2005, 06:05 PM is it normal that i have rifle cavalry in 868 AD?
FX Grand or FX Epic?
Because I have managed nothing that intense yet.
FexFX Dec 06, 2005, 06:08 PM 501 downloads!! (between here and Apolyton)
SuperSloth Dec 06, 2005, 07:39 PM FX Grand or FX Epic?
Because I have managed nothing that intense yet.
fx-grand on noble difficulty and huge map size.
FexFX Dec 07, 2005, 06:03 AM Interesting!
I've not managed Rifling before like 1300 so far!
Then again I tend to diversify my tech a lot...
Did you make a b-line for rifling or something?
I know I have heard reports in the normal game of people launching for Alpha Centari in the year 12xxad...
For example, right now I am in 1666 and the most advanced Civ is just now using Cavalry.
MattJek Dec 07, 2005, 07:30 AM wow, I guess its a case of me reading that the way I wanted to...
Man...
That's just wrong!
:P
Incidentally, are you playing Civ in English or another language?
In English
FexFX Dec 07, 2005, 07:50 AM Wow...Just no explanation for this behaviour at all!
I've had some oddness with various mods which either cured itself eventually or was cured by changing which folder the mod was in...but I haven't had to replace anything yet...
I think the pathing logic for the mod folder has some serious bugs right now!
Strakha Dec 07, 2005, 08:31 AM Just to clarify, I did replace the original game files, I didn't put them in any mod folder. I tried using both mod folders, but neither worked. I think this is a reasonable method as long as you're careful about backing up files, and accept that if anything goes wrong you'll need to do a reinstall. A small price to pay for using this mod ;)
I came back to say though, what a wonderful time I'm playing this mod :) I'm playing an epic grand game, large continents, with 5 AI factions and myself as Gandhi. I've found myself on a relatively small continent with the Romans. So far things are peaceful, and are likely to stay that way since we are all Hindus. Had an entertaining battle with the barbarians that I've almost finished defeating - they kept setting up home at places I wanted to build cities which is handy, less settlers to train :) Can't wait to see what the other continents look like.
So far, I think the pace of the game and unit production speed are perfect. Thanks for making this game a whole lot better for me.
SuperSloth Dec 07, 2005, 01:50 PM Interesting!
I've not managed Rifling before like 1300 so far!
Then again I tend to diversify my tech a lot...
Did you make a b-line for rifling or something?
I know I have heard reports in the normal game of people launching for Alpha Centari in the year 12xxad...
For example, right now I am in 1666 and the most advanced Civ is just now using Cavalry.no bee lining, but i did trade a lot with other civs. now its about 1450-1500 and im in the modern era. and im actually BEHIND in the tech race!
Strakha Dec 07, 2005, 05:42 PM Perhaps the cost of upgrading units should be scaled down in accordance with their lower production costs? My empire can create several units per turn, but it can only afford to upgrade 1 unit per turn, and that's with 80% wealth.
Also, maybe increase time for golden age accordingly? Only 11 turns. Finally, along same lines, increase science points you get for consuming a great person to discover a technology - otherwise it makes most great minds appear a bit stupid ;)
FexFX Dec 08, 2005, 10:36 AM Perhaps the cost of upgrading units should be scaled down in accordance with their lower production costs? My empire can create several units per turn, but it can only afford to upgrade 1 unit per turn, and that's with 80% wealth.
Also, maybe increase time for golden age accordingly? Only 11 turns. Finally, along same lines, increase science points you get for consuming a great person to discover a technology - otherwise it makes most great minds appear a bit stupid ;)
The upgrade cost is debateable. Afterall, it depends on how much you are upgrading! :) Going from a horse archer to a tank will cost you big bucks per unit.
:)
I have not looked into the balance on this all that much but so far it feels a bit more spendy but about right...afterall, you do have more than twice the number of turns to generate money to upgrade units...and more than twice the ammount of time between techs...
As to great people...I have considered this and I am still considering this. As it stands now great people tend to give you a bit more than half a tech each in the Renaissance which does not feel unreasonable, and it slows tech rushing...Because I did not lower the produciton of Great people by as much as I increased the researching of techs...the result is that you get more great people but they are less effective...
FexFX Dec 09, 2005, 12:03 PM The year is 1866.
That Son of a Motherless dog Napolean thought to wage a brief war with me, but I beat his troops soundly, losing only a few farms but no cities. After the war was over, that smarmy bastard decided to encroach on my territory by building a city in a nearly uninhabitable location between two of the cities I had taken from the pathetic english! This small hamlet was like a mote of dust in my eye, a thing not to be tollerated! I pondered crushing him, however as I had just sued for peace, declaring war would be unseemly.
Pondering this predicament, I chose to dispatch a settler accompanied by my finest troops, and my greatest artist to a nearby patch of open ground. It was in truth a jungle whic I had no interest in, but Napolean had sparked my ire.
I erected a town just to spit him and then instructed my artist to create a masterpiece to make the gods weep! The result was very satisfying. Napoleans folly is now so thoroughly surrounded by the culture of the greek people that the people of his town are detined to become mine.
Having allowed much of my military to founder during the period of relative peace following my conquest of the english, I decided it was time to take a few years off from my pursuit of railroads, and threw everything I could into amassing enough wealth to bring every troop in my military up to modern standards. I quickly amassed a fortune with which to accomplish this.
Now I am playing the waiting game.
Soon I will have railroads, and then tanks.
When that happens I will build battleships with which to spread the way of the greeks to all of the lesser peoples of the world.
I think I shall begin by slaughtering that pompous arse Napolean!
Gselwizzle Dec 09, 2005, 01:13 PM great Mod, good work. i was playin game last nite. but it wouldnt load today!! any explanation?
FexFX Dec 09, 2005, 01:32 PM great Mod, good work. i was playin game last nite. but it wouldnt load today!! any explanation?
Try moving it to the MOD folder in the MAIN game directory.
The one in My Documents is buggy.
Pshanksta Dec 09, 2005, 01:45 PM Hmm, everytime I attempt to load this mod I get this error.
Initialize Renderer failed. Check DirectX Installation, Lastest Graphics Drivers and Graphics Settings Parameters:
width = 1280
height = 1024
flags = 0xc
hwnd -0x60158
adaptrid =0
deviceid =1
Funny thing is the vanilla game, and every other mod I have tried works fine.
FexFX Dec 09, 2005, 02:34 PM Hmm, everytime I attempt to load this mod I get this error.
Initialize Renderer failed. Check DirectX Installation, Lastest Graphics Drivers and Graphics Settings Parameters:
width = 1280
height = 1024
flags = 0xc
hwnd -0x60158
adaptrid =0
deviceid =1
Funny thing is the vanilla game, and every other mod I have tried works fine.
Weird!
That's a render dump!
perhaps FX Huge is more than your vid card can handle?
try lowering your resolution?
Try windowed mode?
FexFX Dec 09, 2005, 02:37 PM 601 downloads between here and Apolyton!
dlordmagic Dec 10, 2005, 12:07 AM Congrads with the downloads. Anyhow I have figured out the compatibilty problem with certain map types. There are a limited number of map options that can be used. There are the six defaults(Duel,Tiny,Small,Standard,Large,Huge) and there is another designed for custom sizes. Anyway in all the map scripts you posted non compatibilty issues for this you'll need to add this to everyplace worldsizetype is mentioned. It'll look like this:
WorldSizeTypes.WORLDSIZE_DUEL:
WorldSizeTypes.WORLDSIZE_TINY:
WorldSizeTypes.WORLDSIZE_SMALL:
WorldSizeTypes.WORLDSIZE_STANDARD:
WorldSizeTypes.WORLDSIZE_LARGE:
WorldSizeTypes.WORLDSIZE_HUGE:
WorldSizeTypes.NUM_WORLDSIZE_TYPES:(Dont use FXHUGE; type it as is.)
There are like 15 map scripts to change. All but the Terra Map overrides the XMLs concerning size. You'll have to make this change two to three times in some scripts. :cry:
V. Soma Dec 10, 2005, 02:09 AM Playing the 1000 turns Grand on noble, large map, with the Inca
I got to Gunpowder in 700, and start learning Steam Power in 980...
And I do all this being 4th in score...
Some tweaking of the beakers is still needed... :)
FexFX Dec 10, 2005, 10:12 AM Congrads with the downloads. Anyhow I have figured out the compatibilty problem with certain map types. There are a limited number of map options that can be used. There are the six defaults(Duel,Tiny,Small,Standard,Large,Huge) and there is another designed for custom sizes. Anyway in all the map scripts you posted non compatibilty issues for this you'll need to add this to everyplace worldsizetype is mentioned. It'll look like this:
WorldSizeTypes.WORLDSIZE_DUEL:
WorldSizeTypes.WORLDSIZE_TINY:
WorldSizeTypes.WORLDSIZE_SMALL:
WorldSizeTypes.WORLDSIZE_STANDARD:
WorldSizeTypes.WORLDSIZE_LARGE:
WorldSizeTypes.WORLDSIZE_HUGE:
WorldSizeTypes.NUM_WORLDSIZE_TYPES:(Dont use FXHUGE; type it as is.)
There are like 15 map scripts to change. All but the Terra Map overrides the XMLs concerning size. You'll have to make this change two to three times in some scripts. :cry:
I'm sorry, I'm not quite follwoing you on that last bit about using WorldSizeTypes.NUM_WORLDSIZE_TYPES instead of WorldSizeTypes.WORLDSIZE_FXHUGE...
Could you ellaborate on that a bit?
FexFX Dec 10, 2005, 10:14 AM Playing the 1000 turns Grand on noble, large map, with the Inca
I got to Gunpowder in 700, and start learning Steam Power in 980...
And I do all this being 4th in score...
Some tweaking of the beakers is still needed... :)
Why does this make me feel like my skill with this game is lacking?!
Good job but man!
I am being OUT researched something hideous here!
As it stands everyone in my game, everyone is at most 2 techs above me...and we are just about to start laying down railroad tracks in the 1800s...
If I scaled back to some level where what you are describing is not possible then I'd really be screwed...I dont get it...
perhaps its about map size...there are some variables in map size that affect multipliers...
I based my map size on huge...
Which I THINK slows things dow to account for increased resources and longer game play...Afterall who playes a Quick game on a HUGE map?
dlordmagic Dec 10, 2005, 11:02 AM I'm sorry, I'm not quite follwoing you on that last bit about using WorldSizeTypes.NUM_WORLDSIZE_TYPES instead of WorldSizeTypes.WORLDSIZE_FXHUGE...
Could you ellaborate on that a bit?
I checked out the modders guide to Civ 4. I clicked on the Civ 4 Python API. There is a section called legends. One of those is Worldsizetypes. It look likes like this: WorldSizeTypes:
-1 = NO_WORLDSIZE
0 = WORLDSIZE_DUEL
1 = WORLDSIZE_TINY
2 = WORLDSIZE_SMALL
3 = WORLDSIZE_STANDARD
4 = WORLDSIZE_LARGE
5 = WORLDSIZE_HUGE
6 = NUM_WORLDSIZE_TYPES
This is the python syntax for worldsizetypes. It will still say FXHUGE when you load the game. This change to the map scripts will allow the scripts to accept FXHUGE as an option.
Allowing the world to generate like its supposed to do. Its a flaw with there Def GridSize formula(namely its in the dlls) which at the moment cant be edited to reflect worldsize names. I am trying to work on a python script to resolve this particular problem but for now to get an extra map size option
to work with those scripts type NUM_WORLDSIZE_TYPES into the scripts. One note Tilted Axis is a square map so h and w need to be the same. The other which is mirror has two sets of worldsize types. One set h>w the other w>h. Unfortunately adding an 8th map size is not workable just yet. Since you just use a seventh option that wont be an issue. Hope that helps. If not I will be updating my version 1 Xhuge and Giant mod to reflect this but there are 15 map scripts to change so itll take awhile.
Harrdy Dec 10, 2005, 04:51 PM This is definetly the best Mod at the moment. I really like epic games, where I have a *lot* of turns. The original game was much to "fast" for me 8-)
Please continue the good work, it is appreciated! 9-)
PeAcE
FexFX Dec 10, 2005, 10:10 PM I checked out the modders guide to Civ 4. I clicked on the Civ 4 Python API. There is a section called legends. One of those is Worldsizetypes. It look likes like this: WorldSizeTypes:
-1 = NO_WORLDSIZE
0 = WORLDSIZE_DUEL
1 = WORLDSIZE_TINY
2 = WORLDSIZE_SMALL
3 = WORLDSIZE_STANDARD
4 = WORLDSIZE_LARGE
5 = WORLDSIZE_HUGE
6 = NUM_WORLDSIZE_TYPES
This is the python syntax for worldsizetypes. It will still say FXHUGE when you load the game. This change to the map scripts will allow the scripts to accept FXHUGE as an option.
Allowing the world to generate like its supposed to do. Its a flaw with there Def GridSize formula(namely its in the dlls) which at the moment cant be edited to reflect worldsize names. I am trying to work on a python script to resolve this particular problem but for now to get an extra map size option
to work with those scripts type NUM_WORLDSIZE_TYPES into the scripts. One note Tilted Axis is a square map so h and w need to be the same. The other which is mirror has two sets of worldsize types. One set h>w the other w>h. Unfortunately adding an 8th map size is not workable just yet. Since you just use a seventh option that wont be an issue. Hope that helps. If not I will be updating my version 1 Xhuge and Giant mod to reflect this but there are 15 map scripts to change so itll take awhile.
Okay, I think I get it.
Wow, that's messed up that you can only add one map size tho!
So the "extra" map size then is "NUM_WORLDSIZE_TYPES"...and then the text tag in Wiorldsizeinfo renames it for the interface
gotcha.
damn now I wish I hadn't deleted all those maps I "fixed" a week ago since all that was wrong was the tag name. Yah, I had all fo the ratios down to multiples based no the original map sizes, so I made not of the H=W on the square maps, and the reduction to H in the Ice Age, etc etc...
BAH!
Stanque LeFeete Dec 11, 2005, 12:59 PM Thank you for the 1000 turn game. Please consider melding it with yours or others mods for more wonders-civics-civs-etc and so on. I play your mod exclusively, but for the life of me, I cannot add into your folder any other mod to co-exist for play.
FexFX Dec 11, 2005, 05:51 PM Thank you for the 1000 turn game. Please consider melding it with yours or others mods for more wonders-civics-civs-etc and so on. I play your mod exclusively, but for the life of me, I cannot add into your folder any other mod to co-exist for play.
Hmmm
I dont know why that would be.
As long as the other mods dont modify the same files they should work together just fine!
???:confused:
Also the next mod I am working on may not even have a mode smaller than 1000 turns...heck it may not have one as small as 1000 turns...
FexFX Dec 11, 2005, 11:25 PM Over 700 downloads between here and there!!
V. Soma Dec 12, 2005, 06:07 AM large map, noble:
in 1520 I am learning Rocketry, yet I am NO leader in tech!
Mansa Musa and Bismarck are just as good...
It wil be a difficult and big run for SS victory...
I am kind of weak in military, in gold,
in nearly everything I am plain mediocre...
We shall see...
V. Soma Dec 12, 2005, 10:03 AM 1600
I have my first tank.
I have bettered my treasury.
But Bismarck have finished Apollo in 1588!
I have now 14 more turns to reach that...
V. Soma Dec 12, 2005, 11:38 AM Heh, I won it (I was with the Incans)! :)
I don't understand Bismarck, why did not he attack me?
I was 7th in "soldiers".
Well, maybe because we had Def. Pact? :)
BTW I had not seen many units in his frontier cities...
Mansa eradicated Monty - but what was the use?
It all was to slow him down in the SS-race.
It was a good game, all the way down through my homelands vast jungles :)
FexFX Dec 13, 2005, 06:30 AM Whoa!
Looks like I've forgotten to look at a few places!
I have only been checking my download numbers between here and Apolytons complimentary thread!
I forgot to check the Apolyton Directory, and Filefront!
Adding those in this mod has been downloaded 1018 times!!!
:eek:
spankey Dec 14, 2005, 05:50 AM Just to clarify, I did replace the original game files, I didn't put them in any mod folder. I tried using both mod folders, but neither worked. I think this is a reasonable method as long as you're careful about backing up files, and accept that if anything goes wrong you'll need to do a reinstall. A small price to pay for using this mod ;)
I came back to say though, what a wonderful time I'm playing this mod :) I'm playing an epic grand game, large continents, with 5 AI factions and myself as Gandhi. I've found myself on a relatively small continent with the Romans. So far things are peaceful, and are likely to stay that way since we are all Hindus. Had an entertaining battle with the barbarians that I've almost finished defeating - they kept setting up home at places I wanted to build cities which is handy, less settlers to train :) Can't wait to see what the other continents look like.
So far, I think the pace of the game and unit production speed are perfect. Thanks for making this game a whole lot better for me.
I have the same exact problem as Strahka and Mattjek have had. Is there another approved solution that has been determined other than overwriting the game files?
FexFX Dec 14, 2005, 12:57 PM I have the same exact problem as Strahka and Mattjek have had. Is there another approved solution that has been determined other than overwriting the game files?
Nothing yet...I am seeing some other odd behavior while working on mods whihc leads me to believe that Civ needs another patch to stabilize its modability a bit...
FexFX Dec 17, 2005, 12:10 AM 666 downloads here at CivFanatics!
:devil: :devil: :devil:
Rocoteh Dec 17, 2005, 04:16 AM I just made a 5-star vote on this thread.
Its worth it!
Rocoteh
OTZ Dec 17, 2005, 05:03 AM To resolve the problem of researching some techs way too fast, I have merely modified the erainfo.xml file. Increasing the <researchpercent> has helped tremendously.
Great mod by the way!
FexFX Dec 17, 2005, 08:27 AM I just made a 5-star vote on this thread.
Its worth it!
Rocoteh
Thanks!
As soon as I finish my current run through, I am gonna work on the next revision.
This one should solve many of the small issues people have found.
FexFX Dec 19, 2005, 09:30 AM I have finished putting together the Sequel to this mod.
I am looking for some people to test out the tech rates before I release it.
PM me if you are interested!
FexFX--Bigger-&-Longer-II(v1.0) currently includes:
. .Enlarged FX Huge to 40x25.
. .Fixed map scripts to allow all map types to function with FX-Huge.
. .Re-balanced map size research modifiers to fix disparity in research levels.
. .Rebalanced Great People to allow research, project rushing, and culture to be proportional to extended game length.
. .Rebalanced Great People Cost to be more proportional.
. .Added 20 new Great Person names in each category.
. .Made minor modifications to research levels in each Difficulty Level resulting in slower research at all levels of play.
. .Modified Research modifiers by era to slow things down a tiny bit more in the late game. Industrial, Modern and Future have been changed.
. .Followed the proper schema for Tag naming and Help files this time.
. .Performed minor rebalancing of Barbarians. Should be a tiny bit harder now in FX-Epic and FX-Grand games.
. .Changed Main Interface screen to make Time and Year both be constantly displayed whether the clock option is checked or not.
. .Adjusted Camera Zoom behavior to allow for the larger map sizes and to make zooming take a few more steps to reach 90 degrees.
SethAdarion Dec 20, 2005, 12:09 AM heh, i thought it said FedEX at first look. I'm so brainwashed! :mischief:
Defectiv Dec 20, 2005, 01:37 AM Been playing my first full game on FX-Grand for a while now (pre v1.0 mod) but i must say, I LOVE IT!
This was just what civ needed! It's been my most fun civ game so far.
And the new version sounds even better :)
I think your mod will be the way to play for quite a while :) I mixed it with a few other mods like random events, lost wonders and lost units. cIV just became a whole lot more interesting :) Thanx to this great mod!
FexFX Dec 20, 2005, 07:10 AM heh, i thought it said FedEX at first look. I'm so brainwashed! :mischief:
I have learned to just overlook that, so common that it happens all the times in forums! So often people reply with all seriousness to "FedEx" I've even had people add a phantom hyphen in there "Fed-Ex"!
Heheh
My Last name is Fex.
I tinker with visual FX in 3d rendering as a hobby.
Mystery solved.
:P
FexFX Dec 20, 2005, 07:11 AM Been playing my first full game on FX-Grand for a while now (pre v1.0 mod) but i must say, I LOVE IT!
This was just what civ needed! It's been my most fun civ game so far.
And the new version sounds even better :)
I think your mod will be the way to play for quite a while :) I mixed it with a few other mods like random events, lost wonders and lost units. cIV just became a whole lot more interesting :) Thanx to this great mod!
Glad to hear you are enjoying it!
:)
Version 1.0 is looking for testers still, It's found two so far...the more the merrier!
The ONLY problem...is that you might not be able to mix as much with 1.0 as you used to...
The extra great person names for example modifies the Units file which makes it incompatible with anything else that modifies the units...
Defectiv Dec 20, 2005, 07:37 AM Glad to hear you are enjoying it!
:)
Version 1.0 is looking for testers still, It's found two so far...the more the merrier!
The ONLY problem...is that you might not be able to mix as much with 1.0 as you used to...
The extra great person names for example modifies the Units file which makes it incompatible with anything else that modifies the units...
Well after this game i'll try 1.0 for sure, should be within the week
I will start looking into the files to see how i can add stuff myself, wanted to understand it anyhow so i could start modding small stuff (like extra units) in future.
But your right, it wont be as simple to add them as it was.
FexFX Dec 20, 2005, 07:47 AM Well after this game i'll try 1.0 for sure, should be within the week
I will start looking into the files to see how i can add stuff myself, wanted to understand it anyhow so i could start modding small stuff (like extra units) in future.
But your right, it wont be as simple to add them as it was.
There are some interesting tools out there that allow you to find changes and merge files...
Do a search and you should find the tools needed...heck I kknow there are threads here and at Apolyton on just this subject!
Stratofortress Dec 24, 2005, 09:37 AM Does your mod work with the new v1.52 patch?
FexFX Dec 24, 2005, 09:53 PM 1.52?...
Huh?
OH MY GOD THERE'S ANOTHER PATCH!
!!!!
:)
:)
:)
Looks like a good one!
Must Grab asap!
YAY!
I'll have to recode my second mod I am sure, but it wont take long to do!
:)
A Game with REAL support!
Defectiv Dec 28, 2005, 03:56 AM And? Hows the recode coming :)
Ready to start a new game with your mod and test it :)
Innocence Dec 28, 2005, 05:58 AM FexFX - Bigger & LongerDoes that line actually work on a night out? :D
Looking forward to seeing the update - until then enjoy the holidays :)
Cropper Dec 28, 2005, 08:49 AM Is this mod still necessary? I was using it, but now with the new Marathon mode it looks like it might not be needed anymore? Are there still benefits to using this mod that we could be filled in on?
Defectiv Dec 28, 2005, 08:58 AM Yeah it is, Marathon has 1100 turns or something, but EVERYTING is slowed down, including unit production.
So all marathon is, is a REAL slow version of epic which is just a slower version of standard...
Thats not what we (i) want, i want more interesting early and middle wars, and with increased unit cost that doesnt change ...
FexFX Dec 28, 2005, 09:54 AM Is this mod still necessary? I was using it, but now with the new Marathon mode it looks like it might not be needed anymore? Are there still benefits to using this mod that we could be filled in on?
Definitely needed...
Marathon uses straight multiplication and simply sets all numbers to double what they were in Epic...this means everything takes twice as long to do!
The only non-linear change they made was in reducing the cost of of unit production in epic to 125% and then 200% in Mammoth. This does allow for more units, but virtually everything else is set to a flat 300%
Whats even more funny about this is that they changed the length of the "NORMAL" game speed from 440 to 460, so while 1200 used to be 300% of 440 it is only 260% of 460 and therefore 300% is a number without a rational relationship now.
:crazyeye:
Meanwhile back at the ranch, I am about to post the new version of my mod in this forum in a brand new thread...once you see the extent of the changes and the details of the changes in the new version of my mod I think you'll see that it is still alive and well!
:goodjob:
Caesium Apr 28, 2006, 02:45 PM Dunno, why no one asked before...
Will there be an update to 1.61.
Because with 1.61 they changed the speeds...
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