View Full Version : [MOD] Composite Mod by Exavier
Exavier Dec 13, 2005, 07:11 PM Composite Mod
by Exavier
This mod started as just simple changes I made for my own personal amusement but it seems that several people were looking for similar things so I decided to release it. This mod is a collection of changes including adding some units into the game that I personally missed (and others) as well as incorporating modifications other people have created as stand alone mods. After talking with a few people who tryed it originally I got some more suggestions and from there this has turned into a running project.
All the new units in the game are used by the AIs and this mode is also functional in a MP enviroment. Please note that this mod is probobly not considered balanced by a longshot but I am always looking for suggestions to improve it.
Credit for the individual parts of this mod are given to their respectible modders at the bottom of the changelog. I hope noone gets too mad at me for the borrowed content lol. Though there really are very few combination mods out there.
Updated Last: 01/20/2006
Current Version: v1.7
Language Compatability: English
Part Language Compatability: French, German, Italian, Spanish (Some interface options not finished yet)
Patch Compatability: v1.52
MP Compatability: Yes
Download Mod (2.931mb) (http://www.hyperimpact.net/downloads/Composite_Mod_v17.zip)
Download Mod (Normal Graphics Version) (http://www.hyperimpact.net/downloads/Composite_Mod_v17ng.zip)
Note: NG version may not be compatable with normal release for MP games. (Untested)
Current Version: v1.6
Patch Compatability: v1.52
MP Compatability: Yes
Download Mod (2.931mb) (http://www.hyperimpact.net/downloads/Composite_Mod_v16.zip)
Download Mod (Normal Graphics Version) (http://www.hyperimpact.net/downloads/Composite_Mod_v16ng.zip)
Note: NG version may not be compatable with normal release for MP games. (Untested)
Current Version: v1.5
Patch Compatability: v1.52
MP Compatability: Yes
Download Mod (4.210mb) (http://www.hyperimpact.net/downloads/Composite_Mod_v15.zip)
Download Mod (Normal Graphics Version) (http://www.hyperimpact.net/downloads/Composite_Mod_v15ng.zip)
Note: NG version may not be compatable with normal release for MP games. (Untested)
Older Version: v1.3
Patch Compatability: v1.09
MP Compatability: Yes
Download Mod (3.761mb) (http://www.hyperimpact.net/downloads/Composite_Mod.zip)
In case the above links don't work (My host killed me for bandwith usage) here is an alternate.
Alternate Download Location (http://civ4mods.loadedinc.com/) (No v1.6 yet)
Installation: Unzip this into the "civ4_install_folder\Mods\" folder. After thats done load the game, Go to the Advanced Menu, and choose Load a Mod. It will have the game reboot with the loaded mod. Then play as normal. For MP all players in game must have this mod.
Composite Mod v1.7
Patch Compatability: v1.52
MP Compatability: Yes
Full Language Compatability: English
Part Language Compatability: French, German, Italian, Spanish
Note: Applies to Unit/Tech names and Interface Options Only.
Note: Due to PC Issues Some interface options didn't get translated this release.
Installation Instructions:
1)Unzip this into the "civ4_install_folder\Mods\" folder.
2)Load the game.
3)Go to the Advanced Menu.
4)Choose Load a Mod.
5)Select Composite Mod v1.7.
6)It will have the game reboot with the loaded mod.
Then play as normal. For MP all players in game must have this mod.
Please Direct Comments and Suggestions to:
http://forums.civfanatics.com/showthread.php?t=147560
Bug Reports to: (Please include Mod Version, Language Version, Screenshots, Saved Game if needed)
compositemod@hyperimpact.net
-------==== Overview ====-------
15 Mods Merged
5 New Civilizations
26 New Units
3 New Buildings
31 New Techs
30 New Promotions
12 Gameplay Changes
7 Interface Changes
-------==== Planned Next Version ====-------
Changes delayed due to rushed release caused by PC issues.
-Translations Haulted at about 80% completion
New Unit/Building Names - Complete
New Technology Names - Complete
New Civilizations - Delayed
Interface Changes - Delayed (May have some translations from makers of those mods)
-Military Bases Mod
Delayed for testing purposes.
-Zuul's Promotion & Traits (Newest Version)
Delayed for time/testing purposes
-Ice Breaker Mod
Delayed for testing purposes
-New Technology Graphics
About half the new Technologies still lack graphic Icons
Delayed for time purposes
-Pedia Discriptions
Have to redo all Descriptions from previous version to make them more readable
Delayed to give me something to do while my PC is in the shop :(
-------==== Speed Changes ====-------
-Normal
Normal Speed
Turn Count Adjusted for Modified Tech Tree
Total Turns: 710
-Epic
Research Doubled
Normal Speed Construction
Turn Count Adjusted for Modified Tech Tree
Total Turns: 1400
-Marathon
Research Tripled
Normal Speed Construction
Turn Count Adjusted for Modified Tech Tree
Total Turns: 1700
-------==== Gameplay Changes ====-------
-Soldier Citizen
+1 Hammer
+1 Coin
+3 GPP (General)
-Agressive Trait
Added more types to the trait
-Global Warming
Has been disabled for now (I think)
-Unit Upgrade
~50% Reduction in Cost
-National Wonders
National Wonders per city increased to 3
-Unit Allegence
5% chance of unit changing sides instead of dieing in combat
20% chance of generating a Slave if Slavery Civic Enabled.
-Tech Conquest
When conquering a city you steal a random tech the enemy has that you don't
however you may not get the entire tech but part of it so it makes researching it easier.
-Holistic Culture
Added in Culture changes from Mylon's Mod to make culture a little more diverse.
NOTE: Due to these changes Culture Victory is MUCH harder.
-Tech Tree Rewrite
Added 31 New technologies to the game to provided expanded Industrial/Modern play
NOTE: Due to these changes Space Race Victory takes longer to achieve.
-------==== Interface Changes ====-------
-Unit Graphic Reduction
Reduced unit graphics by 30%
Excluded from "NG" version
-Building Demolition
While in City screen press ctr+D to demolish a building
-Score Graph
Added in the Proper Score Graph minus the research graph.
-Homegrown Clock
If clock is turned on it shows up next to the date instead of toggling between the two.
-Sevo's Pedia Modifications
Added Sevo's Pedia layout modifications
Includes Unit Upgrades Page to see how things upgrade
-Foreign Advisor
Added in a more useful Foreign Advisor screen set.
-Civ Attitudes
These are now displayed onscreen at all times in the Score chart.
-------==== Unit Changes ====-------
-Aegis Cruiser
35 Strength
Detects Submarines
Air Intercept 50%
Starts with Sentry 1 & 2
-Amphibious Assault Craft
10 Strength
5 Cargo Capacity (Land)
-Attack Submarine
Submarine
28 Strength
+200% attack vs Amphibious Assault Craft
+100% attack vs Transport
+75% attack vs Carrier (Non-Nuclear)
+50% attack vs Nuclear Carrier
+50% attack vs Battleship
+50% attack vs Dreadnaught
+25% attack vs Cruiser
+25% attack vs Cruiser (AA)
+25% attack vs Nuclear Submarine
-Battleship
25 strength
15% city bombard
-Bazooka
20 Strength
First Strike Immune
+25% hills
-50% vs Gun Units
+50% vs Armor Units
-Bomber
+50% Attack vs Melee/Mounted
-50% Attack vs Subs
+20% attack vs Carriers
Kills units now
-Camel Bi-Plane
Added from Lost Units Mod. (Strait Merger, Subject to change)
-Cannon
Tech requirements changed to Engineering and Gunpowder
-Cargo Plane
5 Cargo Capacity (Land)
Rebase Any Avalible City (Open Borders for allied cities)
-Carrier
20 Strength
5 Cargo Capacity (Fighter)
-Cruiser
30 Strength
30% air intercept
15% city bombard
-Cruiser (AA)
30 Strength
45% air intercept
15% city bombard
AA Zone of Control (Fires on nearby aircraft)
-Cruiser (AS)
30 Strength
20% air intercept
15% city bombard
+150% attack vs U-Boat
+50% attack vs Attack Submarine
+75% attack vs Nuclear Submarine
+150% Defence vs U-Boat
+50% Defence vs Attack Submarine
+75% Defence vs Nuclear Submarine
-Destroyer
20 strength
10% city bombard
10% air intercept
-Destroyer (AA)
20 strength
10% city bombard
25% air intercept
AA Zone of Control (Fires on nearby aircraft)
-Destroyer (AS)
Detects Submarines
20 strength
10% city bombard
1 Cargo Capacity (Fighter)
+100% attack vs U-Boat
+25% attack vs Attack Submarine
+50% attack vs Nuclear Submarine
+100% Defence vs U-Boat
+25% Defence vs Attack Submarine
+50% Defence vs Nuclear Submarine
-Dreadnaught
40 Strength
20% city bombard
-Great General
Discover Military Tech
Supercitizen +2 hammer +2 coin
COnstruct Military Academy (+2 xp at that city)
-Gunship
New Skin
-Howitzer
Upgrade from Artillary From Lost Units Mod. (Strait Merger, Subject to change)
-ICBM
Increased cost to 1000 Hammers
increase blast range to 2 (Don't get hit by one)
-Ironclad
Increased movement to 3
-Japaneese Zero
Nergal Industries UU
+50% vs Naval
-Jet Fighter/Fighter
Recon can spot Subs
Kills units now
-Kobukson
Korean UU
Replaces Caravel
+25% Withdrawl Chance.
-Mark V Tank
20 Strength
Starts with Pinch
-Nuclear Carrier
25 Strength
5 Cargo Capacity (Fighter)
-Nuclear Submarine
Submarine
32 Strength
5 Cargo Capacity (Tactical ICBMs)
+200% attack vs Amphibious Assault Craft
+100% attack vs Transport
+75% attack vs Carrier (Non-Nuclear)
+50% attack vs Nuclear Carrier
+50% attack vs Dreadnaught
+25% attack vs Cruiser
+25% attack vs Cruiser (AA)
-25% attack vs Attack Submarine
-Patriot Mobile SAM
28 Strength
70% Air Intercept.
-Privateer
5 Strength
First real wooden combat ship
-Ship of the Line
10 Strength
Upgrade from Privateer
-Slave
Randomly Generated Unit w/ Slavery Civic Enabled
Recieved from Combat
Can rush buildings and build improvements.
-Stealth Bomber
+50% Attack vs Melee/Mounted
-10% Attack vs Subs
+40% attack vs Carriers
+20% attack vs Battleships
Kills units now
-Tactical ICBM
Single square blast
200 Hammer cost
loadable on Nuclear Subs (designed to saturate SDI)
-Transport
16 Strength
8 Cargo Capacity (Land)
-U-Boat
Submarine
18 Strength
+200% attack vs Amphibious Assault Craft
+100% attack vs Transport
+50% attack vs Carrier (Non-Nuclear)
+50% attack vs Battleship
+25% attack vs Destroyer
+25% attack vs Destroyer (AA)
-Vulture
Sumeria UU
Replaces Spearman
2 First Strikes
+100% vs Mounted
-Zepplin
Early Airship from Lost Units Mod. (Strait Merger, Subject to change)
-------==== Building Changes ====-------
-Bomb Shelter
Reduced effectivness to 50%.
-Forts
Uses Fort Bonus 1,2,3 to grant extra bonuses to stationed units.
-Integrated Steel Plant
National Wonder (3 Limit)
Requires Factory
Provides two Steel Resorces
-Manufacturing Plant
Requires Power
Requires Factory
+100% Production
-Missle Silo
Required in city before said city can build ICBMs.
-SDI
Efficiency reduced to 60%
Cost raised to 2500 Hammers.
-Tree Nursery
Turns into a forest after 25 turns.
-------==== Promotions ====-------
-Accuracy II: +15% City Bombard Damage.
-Ambush II: +30% vs. Armored Units.
-Arctic Combat I: +20% tundra and ice defense.
-Arctic Combat II: +30% tundra and ice defense, double movement in tundra and ice.
-Attack I: +15% attacking.
-Attack II: +15% attacking.
-Attack III: +20% attacking.
-Charge II: +30% vs. Siege Weapons.
-City Raider IV: +35% city attack, +15% vs. Gunpowder Units.
-Combat VI: +15% strength, +10% heal friendly lands.
-Cover II: +30% vs. Archery Units.
-Desert Combat I: +20% desert defense.
-Desert Combat II: +30% desert defense, double movement in desert.
-Fieldsman I: +15% grass and plains (should have better icon and name).
-Fieldsman II: +20% grass and plains defense, double movement in grass and plains.
-Flanking III: +15% withdrawal chance.
-Formation II: +30% vs. Mounted Units.
-Medic III: Heal same tile +10%, adjacent +5%.
-Pinch II: +30% vs. Gunpowder Units.
-Sentry II: +1 Line of Sight
-Sentry III: +1 Line of Sight
-Shock II: +30% vs. Melee Units.
-Speed: +1 Movement for Mounted and Armor units (need Sentry III or Combat4).
-Exceptional: +15% strength, +5% withdrawal chance, heals +5% neutral lands.
-Extraordinary: +25% strength, +10% withdrawal chance, heals +5% neutral lands, heals +5% enemy lands, 1 extra first strike chance.
-Fort Bonus 1: +10% Strength, +10% Healing
-Fort Bonus 2: First Strike Immune, +1 Line of Sight
-Fort Bonus 3: +1 First Strike Chance, 10% Withdrawl Chance
-Hero: +35% strength, +15% withdrawal chance, heals +5% neutral lands, heals +5% enemy lands, 2 extra first strike chance.
-Legendary Hero: +50% strength, +20% withdrawal chance, heals +5% neutral lands, heals +5% enemy lands, 3 extra first strike chance.
-------==== Civilizations ====-------
-Sumeria: Mining, Agriculture: Vulture UU (Replaces Spearman)
Leader: Gilgamesh
Oranized, Creative
-Korea: Fishing, Hunting: Kobukson UU (Replaces Caravel)
Leader: Wang Geon
Agressive, Organized
Leader: King Sejong
Philisophical, Creative
-Nergal Industries: Fishing, Mysticism: Japanese Zero UU (Replaces Fighter)
Leader: Exavier Macbeth
Aggressive, Philisophical
NOTE: This Civ is the Mod Creators Custom Civ, AI Use is disabled (will interact though)
-Condoria: Mysticism, The Wheel: Fast Worker UU (Replaces Worker)
Leader: Overlord Condor
Philisophical, Spiritual
NOTE: This Civ was created for The_Condor for his help with testing, AI Use is disabled (will interact though)
-Sinful Order: Fishing, The Wheel: Keshik UU (Replaces Horse Archer)
Leader: Sinner Dragoon
Aggressive, Financial
NOTE: This Civ was created for Sinner Dragoon for his help with testing, AI Use is disabled (will interact though)
-------==== Mods Incorporated ====-------
-Lost Units
-Great General
-Building Demolition
-Promotion & Traits 0.4
-RealFort
-Sevopedia v1.91
-Unit Upgrades Pedia Mod
-Exotic Foreign Advisor v0.93
-Tech Conquest v0.3
-Holistic Culture v0.32
-Proper Score Graph v1.8
-Homegrown Simple Game Clock Mod
-Show Attitude Mod
-Sumeria Civilization
-Korean Civilization
-------====Credits & Thanks====-------
-Exavier (me)
Composite Mod
-Kolyana
Testing
-The Condor
Testing
-Sinner Dragoon
Testing
-Frontbrecher
Lost Units Mod
-Snaitf
Great General Mod
Building Demolition Mod
Unit Allegence Mod
Show Attitude Mod
-TheDarsike
Building Demolition Mod
-Arkeide
Building Demolition Mod
-Rezaf
Forestry Mod
-Zuul/Uthar
Promotion and Trait Mod v0.4
Tech Graphics: Automatic Weapons, Radar, Telephone
-Bhruic
RealFort v0.4 Mod
Tech Conquest v0.3
-Mylon
Holistic Culture
-Sevo
Sevopedia v1.8
-Vovan
Unit Upgrades 'Pedia Mod
-Requies
Exotic Foreign Advisor Mod
-LittleRedPoint
Slave Generation w/ Unit Allegence Mod
-ulfn
Proper Score Graph
-Homegrown
Simple Game Clock Mod
-Jecrell
Korean Civilization
-Monkspider
Sumeria Civilization
-Rhyes
Flag Graphics Pack
-krowtrobot
Japaneese Zero Skin
-feando
Gunship Reskin
-MeteorPunch
WW2 Destroyer Skin
WW2 Battleship Skin
WW2 Transport Skin
-Thalassicus
Tech Tree Ideas
-TheBladeRoden
Tech Tree Ideas
Comming Soon
JohnSearle Dec 13, 2005, 07:27 PM You're right, it's exactly what I was looking for! I'll be trying it out on my next game. :)
Marshall Thomas Dec 13, 2005, 08:24 PM First of all, thanks for the fantastic mod.
I understand that the epic speed mod doubles research time- and production time is twice as fast. But does production run on normal or epic?
Also, have planes been modded to be able to sink ships?
Exavier Dec 13, 2005, 08:37 PM First of all, thanks for the fantastic mod.
I understand that the epic speed mod doubles research time- and production time is twice as fast. But does production run on normal or epic?
Also, have planes been modded to be able to sink ships?
Basicly Normal and Epic speeds in my mod are the exact same with the exeption that research costs are doubled.
Example:
Normal Game
-10 Turns to research Meditation
-15 Turns to build Settler
Epic (modifyed)
-20 Turns to research Meditation
-15 Turns to Build settler
what this does is let you play the equivilent of a normal game with extended battles in the various eras. The reason I modified the epic setting is so that Normal stays the same in case you wanted to play a faster game research wise. :)
And yes all planes exept the WW2 fighter can kill units (ships, tanks, infantry)
The Condor Dec 13, 2005, 11:13 PM I just downloaded it and installed it and it looks great:goodjob:!
calyth Dec 14, 2005, 01:54 AM Personally for the subs, I'd put +50 vs carriers +75 vs battleship, but I don't konw a thing about balance issue.
Time for me to try a archepelago (sp?) map.
V. Soma Dec 14, 2005, 03:55 AM Well, but then how many turns is the epic and the normal speed
- are they the same?
Exavier Dec 14, 2005, 09:26 AM I left the actuall turn counts alone so Epic speed has the same turn counts as it does in Vanilla. Normal is the same settings as vanilla. I honestly am not sure if you can finish all the techs on my Epic setting as i have yet to finish a game with it yet :P
So if you can't let me know and i will extend the turns :P
The reason I did the bonuses on the Subs the way i did is to make ppl protect their carriers and transports more. Atm the Battleship is still the strongest naval unit in the game and with the bonuses I gave aircraft and submarines they already die fast enough :P
JohnSearle Dec 14, 2005, 09:58 AM This (http://forums.civfanatics.com/showthread.php?t=147070) might be a good inclusion into this great pack... :)
Exavier Dec 14, 2005, 10:06 AM I agree... I am watching it quite closely but I think i might wait to see if he gets the slave thing working first.
Aeon221 Dec 14, 2005, 11:23 AM Hrmph. I approve mostly.
I disagree with giving aerial units the ability to eliminate ground units. Redline them, by all means, but kill, no.
Too many examples from history (and current day) of this simply not being the case.
However, aerials blowing up ships: A-OK.
*Question: Is this compatible with the mod that adds promotions? Forgot what the little bugger is called, but I really enjoy having a specialized Desert Corps, etc.
*Question: How likely are you to research all the techs by the end of a normal game with this mod (assuming reasonable difficulty settings)?
*Suggestion: Add the Install directions to the Readme. Might as well, since you have everything else in there :P
*Suggestion: Make the choppers compatible with RRs if possible.
I have downloaded your mod. It is, for me at least, well on its way to becoming the Rhye's Mod of cIV... unless Rhye makes a mod :P
Exavier Dec 14, 2005, 12:27 PM Hrmph. I approve mostly.
I disagree with giving aerial units the ability to eliminate ground units. Redline them, by all means, but kill, no.
Too many examples from history (and current day) of this simply not being the case.
However, aerials blowing up ships: A-OK.
*Question: Is this compatible with the mod that adds promotions? Forgot what the little bugger is called, but I really enjoy having a specialized Desert Corps, etc.
*Question: How likely are you to research all the techs by the end of a normal game with this mod (assuming reasonable difficulty settings)?
*Suggestion: Add the Install directions to the Readme. Might as well, since you have everything else in there :P
*Suggestion: Make the choppers compatible with RRs if possible.
I have downloaded your mod. It is, for me at least, well on its way to becoming the Rhye's Mod of cIV... unless Rhye makes a mod :P
Well the problem is you can't make aireal damage unit specific. At least that i have found. Its eather kill all units or kill no units. Personally i'd rather have them kill all to force ppl to bring AA units with their battle stacks...
Q1 - You have to be a little more specific as I am not sure what mod your talking about. However I am not very good with python exept when it comes to merging scripts so I honestly wouldn't know if it would work untill I tryed. (which i would if i knew what mode you were asking about)
Q2 - Normal game with this mod is just like playing a Normal game without the mod. I didn't make any changes to the Normal Speed settings. I did rewrite Epic Speed so that if you wanted a longer game with more battles between techs you can have them. I am not sure if you can research all the techs by 2050 under this setting as I have never gotten there (keep making changes). I am hoping someone who lays it can let me know if it needs adjusting :P
S1 - Will do that... guess i left that out a little. Actually i had to edit the instructions into this post because they were an afterthought.
S2 - What do you mean by make Choppers compatable with RRs? Not sure i know what an RR is off the top of my head :P
Aeon221 Dec 14, 2005, 05:11 PM Your mod seems to work fine with the fort mod, but it has a HUGE issue with the Gilgamesh mod. In fact, it causes units on Wooded Hills to have a -8739487239847982% defense. I generated that number randomly, but it is eerily close to the actual number.
Needless to say it bothers me muchly!
RR: Rail Roads... good thing I didn't say ATAR (All terrain as roads) :P
Currently the Helicopter Units (In vcIV) do not gain a bonus from RR. Which is kinda stupid, considering.
Its forum slang, thats all.
http://forums.civfanatics.com/showthread.php?t=142086 (Promotions mod I mentioned before)
I have a seemingly successfully merged mod of the three, but the Gilgy mod seems to be buggering the situation... I'll just delete what I think is safe to delete and re-install the essentials.
Exavier Dec 14, 2005, 06:50 PM hmm you got the realfort mod to mesh with mine? I been trying to figure out but the copy i have seems to go in the My Documents\MyGames\ect area and not in a \Mods\ forlder... So i am having trouble figuring out how to add it in... I know very little about python so thats probobly my issue.
I can merge them if they share similar directory setup but other then i have trouble with it :P
Not sure what the Gilga mesh mod is... guess i need to look that one up :P
As for heli's working with RR I'll have to look into it a little and see what i can do with it. I'll also take a look at the promotions mod and see if i can use anything from it.
EDIT: Definatly going for the promotions mod :P
Aeon221 Dec 14, 2005, 07:32 PM Heh, I knew you would like it!
The guy who did it had some sick ideas, and it was HORRID that they were getting lost on page two. The Gilgamesh Civ has caused me no end of trouble, but I think I am finally fixing it all. Apparently it overwrote the mesh I had, so I'm working on fixing that. Next time I install it, its going into a different directory...
Right now I have your mod and the RF mod meshed (not 100% if it works still yet, but I'm gonna test and rw it til it does.)
Exavier Dec 14, 2005, 08:52 PM Yea I think the RF mod is gona have to wait on being implimented... I have been made aware of some very serious mistakes I have made dealing with my changes to nukes as well as the Great General Mod I converted in lol.
It looks like i am gona have to work on getting an update out asap before i can make very many more additions. Then again this is what testers are for and I could use a few more :P
Other then that the Mod does work (so as not to discourage its use).
JohnSearle Dec 14, 2005, 09:12 PM Yea I think the RF mod is gona have to wait on being implimented... I have been made aware of some very serious mistakes I have made dealing with my changes to nukes as well as the Great General Mod I converted in lol.
It looks like i am gona have to work on getting an update out asap before i can make very many more additions. Then again this is what testers are for and I could use a few more :P
Other then that the Mod does work (so as not to discourage its use).
And what serious mistakes might those be?
Exavier Dec 14, 2005, 10:28 PM And what serious mistakes might those be?
Well when I Combined the Great Generals mod into mine I forgot to transfer over the Building information so nothing allowed you to set Soldier Specialists and none of the wonders generated Great General GPP :P
I also had a few unit discription redirectors set wrong that seems to have generated 2 of the exact same ICBM in the build menu instead of 2 different types :P
Will have a new version within the next day or so as i want to make sure i got it right this time :P
Exavier Dec 14, 2005, 11:57 PM Ok I got those bugs worked out and also added in the current versions of the Promotion & Traits mod as well as the RealFort Mod.
I am still missing discriptions on several of the units but I will get those added soon. For now i been trying to get more gameplay content incorporated into it :P
New Version (1.2) is now downloadable from the first post, Changelog has been modified to have all changes to date.
Feedback always welcome.
The Condor Dec 15, 2005, 12:14 AM I downloading it as we speak and will continue to test your mods for you Exavier. A few concerns:
How do you get the tree nursery? And how do you use it?
You made a slight typo in the Great Generals capabilities;).
Did you fix that nuke problem I told you about?
Do Great Generals work now?
You should have a "changed from last mod" or "corrected errors" part to IMO.
Also, should I just delete the old mod to open up room for my memory since I don't need it (but after I finish my current game of course:)).
Aeon221 Dec 15, 2005, 12:30 AM I tinking that the Diplo and Domestic advisor mods are starting to look reaaaal good... the diplo could use some time to ferment and settle, but the Domestic one is almost done.
Maybe they would be good additions for next update?
Ad Hominem Dec 15, 2005, 03:05 AM Very good fusion mod, my congrats. But as a pre-gunpowder era warfare fan, I must ask why you didn't include the Lost Units for those ages and only got into modern ones? Would be great if you would in your next version, although you'd have to tamper with the techtree a bit to make them appear in a reasonable timeframe (as they are now they are quite useless and overlapping with other contemporary units - I am talking about hypaspist and cataphract).
Exavier Dec 15, 2005, 09:15 AM @Condor - Typos are expected send me a PM with where it is and i will get it fixed, Nuke problem has been solved (at least it works in the 5 games i tested it). Tree nursury is a worker iimprovement, though i can't remember what tech it requires. Great Generals/Soldiers do work now. I didn't do a changes from last mod because I didn't want to make my changelog too long, mainly because as i slightly tweak things i'd end up with so many duplicates i could tripple the document/posts size in about 3 versions :P
@Aeon - Yea i am going to have to look into it now that I got the stuff at the top of my list added into the mod :P
@Ad Hominem - Well the Lost Units Mod was combined when I actually considered this a private modification (before deciding to distribute) so I had only copied over units I knew I would use. Now that a new version of Lost Units has been released I am going to go back and fill in the gaps a little bit. Plan for it to be in the next version :)
The Condor Dec 15, 2005, 10:11 AM Hey, I thought of a good mod to add. There is some time mod that displays how many turns you have left in the game from the beginning and stuff by Tubby Power or something that is supposed to rock. Maybe you could add that in:). Also, should I delete my old mods of yours to make room for the new ones?
Exavier Dec 15, 2005, 10:19 AM hmm might look into it.
Also yea i'd say just overwrite the old version... after all how many things did i have broken in it? :P
Condor could you do me a favor? play a game with Time Victory only enabled on my modifyed Epic speed (and possibly no tech trading) and see if you can complete the tech tree before you hit year 2050 AD... I been wanting to see if i need to adjust the turn count for Epic lol
The Condor Dec 15, 2005, 10:23 AM I will try (I have never played a normal game before let alone an epic[my attention span is to short]). Also, what is the tech needed for tree nursery and can I plant it on deserts:)? Also, I doubt it. I think I will get to.... the Renaissance:crazyeye:.
Atlantean Dec 15, 2005, 11:57 AM Exavier - I always play on epic (with only time victory) and I'm doing so right now with your mod. I think I'm close to 1000 ad and so far the techs are moving along pretty good. The only thing is the AI seems a lot less advanced than it usually is (not that I'm complaining); overall I like the balance. The AI doesn't get too smart too fast. (Difficulty level Noble)
Kolyana Dec 15, 2005, 12:31 PM 22 additional promotions? What are these exactly?
Exavier Dec 15, 2005, 01:05 PM @Condor - I am not sure what tech is required for the tree nursury as I more or less merged that mod in then forgot about it till i was testing something else... It does have a pedia discription that should say :P Also since it is an exact merge of the mod I am not sure if it supported building on deserts by default but I will look. If i can (and it can't) I think i will change it so it can to make use of those desert squares :P
@Atlantean - I have noticed that the AIs slow down a little too. I think i know what it is as well though if i change it then it will make Normal games in the ancient erra very fast. Mainly I think it has to do with what techs the AIs research. Because the earlier techs take longer to aquire yet everything else doesn't take long (building units) you end up with the AIs waiting on a tech and not doing anything else early game.
To fix this i could go back in and reduce the cost of those Ancient Era techs but like i said the way its modified if i did that then if you were to play on a Normal game then you would be able to research all the Ancient Era techs before the first wonder is built (and I am talking to about Mathmatics tech wise). I can do this easily but I would like other ppls opinions on it before I do.
@Kolyana - The new promotions are all listed in the changelog on the first page under the Promotions catagory :P
The Condor Dec 15, 2005, 01:13 PM The new promotions rock:goodjob: and I am a chieftain game with your mod (I wasn't in the mod for an all out brawl with a new mod) and the soldiers work very well. I have seen no glitches I can report but I still am in the beginning of the modern era (no nukes yet:(). I love it now but I still have not reached nukes so I cannot complete my report but good job and please think about adding that mod I talked about because that would help morons like me who don't know what turn it is at any time (except with 100 left:D). I have experienced literally no slow downs and the new stuff is perfect so once more :clap::goodjob::clap:!
Atlantean Dec 15, 2005, 01:21 PM Exavier - Didn't mean to imply that the game was too slow. I LIKE the tech progression speed so far and I doubt I'll ever even play a game on normal. I like long games, that's why I only play with the time victory. It's all about development and war for me, I don't much care about winning and losing. I like to build big civs with big armies and fight big wars (with lots of units). So I'm really looking forward to getting to the modern era with this current game so I can try out some of your units.
Exavier Dec 15, 2005, 01:27 PM hehe I like long games too thats why this feature is in the game. I just think that the early era is slowing the AI down a little bit more then I expected. But I will leave it as is for now unless i get several ppl who want me to adjust it :P
The Condor Dec 15, 2005, 01:30 PM @Atlantean The best units entering the modern/industrial era are the MarkVII tanks. The second you get them use them on another civ because:A.They are cheap.B.They have twenty strenght and pinch really earlier in the game and the pinch is great against infantry and riflemen which will probably the unit of choice for the AI's slower in pace than you.C.They have two movement and have good promotion options so you can customize them for all situations and the new promotions are great with them. The epic is incredibly nice because you actually get to use all the units in the game where as with the normal game or quick game (or any of the vanilla speeds for that matter) are too fast to enjoy all the units. It may start out incredibly slow but after a while it gets into a really great tech speed that is impossible not to enjoy (I think I now am going to always play epic games:D). Also, the other new units are incredibly rad too.
Exavier Dec 15, 2005, 01:39 PM @Atlantean The best units entering the modern/industrial era are the MarkVII tanks. The second you get them use them on another civ because:A.They are cheap.B.They have twenty strenght and pinch really earlier in the game and the pinch is great against infantry and riflemen which will probably the unit of choice for the AI's slower in pace than you.C.They have two movement and have good promotion options so you can customize them for all situations and the new promotions are great with them. The epic is incredibly nice because you actually get to use all the units in the game where as with the normal game or quick game (or any of the vanilla speeds for that matter) are too fast to enjoy all the units. It may start out incredibly slow but after a while it gets into a really great tech speed that is impossible not to enjoy (I think I now am going to always play epic games:D). Also, the other new units are incredibly rad too.
You forgot to mention that upgrading the Mark V Tanks to the newer tanks later on can be benificial because the Mark V and the other tanks have different set of free promotions. So if you build a Makr V you get Pinch then upgrade to get... forgot the name but gives them multiple attacks. Plus all the other promotions you give them along the way :P
BTW Next version I plan to update has a reduction in upgrade costs included into it. But thats a cpl days away too. maybe mid weekend :P
Atlantean Dec 15, 2005, 01:43 PM @Condor - Thanks for the tip, I'll definitely try it. You're right about actually getting to use all the units now. My first few games (pre-patch and pre-mod) I never got to use knights, or catapults, I barely even got to use Panzers (I almost always play as Bismarck). So far in my current game I've already fought a successful war with just ancient and medieval units, very cool.
P.S The addition of the "Bombard" option to the catapults was GREAT!!!!!
The Condor Dec 15, 2005, 01:47 PM Your welcome. Yeah, I almost always play as Saladin and finally got to enjoy those camel archers (unfortunately for Tokugawa he didn't) with the new epic.
JohnSearle Dec 15, 2005, 02:05 PM @Condor - I am not sure what tech is required for the tree nursury as I more or less merged that mod in then forgot about it till i was testing something else... It does have a pedia discription that should say :P Also since it is an exact merge of the mod I am not sure if it supported building on deserts by default but I will look. If i can (and it can't) I think i will change it so it can to make use of those desert squares :P
If your going to allow the desert to be changed then perhaps you should do it the same as farmland... You can only produce a nursery on desert tiles next to an irrigated plot. Seem rather absurd to state that I could go into the desert and start planting trees and expect it to produce a forest, since of course it lacks water :p
-- John
madmaven Dec 15, 2005, 02:05 PM I think this looks really great, Ex. I'm going to try it out.
Maybe there should be a difference between a nuclear balistic missle sub and a nuclear attack sub?
I'm glad you put the privateer unit back in.
The great general is a great idea.
Have you thought about modding in the fanatic unit from previous games, maybe make them more terrorist like? (lower happiness, destroy buildings, stealthy..)
How about a radar building in cities or on borders? Sort of like the fort? If a plane gets spotted by radar it has a higher chance of getting intercepted? Stealths of course would be immune to this. Maybe workers could get this capability with radio?
Another worker build: maganot line. ;) Comes with machine gun? The ability to build a line of super forts (which the Germans would go around anyway but it would be fun)
Is it possible to get rifled units to "dig in"? I don't know if this is currently in the game or not. This would be useful for every gunpowder unit. Tanks would be immune to it.
Exavier Dec 15, 2005, 02:14 PM @JohnSearle - hehe I may just do that after all it makes sence... maybe make it like the farms to where irigation carries farther sou you could cover an entire desert as long as as it links to a river :P
@madmaven - Right now the only differences between Submarines and Nuclear Submarines is about 4 strength and bonuses vs eachother (the bigger sub has a negitive bonus when trying to shoot the smaller one and the smaller one is better at shooting the bigger one). I might make more changes later to submarines but they are pretty evil as they are now :P
Credit to the Great General goes to Snaitf. He created it originally and I just merged that into my mod. :P
I honestly never seen the Fanatic unit as I don't remember seeing it in Civ3 and i never played anything older then that. Though I may see if i can track it down. I think i have seen it in the changelogs of other mods.
Atlantean Dec 15, 2005, 02:37 PM @Exavier - Too bad you never tried Civ2 (that had fanatic units). It also had a cool units called "Partisans" (I don't remember all the stats) which could be built but the best thing about them was that a certain number were automatically generated when you captured a city (they would appear in random tiles around the city and act as insurgents). It was a cool feature as it added more realism to war, afterall not everyone is going to go quietly home and accept the new regime after they are conquered; some are going to go into the hills and become guerilla fighters (It also happened when the enemy captured one of your cities).
Just something to think about when you are upgrading your mod.
Aeon221 Dec 15, 2005, 02:39 PM @Madhaven: Radar towers are not currently moddable. Definitely not in the way you mean; that would require a rebuild of the base combat code for air units, which is currently hard code.
AFAIK, there are no real fanatic skins available, but putting them in as it was done in Rhye's mod is always something to think about.
You can build your own Maginot Line... just put a ton of forts on your border.
@Atlantean: There is a Rebellion mod out there by Trip, you can always hunt it up and mess with it if you want.
Playtest report: I think upping ship moves slightly is in order (at least with the earlier ships) as they really are a tad too slow. Perhaps +1 move for ancient (galley, workboat), +2 for Sail (frigate, privateer, etc) and Moderns (except ironclad, which would get a measily +1).
Privateer should be renamed. Perhaps switch the graphic with the Galleon graphic, rn it to War Galleon, an remove the 'ignores culture borders' tag.
The Condor Dec 15, 2005, 02:45 PM I like the ships the way they are. Just give them navigation or the circumnavigation bonus if you can get it.
Exavier Dec 15, 2005, 02:45 PM @Atlantean - hmm could be done with a little python editing i am sure. But beyond merging other ppls mods with mine I have little to no experience with python. Will have to see if i can find someone who might want to mod it for me. Cause i definatly wouldn't mind adding something like that :P
@Aeon - I've thought about making ships move faster but atm I am undecided on the issue. IMO its hard enough to intercept them as it is (and I play on island maps). I don't like the idea of making them fast enough so that when War is declared from outside your borders they can imediatly get to landing point of their choice and drop before you have a chance to take the transport ship out. I know the modern transport can do this but i am not fond of having the earlier ones able to. As for the Privateer I probobly should take the ignore borders tag off (forgot it was on there as that came out of the Lost Units Mod).
The Condor Dec 15, 2005, 02:47 PM Maybe you could just go on google and look up "editing python" or something or I am pretty sure there is a book somewhere on how to do it. Also there probably is some site dedicated to editing python that if you are nice enough can show you how to do it.
Kolyana Dec 15, 2005, 02:55 PM Playtest report: I think upping ship moves slightly is in order (at least with the earlier ships) as they really are a tad too slow. Perhaps +1 move for ancient (galley, workboat), +2 for Sail (frigate, privateer, etc) and Moderns (except ironclad, which would get a measily +1).
.
Not sure I agree with this ... in my current game (no mod) my modern destroyers are moving NINE squares ... that's a fair zip ... and they have the ability to upgrade their movement through promotions. Adding to this (on any age and technology) seems iffy ... it did, after all, take months and years to sail around the world in frigates and such.
Kolyana Dec 15, 2005, 02:56 PM @Atlantean - hmm could be done with a little python editing i am sure. But beyond merging other ppls mods with mine I have little to no experience with python. Will have to see if i can find someone who might want to mod it for me. Cause i definatly wouldn't mind adding something like that :P
.
I've been programming for years and Python is a walk in the park. I could look at something for you, if you like.
Exavier Dec 15, 2005, 02:58 PM I've been programming for years and Python is a walk in the park. I could look at something for you, if you like.
if you could please do :)
Kolyana Dec 15, 2005, 03:01 PM West Point ... what was hte logic behind making it's XP bonus global? Considering that West Point is a training academy, it seems realistic that the units that are trained htere come out with more experience.
The Pentagon is not a training academy, it's more of a global intelligence agency, research facility for the military, hence it provides it's capabilities and bonuses to all military personnel (global effect).
I - personally - disagree with making West Point a global affect. How would I undo this in your mod?
Kolyana Dec 15, 2005, 03:04 PM @Exavier - Too bad you never tried Civ2 (that had fanatic units). It also had a cool units called "Partisans" (I don't remember all the stats) which could be built but the best thing about them was that a certain number were automatically generated when you captured a city (they would appear in random tiles around the city and act as insurgents). It was a cool feature as it added more realism to war, afterall not everyone is going to go quietly home and accept the new regime after they are conquered; some are going to go into the hills and become guerilla fighters (It also happened when the enemy captured one of your cities).
Just something to think about when you are upgrading your mod.
Let me look at this ... I'm sure capturing a city triggers an event, so let me see if it can then create/spawn units and sprinkle them around the city.
Question: Should these partisans be under the original city owners control? (I forget how they used to work now).
Do we need to create a new unit for this? Surely partisans in the ancient era are going to have different stats from partisans in the modern era?
The Condor Dec 15, 2005, 03:05 PM @ Kolyana 1 Yeah, or maybe just give the West Point city the five and the rest one extra point or something. It does kinda affect wars towards the end game in a major way because the first one to get it can instantly crank out troops with two promotions to go and even a third with Pentagon so it is pretty unfair... until the enemy gets it then it is alright:).
Exavier Dec 15, 2005, 03:14 PM West Point ... what was hte logic behind making it's XP bonus global? Considering that West Point is a training academy, it seems realistic that the units that are trained htere come out with more experience.
The Pentagon is not a training academy, it's more of a global intelligence agency, research facility for the military, hence it provides it's capabilities and bonuses to all military personnel (global effect).
I - personally - disagree with making West Point a global affect. How would I undo this in your mod?
Well the main reason I did it was because the Special Building you can get with Great Generals provides +3 xp at said city. Also I had always found it annoying that West Point was a national wonder with a city specific bonus because my main unit production city always got Iron Works and Heroic Epic (I think) so I never had any reason to build West Point as it never would effect any units I built.
If I keep it global maybe i should reduce it to +2 xp but I can change it back to city specific if thats what popularity wants. If you want to change this in your game by editing \Assets\XML\Buildings\Civ4BuildingInfos.xml. Find West Point and change the Global Xp Modifyer (i don't know exact phrase offhand) to 0 and the Xp Modifyer thats a line or 2 above it to 4 and that will set it back.
Tomyris Dec 15, 2005, 03:52 PM Ah this looks fantastic; I've downloaded it in anticipation of getting the game this Christmas!
A few little requests:
-I too think West Point should only improve experience in the city that it is built.
-I don't suppose you can mod paratroopers in, but I have little knowledge of the modding limits in this game.
-Would it be at all possible to lessen the damage done by tactical ICBMs and remove the diplomacy penalty to create Cruise Missiles? And also, you'd have to still be able to build them when the UN declaration against the proliferation of nukes is passed...and they'd have to have a short range...can you even mod the range? If you can, tactical nukes with limited range would be cool too!
Many thanks,
Tomyris
Exavier Dec 15, 2005, 03:58 PM hmm guess popularity is going to rule on West Point lol... guess I will change it back for the next version.
@Tomyris - I can make a unit called paratroopers but I am not sure if its possible yet to get the Airdrop type ability. As for the Tactical Nuke and Cruise Missles I don't think atm there is any way to do that. Even with my tactical nuke it can be launched aginst anything globaly. The problem is that everything attached to the Nuke (exept the unit itself) is hardcoded. I can't modify Damage, Fireing Range, or Diplomatic Penalties for them... at least that i can find :(
EDIT: Well I found the line that determines how many National Wonders a city can build... Would any of you mind if i turned it to 3. then i can set West Point back to defaults and feel comfortable that I will be able to make use of it :P
Might also allow specialization of cities a little more.
Kolyana Dec 15, 2005, 05:54 PM I have no problem with 3.
JohnSearle Dec 15, 2005, 09:03 PM Doesn't bother me..
Is there a way to limit the amount of World Wonders produced in a single city? Whenever I'm industrious I end up getting one city producing every world wonder as soon as its available... It might be a good limiting factor for the industrious nations to have to spread out their productions. The one game I ended up producing all but 3 of the WW and getting something like 150 great person points a turn.
-- John
The Condor Dec 15, 2005, 09:08 PM Are you serious:dubious:? Why would you want to limit wonders in a city:eek:? No offense but that is one of the stupidests requests for a mod I have ever heard:crazyeye:!
Exavier Dec 15, 2005, 09:22 PM Doesn't bother me..
Is there a way to limit the amount of World Wonders produced in a single city? Whenever I'm industrious I end up getting one city producing every world wonder as soon as its available... It might be a good limiting factor for the industrious nations to have to spread out their productions. The one game I ended up producing all but 3 of the WW and getting something like 150 great person points a turn.
-- John
Actually I can edit 1 line of code and put a limit on WW just like on the NW. But i am not going to do it.
What I am thinking of doing is killing the Industrious Trait and changing it to the modded version that seems to have gotten popular. Basicly it makes Industrious Trait give +1 Hammer if the square already produces hammers sorta like what the Financial Trait does for coin :P
Also in the next update I need to make some changes to Great Generals. Basicly the default Mod when i merged it gave the soldier specialist so early in my current game I have had 5 Great Generals before i built my first military unit. (I had 3 wonders assisting in the GPP) But with barracks in every city I was pumping out triple promoted axemen (Agressive Trait + 2 XP Promotions from the free Barracks/Military Acadamy XP)... Needless to say Montazuma got his butt handed to him quickly :P
Aeon221 Dec 15, 2005, 10:26 PM The argument about WP is foolish. In the real world, do leaders trained in WP serve only in New York regiments? Poppycock!
While I agree that +X moves seems unbalancing, I would like to advance these points for consideration:
1) Magellan took 3 years to circumnavigate dear Terra, despite losing all but 20 men (he died) and one ship. In unexplored and disease filled lands.
2) It takes _centuries_ to duplicate this feat in cIV.
3) In the ancient era, roads > ships. This is wrong. A Roman Legion could move 15-20 (25 was not unheard of) miles a day (allowing for road and weather conditions, supply constraints, and urgency). They were known for their speed. A trading galley could make 100+ miles in a day, and there were voyages where 180 miles were covered in a single day.
If you compare to unit speeds, thats anywhere from 7-9 squares...
http://college.hmco.com/history/readerscomp/ships/html/sh_066900_olympias.htm
I'm asking for a minor increase in speed to make this unit a little more relevant in game. Considering that we are no longer able to transport hop, _something_ needs to be done for this poh lil munchkin.
calyth Dec 15, 2005, 11:36 PM Just out of curiosity. Was the Tree Nursery already built into the game but just locked?
Aeon221 Dec 16, 2005, 12:04 AM No, its the workshop graphic with maybe a different skin and a bit of coding... as far as I know...
Tomyris Dec 16, 2005, 12:50 AM Ah thanks for the answers!
I think the Inquistor mod would be good for inclusion in your mod: http://forums.civfanatics.com/showthread.php?t=142337
And also, it's only small, but adds to the realism: http://forums.civfanatics.com/showthread.php?t=145587
Thanks again!
calyth Dec 16, 2005, 06:17 AM No, its the workshop graphic with maybe a different skin and a bit of coding... as far as I know...
Hm.. Ok.
I'm playing this archipelago map that being able to put forests near a city that's really short on production would really help. Don't have to worry about losing the one food for the workshop is great.
Atlantean Dec 16, 2005, 08:05 AM @Kolyana - For the questions concerning the Partisan unit I checked out the data on this site about civII.
The Partisan became available when you discovered the "Guerilla Warfare" tech, so no ancient partisans (rational for this could be that in ancient times dissenters were simply executed or lacked sufficient organization to mount a meaningful resistance). I suppose for civ4 I would make them available after "Communism" at least.They had half as much offense as marines and slightly less defense (I don't know exactly how this would translate to Civ4, I guess they would be close to standard Infantry, i.e not mechanized). and they would be under the control of the city's original owner.
Their special features were they ignored enemy zones of control (not applicable to civ4, however I suppose there could be a way to mod this so they can enter enemy territory like spies but not be concealed or they simply will be automatically removed after resistance in the captured city had ended). Their other feature was they treated all terrain like roads, basically a 1/3 movement bonus.
Hope this helps and I'll be interested to see if anyone can create a mod that reproduces this old cool feature.
Xavier Von Erck Dec 16, 2005, 10:39 PM I really want to try this instead of slower tech and other balances, but please don't add the inquisitor mod. It's too unbalancing and the AI doesn't know how to use it. It doesn't even add unhappiness when you religiously cleanse.
This is looking great though, I can't wait to finish my current game and try it.
Exavier Dec 16, 2005, 11:02 PM I really want to try this instead of slower tech and other balances, but please don't add the inquisitor mod. It's too unbalancing and the AI doesn't know how to use it. It doesn't even add unhappiness when you religiously cleanse.
This is looking great though, I can't wait to finish my current game and try it.
hehe i wouldn't really want ppl to be able to remove my religion anyway... I usually found Buddism and usually make sure i spread it everywhere for the Line of Sight. I find it more useful then spys sometimes lol. Though it they do manage to balance it I might think about it :)
Might add the UN Resolutions modifications in there though... I never play with Diplomatic Victory enabled so i usually don't think about it. I am hoping to make a new update within the next day or so to fix a few minor bugs with the Great Generals (they come on the scene too fast) and a few smaller tweaks.
Kolyana Dec 17, 2005, 04:13 PM @Kolyana - For the questions concerning the Partisan unit I checked out the data on this site about civII.
The Partisan became available when you discovered the "Guerilla Warfare" tech, so no ancient partisans (rational for this could be that in ancient times dissenters were simply executed or lacked sufficient organization to mount a meaningful resistance). I suppose for civ4 I would make them available after "Communism" at least.They had half as much offense as marines and slightly less defense (I don't know exactly how this would translate to Civ4, I guess they would be close to standard Infantry, i.e not mechanized). and they would be under the control of the city's original owner.
Their special features were they ignored enemy zones of control (not applicable to civ4, however I suppose there could be a way to mod this so they can enter enemy territory like spies but not be concealed or they simply will be automatically removed after resistance in the captured city had ended). Their other feature was they treated all terrain like roads, basically a 1/3 movement bonus.
Hope this helps and I'll be interested to see if anyone can create a mod that reproduces this old cool feature.
Let me see what's available to us in Python and without the SDK.
Kolyana Dec 17, 2005, 04:14 PM I liked the idea behind the INquisitor mod, but until the AI can use it and there are other balancing issues (such as unhappiness) I agree with shelving that idea.
Aeon221 Dec 17, 2005, 05:45 PM Trip coded a rough rebellion mod. I don't think it ever got used except by me... and I thought it sucked :P
http://forums.civfanatics.com/showthread.php?t=137898
I'm sure you could fudge it a bit and get it to do just what you want.
ACEofHeart Dec 17, 2005, 06:57 PM Sorry if this was already asked but why does it install 2 different Mod folders..
(1) Composite
(2) Composite Mod by Exavier
which one do we run ?? :confused:
JohnSearle Dec 17, 2005, 08:20 PM Sorry if this was already asked but why does it install 2 different Mod folders..
(1) Composite
(2) Composite Mod by Exavier
which one do we run ?? :confused:
I think your problem stems from your unzipping.. The name of the zip file is composite, but the folder inside the zip is 'Composite Mod by Exavier.' Regardless, what you'll want to run is the 'Composite Mod by Exavier,' since it holds the actual data.
Exavier Dec 18, 2005, 05:21 PM New Version Released
v1.3 Changelist added put in first post
Download size updated
Changes:
-Fixed West Point to be city specific again.
-Minor Changes to Great Generals (specialist comes slightly later, Great General Building reduced it power)
-Added 3 more units from Lost Units Mod (Howitzer, Bi-Plane, Zepplin)
-Added Korean & Sumerian Civilizations
-Made it possible to build 3 National Wonders in 1 city
-Unit Upgrade Cost Reduced
-Other Minor adjustments
Let me know what you think :)
The Condor Dec 18, 2005, 05:24 PM Hey, Exavier. Your mod is corrupt. I got a "invalid" and corrupt from it. It looks good though. Also, should I delete the composite mode, the modifications, and composite mod v1.2 when I can successfully download v1.3? Thanks.
The Condor Dec 18, 2005, 05:30 PM Also, I am dead serious. If you "delete" your mod by editing it out it does something really neat: it places is it really conviently on the bottom with a totally accurate read out of how big it is and (big thing) it tells you how many people downloaded it so you can see how popular your mod is:D.
Kolyana Dec 18, 2005, 05:34 PM Wonderful ... been waiting for this one for a while ;)
Sumerian Mod was by monkspider
http://forums.civfanatics.com/showthread.php?t=142031
The Condor Dec 18, 2005, 05:38 PM Uh, I thought it was bad luck but I tried another time and downloaded it but when I went to extract it said there was nothing too extract! Also, for a third time the thing said it was downloading but not a single file was transfered or anything so I quit. Also, your statement "it isn't stable by a longshot" is also very reassuring.
Exavier Dec 18, 2005, 05:40 PM @Condor - I am not 2 worried about how many ppl download it lol. As for the invalid i think your smoking something, works fine for me lol. Also I would get rid of all older versions as new ones are released. But its up to you.
@Kolyana - I'll make the changes to the forum post and readme to reflect this but I'm not going to upload again so the download still will say Unknown (untill next update).
@monkspider - If you read this my apologies on not having your name in it. I couldn't find the thread the mod came from and you didn't have your name in the files themselves (like a readme or something) :)
Kolyana Dec 18, 2005, 05:40 PM Hey, Exavier. Your mod is corrupt. I got a "invalid" and corrupt from it. It looks good though. Also, should I delete the composite mode, the modifications, and composite mod v1.2 when I can successfully download v1.3? Thanks.
Condor, where are you getting this? Everything works great for me.
Exavier Dec 18, 2005, 05:41 PM Also, your statement "it isn't stable by a longshot" is also very reassuring.
Um it says it isn't balanced by a longshot... i don't see anything mentioning stability :P
The Condor Dec 18, 2005, 05:45 PM Oh, well doesn't that mean the same thing:confused: and sorry for misquoting you and I am not making this up because there is nothing to gain and I like Exavier's mods:mad:!
Exavier Dec 18, 2005, 05:48 PM Oh, well doesn't that mean the same thing:confused: and sorry for misquoting you and I am not making this up because there is nothing to gain and I like Exavier's mods:mad:!
No, instability means probobly going to crash alot. imbalance means that the units are not completely balanced in line with others so not to creat "Super Units" that can wreak the game. I don't think i have modded anything game breaking into my mod but my opinion of what is game breaking can vary from others... thats why I made the comment.
The Condor Dec 18, 2005, 05:57 PM I know downloading it not even successfully (it downloaded just 124kbs) just caused my computer to utterly crash:mad::mad: Here is a pic of it not completeing the download like a second before my computer exploded:
http://www.civfanatics.net/uploads10/modmessup.JPG
I am probably going to log off for an hour or so now to restore my computer before it crashed:mad::mad:mad:!!!
Exavier Dec 18, 2005, 06:03 PM I think your problem is with your PC because the download has worked fine for other so far... I know what it is... its AOL! darn thing is a virus! :P
Kolyana Dec 18, 2005, 06:46 PM COndor, email me kolyana@gmail.com and I'll send it to you if you like.
The Condor Dec 18, 2005, 06:52 PM Hi, thanks. I will e-mail you in a sec. Sorry for the anger it is just I put an old game back on my computer and spent half a day getting a patch, mods, and modding it myself because of some old flaws it has and I was pissed I lost it and I have to spend another day putting it back on. If it works I will post again.
JohnSearle Dec 18, 2005, 08:41 PM I think your problem is with your PC because the download has worked fine for other so far... I know what it is... its AOL! darn thing is a virus! :P
lol.. Was just about to say the exact same thing. :lol:
The Condor Dec 18, 2005, 09:11 PM Oh, well thanks to Kolyana it is now on my computer and I can start testing:goodjob:. Thanks again Kolyana and hopefully within this month I get a new internet:woohoo::D. Yeah, it is kinda a cruel irony kinda thing how the day I decide to:A.Put on a old/new game plus its patch plus some mods to relieve the boredom I get from Civ B.Update almost everything on my computer (norton, spybot, etc.) and C. Delete or remove a lot of old junk that is just taking up space the computer has to have a BSOD so I have to system restore to a few days ago (losing everything I updated and put on my computer) and run a system check thing that unfortunately puts back on everything I took off (to open up space for the new game and to make other stuff run faster) among other things:sad:.... I really hate just about everything right now ('cept Kolyana, my fish, and my new/old game):mad:.
Kolyana Dec 18, 2005, 10:37 PM No problem Condor.
Exavier, look at this: http://forums.civfanatics.com/showthread.php?t=147890
Also, http://forums.civfanatics.com/showthread.php?t=146310
The Condor Dec 18, 2005, 10:59 PM Those certainly look good. Good find Kolyana;). Those seem like an actually worthy addition to your mod Exavier.
JohnSearle Dec 18, 2005, 11:08 PM The foreign advisor mod I've been looking forward to seeing :)
Kolyana Dec 18, 2005, 11:13 PM The foreign advisro one makes sense ... jesus, I don't know what these damned designer were thinking of when they put this game together, but it clearly wasn't usability.
Anyway, I've just tested something and it works nicely: To have your civilization game START with the Composite mod running, open your civilization.ini file and find the line2:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = 0
Edit to:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Mods\Composite Mod
(or whatever your Composite mod folder is called).
When you start civ iv, this mod will be auto loaded and you will not have to go to the advanced menu, pick the mod and restart the game.
The Condor Dec 18, 2005, 11:18 PM Yeah, that is cool and all but sometimes (yeah, I know it is hard to believe) I like to play the game standardly and besides I don't mind the two minute load but I bet other people will so interesting find;).
Exavier Dec 19, 2005, 12:08 AM @Kolyana - Nice suggestions. I think i will put the Enhanced Foreign Advisors Mod at the top of my list for new additions... thats actually very useful :P
The ActualQuotes Mod is nice too but I don't think I'd want to impliment it... at least not yet. The reason is because of the work it would require (yea i am lazy, especially around the holidays). The problem with it is all those quotes and links to the qoutes (as they are usually in multiple files) have to go in there properly. If I keep adding new civilizations to the mod there is a high possibility that I could easily throw these custom quotes out of whack. And I honestly wouldn't look forward to cleanup :P
That doesn't mean I won't look at how its set up... Because it is a very nice idea. It just means that I wouldn't expect it in the next update or so without me doing some serious research into what everything is linked to. :P
The Condor Dec 19, 2005, 12:12 AM Yeah, I kinda have to agree I am very antisocial so most of the time when I declare war I just alt click the leader on the scoreboard or when I want something I just take it so I and probably a few others wouldn't get to experience the whole greatness of it and we also wouldn't want to trouble poor, old Exavier would we:p.
Tomyris Dec 19, 2005, 11:33 AM Quick question- is this mod compatible with the earth map included in Civ IV? Maybe it's also compatible with Rhye's 18 civilizations unlocked in their starting positions mod?
Exavier Dec 19, 2005, 11:41 AM Quick question- is this mod compatible with the earth map included in Civ IV? Maybe it's also compatible with Rhye's 18 civilizations unlocked in their starting positions mod?
I honestly am no sure if it is or not. if your playing the earth map as just a map (no senerio modifications) it should work fine. Mainly because a senerio is basicly a mod by itself as they usually have special rules. As for the 18 civilizations unlocked in starting positions... again it depends on if that actually a map or a senerio/mod. easiest way would be to give it a try.
Actually I'd like to know myself :P
The Condor Dec 19, 2005, 11:45 AM Hey Exavier, I have only played a forth of the new mod so far and it seems pretty nice however while I support the three national wonders per city cuz on my lovely little eighteen civ duel panageas I don't get to make to many cities but on bigger maps it is kinda bad in a way I can't really describe.
Tomyris Dec 19, 2005, 12:00 PM Ah fantastic, thanks for the answer.:)
Hehe and I'll give you a heads up on this mod too, looks like it's coming along nicely, may be something to think about for inclusion?
http://forums.civfanatics.com/showthread.php?t=141217
Exavier Dec 19, 2005, 12:14 PM @Condor - Yes I know it lets you create some powerful citys but the AIs do make use of the change. So I am not gona complain about it too much.
@Tomyris - That looks like a nice mod he has comming there. Though he moved alot of things around so I would actually have to take a look at it.
Actually if Condor and Kolyana want to take a look at it and give me some feedback as well I'd apreciate it :P
The Condor Dec 19, 2005, 12:23 PM I might (I am redownloading all the updates for my computer) and doesn't that make it kinda an unfair advantage against the AI since you can have super perfect cities forever where as they cannot?
Exavier Dec 19, 2005, 12:34 PM I might (I am redownloading all the updates for my computer) and doesn't that make it kinda an unfair advantage against the AI since you can have super perfect cities forever where as they cannot?
um... "The AIs "DO" make use of the changes"... so they build 3 National Wonders in their cities just like you can... In one of my test games I had trouble taking an AI city because of this lol. though it adds to the fun imo.
besides as i war in the first post it isn't nessisarily balanced... if you think its too easy then up the dificulty :P
jlindy Dec 19, 2005, 12:38 PM I need some help installing the mod. I've put the files where directed in the readme, and it does show in Advanced/load mod, I select it and restart the game, but it does not show up. Do I need to put the .ini file somplace else, or is the mod for the the patched version?
The Condor Dec 19, 2005, 12:38 PM Oops. I am not thinking straight today. I am wrong.
Kolyana Dec 19, 2005, 12:57 PM I need some help installing the mod. I've put the files where directed in the readme, and it does show in Advanced/load mod, I select it and restart the game, but it does not show up. Do I need to put the .ini file somplace else, or is the mod for the the patched version?
Extract the contants of the zipped file to:
My Documents\My Games\Sid Meier's Civilization 4\MODS
It should end up being:
My Documents\My Games\Sid Meier's Civilization 4\MODS\Composite Mod by Exavier
Personally, I shortened the name to "Composite Mod" (renamed the folder). And that's it ... it should work straight out of the box.
Exavier Dec 19, 2005, 12:57 PM I need some help installing the mod. I've put the files where directed in the readme, and it does show in Advanced/load mod, I select it and restart the game, but it does not show up. Do I need to put the .ini file somplace else, or is the mod for the the patched version?
You do need to have the patch for the mod to function... But when the game restarts after selecting it the only indication you will have that the mod is running is it will say "Composite Mod" in the upper right corner of the menu screen.
Kolyana Dec 19, 2005, 07:26 PM http://forums.civfanatics.com/showthread.php?t=148253
Worth looking at, I believe.
Exavier Dec 19, 2005, 08:12 PM Nice find... putting that on the list under the Advisor Mod... looks like the next update might be more interface changes than anything else :P
Xavier Von Erck Dec 19, 2005, 08:59 PM If you get bored, random events would be cool to see included.
Kolyana Dec 19, 2005, 09:26 PM Only if you can turn them off and make them optional.
Exavier Dec 19, 2005, 09:30 PM @Xavier - the Random Events mods will not be included in my mod. As much as i enjoy the idea of a random event in any game they can get very annoying very quickly.
jlindy Dec 19, 2005, 11:49 PM You do need to have the patch for the mod to function... But when the game restarts after selecting it the only indication you will have that the mod is running is it will say "Composite Mod" in the upper right corner of the menu screen.
Thanks, Guess I'll just have to go through the torture of downloading the patch
( I'm on dialup.... arrrrrgh!).
JohnSearle Dec 20, 2005, 06:42 PM Has anyone suggested the TechConquest Mod (http://forums.civfanatics.com/showthread.php?t=140959) yet?
Exavier Dec 20, 2005, 07:19 PM Has anyone suggested the TechConquest Mod (http://forums.civfanatics.com/showthread.php?t=140959) yet?
Hmm i might have to try that... especially considering how much I slowed down tech advancement under the Epic settings.
The Condor Dec 20, 2005, 07:21 PM Also, how about the religious victory thingy (forgot where it is:()? That looks cool (seeing as too how I always try to convert everyone to hindu [the religion I always get and want]).
JohnSearle Dec 20, 2005, 07:35 PM Also, how about the religious victory thingy (forgot where it is:()? That looks cool (seeing as too how I always try to convert everyone to hindu [the religion I always get and want]).
I'm not entirely sure I want to be forced to play with religious victory conditions..
Perhaps if you're planning on making drastic changes then several flavours of the mod should be released... Although it would make for a pain when updating :/
The Condor Dec 20, 2005, 07:38 PM I'm not entirely sure I want to be forced to play with religious victory conditions..
Perhaps if you're planning on making drastic changes then several flavours of the mod should be released... Although it would make for a pain when updating :/
Then you can just click off that victory type:rolleyes:.
JohnSearle Dec 20, 2005, 07:43 PM Then you can just click off that victory type:rolleyes:.
Does the mod actually add the changes to the game creation interface? 'Cause I wouldn't doubt as it is you just run the mod and it's implied that your planning on using the victory conditions... The way you're describing you'd probably have to add the option and make the appropriate changes. I dunno though...
-- John
The Condor Dec 20, 2005, 07:55 PM I dunno either. I am pretty sure though it would allow you to click off that victory type even if your running that mod or maybe you can ask Exavier if he releases a mod with it where its files are so you can delete it.
Draax Dec 21, 2005, 01:14 PM Great work Exavier. Not to nag or anything, but do you have an ETA for your next release? I'd love to have the advisor and pedia mods bundled into the composite. much less painful than placing individual files here and there and hoping for the best.
Phoenix Dec 21, 2005, 03:27 PM Sounds really good - it'll be one of my first downloads once I have the game but can I just say that (don't know if this has been posted before) that "Tactical ICBM" seems a bit of an odd name choice - I'd use Short Range Nuclear Missile or Tactical Nuke as what you're basicaly implying with Tactical ICBM is that its a "short ranged intercontinental missile". Then again maybe its just me. Other than that one name I think it look ausume though like I said so well done and thank you.
Exavier Dec 21, 2005, 03:33 PM @Draxx - Not planning another release untill after Xmas... 2 busy in RL to work on it much atm. After Xmas though i will have plenty of time. Sometimes i hate the Holidays :P
@Phoenix - Well the reason i went with Tactical ICBM is because its a low yeild ICBM. Making a short range missle atm is imposible as the range settings are hard coded. So I made an ICBM that has no collateral blast (it only damages things on the target square).
Technily the Tactical part of a RL nuke just means that its a low yield weapon designed for sergical strikes. :P
@Condor - Dono if i will add the religion victory... especially if i can't deselect it because i don't really play anything but conquest :P
Esteban Dec 21, 2005, 06:25 PM I like the ActualQuotes mod .... adds feeling ... maybe you could put it in there
Anyway, GREAT mod.
Exavier Dec 21, 2005, 06:37 PM @Esteban - This has actually been suggested. It will probobly be added but not imediatly... I have to look at it closer to make sure it won't interfear with future plans :)
JohnSearle Dec 21, 2005, 08:15 PM @Exavier
How are you liking your small cult following? ;)
Exavier Dec 21, 2005, 08:19 PM @JohnSearle - lol. Actually sometimes it makes me feel bad for Developers who don't release patches on time :P
Seriously though this is actually the first game mod I have ever made public. Its not the first one I have done (as I am an avid gammer lol) but usually I don't put this much effort into one (discriptions, stability, balance, ect) because it just stays between me and close friends :P
Varek Dec 21, 2005, 09:07 PM Hi,
Just a quick note to say thanks for this mod, i'm having a blast with it.
Also as a request I'd like to suggest adding the Civ4 Leaders Mod by Llotyhy, I added it in without much trouble, and its nice to have more options on who to play.
Thanks again.
Varek
Kolyana Dec 21, 2005, 09:10 PM Exavier, WillowMound and myself have teamed up to wokr on future incarnations of ActualQuotes, which will beocme more of a Revised Diplomacy mod; he's handling the words, I'm handling the Python.
Right now it's just 2 XML files (or it will be in the next incarnation), but the 'problem' I see at the momement is that you'll need to add your extra civilizations (Sumeria and Korea) into these two files.
I'll happily do this for you, if you like, with me being intimately familiar with the ActualQuotes files.
Future incarnations (after the next release) will probably start seeing some modified python *and* adjusted XML.
Oh, and *don't* add his version one ... it's actually got a small bug and needs the second file he'll be releasing soon.
Exavier Dec 21, 2005, 09:12 PM @Varek - I am working on getting more leaders/civs added. The only reason I haven't dumped many of these civs into my mod yet is because I (with the help of Kolyana) am trying to make sure we only get completed Civilizations
(Citys, Discriptions, Diplomatic Stances, ect)
thanx for the comments :P
Edit: @Kolyana - That would be great. If you wana keep it updated I have no roblems putting it in... After all i have you looking at the civs I add to my mod so you can put in what you think will be needed :P
The Condor Dec 21, 2005, 09:20 PM What can I do:D?
Kolyana Dec 21, 2005, 09:25 PM Edit: @Kolyana - That would be great. If you wana keep it updated I have no roblems putting it in... After all i have you looking at the civs I add to my mod so you can put in what you think will be needed :P
I guess that falls hand in hand, doesn't it!
I'm going away from the 23rd through 5th (back to England to see family), but when I get back I'll co-ordinate with you and your next release (by then I believe WillowMound will have his next version out, which adds some really nice text to the AI in all the right places).
I've also been testing a few other civs and leaders, so I'll discuss these with you when I get back.
Exavier Dec 21, 2005, 09:30 PM @Kolyana - Hehe cool. I plan to have another update just after xmas with the 2 mods I am working with right now (Pedia and Advisor Screen). So i will look forward to the new ideas when you get back :P
@Condor - I thought you were the official mod tester :P
hmm i think next version I need to put you guys in the readme file cause you have both been alot of help :)
The Condor Dec 21, 2005, 09:32 PM ...Oh yeah! I almost forgot:D. Fortunately, I didn't *quickly logs on to Civ4, finds the mod and starts playing a game* forget or you would probably be pissed by now wouldn't you be:D?
Exavier Dec 21, 2005, 09:37 PM nah lol. but you have found most of the bugs that I missed :P
The Condor Dec 21, 2005, 09:50 PM Yeah, I have a knack for that (and I still disagree with the three national wonder per city:p).
Exavier Dec 21, 2005, 10:04 PM Yeah, I have a knack for that (and I still disagree with the three national wonder per city:p).
lol so? i'm not changing it back :P
The Condor Dec 21, 2005, 10:05 PM :cry:NNNNNNNNOOOOOOOOooooooooo!!!:cry::p
Sisonpyh Dec 22, 2005, 03:50 PM Can you add in the religious UU from the Lost Units mods? Like the Crusader etc.
Exavier Dec 22, 2005, 04:44 PM @Sisonpyh - The reason I hadn't added any of the religious units from Lost Units Mod is because I don't think the AI will use them like they use the other units I have added. I can look into it a little more when i get time (as i haven't tested the religious units in that mod yet) but right now i haven't decided.
Hey Condor if you read this maybe you can play a game with the Lost Units mod and see if the Religious units are used by the AI.
Its not that I care if the human players have units the AI doesn't know how to use... its just that when it has an effect on the religions of the game it makes it a very unfare advantage if the AIs can't use it. But like i said i'd take a look again :)
Sisonpyh Dec 22, 2005, 05:13 PM @Sisonpyh - The reason I hadn't added any of the religious units from Lost Units Mod is because I don't think the AI will use them like they use the other units I have added. I can look into it a little more when i get time (as i haven't tested the religious units in that mod yet) but right now i haven't decided.
Hey Condor if you read this maybe you can play a game with the Lost Units mod and see if the Religious units are used by the AI.
Its not that I care if the human players have units the AI doesn't know how to use... its just that when it has an effect on the religions of the game it makes it a very unfare advantage if the AIs can't use it. But like i said i'd take a look again :)
Does the AI use the Nuclear Sub to carry ICBMS? And does it use the Cargo plane?
Exavier Dec 22, 2005, 08:22 PM Does the AI use the Nuclear Sub to carry ICBMS? And does it use the Cargo plane?
No they don't but they aren't game breaking... they do use Nuclear subs as a warship though. the Nuclear Sub was designed with MP in mind to hid your nuclear arsenal. the cargo plane to fill a gap airports leave out (never seen an AI build an airport either)
Anyway further changes have been put on hold due to the new patch v1.52 released today.
Hopefully i can get my Mod back up to full functionality and on par with this new patch within a cpl days. They changed a few things dealing with technologies and unit costs that i need to go in and edit.
Exavier Dec 22, 2005, 10:37 PM Mod Updated to version 1.4
In light of the new game patch version 1.52 and the changes it made i had to go back and modify my mod to make it compatable. This version doesn't have any new editions as I had to step back to previous version (v1.3) and start from there again due to the changes.
I am pretty sure i got everything modified so it will work but if you have any problems please let me know.
I also left the version 1.3 of the mod up for download in case you don't have the v1.52 game patch. v1.4 of my mod will ONLY work on the new game patch. :)
EDIT: Note save games probobly won't be compatable :(
Mikkeman Dec 23, 2005, 04:47 AM Hello
I like your mod, but could you please make the epic game a bit longer adding few more turns.
thearkane Dec 23, 2005, 07:34 AM download not working gives error says not on site tried several times (404 not found,the requested URL /downloads/Composite_Mod_v14.zip was not found on this server.
Nadin Bytefelt Dec 23, 2005, 07:43 AM Composite Mod
Updated Last: 12/22/2005
Current Version: v1.4
Patch Compatability: v1.52
Download Mod (4.019mb)
Dont work the link, ist your bandwidth servers the problem?
David Smith Dec 23, 2005, 09:16 AM Link does seem to work right now, Please Fix Soon??? :cry:
The Condor Dec 23, 2005, 10:06 AM Your link doesn't work. FIX IT NOW!!! I spent ten friggin hours downloading the patch and got:p it and so far it works perfectly except I can't multitask now (it breaks my mouse:P)! [inside joke]And yes I am still listening to Kung Fu Fighters in celebration:lol:![/inside joke]
Exavier Dec 23, 2005, 12:20 PM ok I will look into it. It probobly is bandwidth because I hosted the v1.52 patch on the same server as my mod. I'll try and see if I can get it up and working again soon.
Right now however I am in the prossess of shooting my PC because I just lost everything to a virus. Hit me so hard I had to pull out the windows install disk :(
wade69 Dec 23, 2005, 03:32 PM Hope you have it up soon, i really like what i read!
The Condor Dec 23, 2005, 03:59 PM Yeah, it is a great mod. If you don't have the v1.52 patch yet you can just play the v1.3 mod of Exavier's because it and the v1.4 are the same. Only the new one applies to the new patch where as the old one is for the old patch.
The Condor Dec 23, 2005, 04:44 PM Hehe... I just reread the little info thing and I noticed I got credited with testing (which I would be doing more of if you fixed your mod;)). Thank you for including us testers:D.
wade69 Dec 23, 2005, 04:49 PM what sucks is i updated then saw the mod :( , so i have to wait til its ready
The Condor Dec 23, 2005, 04:54 PM Oh. Then that sucks.
Exavier Dec 23, 2005, 05:24 PM @Those who want a copy of my Mod now - Dealing with my PC problems it slipped my mind that i actually uploaded my mod to another location besides my webserver (that has been suspended due to bandwidth usage lol).
http://civ4mods.loadedinc.com/
This site has my mod (as well as mods made by others) on it and the file was uploaded locally so its not actually tied to my webserver. I believe they have the last 3 versions of my Composite mod on file so feel free to download it from there.
On a side note recovery of my system is going pretty well. I have recovered all my Civ4 files so i am not going to be set back too far on further updates of my mod :)
The Condor Dec 23, 2005, 05:35 PM Do I download it where it says to (saves singles)?
Exavier Dec 23, 2005, 05:38 PM Do I download it where it says to (saves singles)?
hu? just go to that website, find Composite Mod v1.4 listed in the New Updated list on the front page and hit download :P
donut Dec 23, 2005, 07:01 PM having probs with new site download. first time trying downloading this mod. when i try to open, pop say it can't bcause "does not appear to be a valid archive. If downloaded, try downloading again." Did that, no dice. Any idea whats up? Could very well be me.
Exavier Dec 23, 2005, 07:06 PM having probs with new site download. first time trying downloading this mod. when i try to open, pop say it can't bcause "does not appear to be a valid archive. If downloaded, try downloading again." Did that, no dice. Any idea whats up? Could very well be me.
well the alternate download site isn't run by me so I dono whats going on with it. However several people have successfuly downloaded form there already (about 30 since i posted the link) so I do know it works.
wade69 Dec 23, 2005, 08:19 PM YEA!!!!!! Downloaded and put into mod folder looking real......GOOD, guess i got my night planned, once the kids are to bed LOL
Exavier Dec 23, 2005, 08:22 PM @Wade69 - hehe thanx :)
@EVeryone - Ok the links on the main page (primary download) should be functional again...
thats the last time I host a fraxis patch... 93% of the bandwith my domain has used this month was the first 3hrs I had that patch up. after that my account went to 120% capacity, got locked, and got me fined a $200 charge :eek: (which i got dropped :lol: )
Nadin Bytefelt Dec 24, 2005, 09:30 AM thnks Exavier for your work. You have from me a kiss:) ...
wade69 Dec 24, 2005, 11:15 AM Not sure exactly what happened i turned around when playing and game crashed to desktop, i was the americains and i was still in the early ages of the game, just around theology, going to give it another shot and see what happens :confused:
keldath Dec 24, 2005, 04:36 PM Hi
How Can I Make The Units In Your Mod To Be Bigger, Not Small Like They Are Now?
Thanks
Exavier Dec 24, 2005, 05:15 PM @Keldath - I probobly could but i will have to see how stable lategame is with the new patch... my original reason for shrinking them all was to help those who have graphics issues later :P
FerociousMonk Dec 24, 2005, 07:03 PM registered to thank you for this mod. With the great improvements in the new patch and your great mod I am getting very excited about what the future may hold for this community and the great fun we should all be having. Thanks
Exavier Dec 24, 2005, 10:40 PM @FerociousMonk - Thankyou i appreciate the comment very much :)
The Condor Dec 24, 2005, 11:21 PM Hey Exavier if you wanta cheat and see my island I posted some pics of the game in the funny screenshot thread:o.
Exavier Dec 24, 2005, 11:31 PM Hey Exavier if you wanta cheat and see my island I posted some pics of the game in the funny screenshot thread:o.
lol. i will have to :P
keldath Dec 25, 2005, 05:24 PM exavier hi,
as for enlarging units - cant i do somthing in your mod for make them bigger?
i know its great for slow machines, butanyway i really be happy to know if its possible.
and i would like to know if you are making another version of this mod?
and if so , do you think you can add civs?
im currently started a game in mp, and its great!!!
The Condor Dec 25, 2005, 05:28 PM Believe me the "smaller units" are a lot better in the end. I too hated the "smaller units" cuz they A: looked like they could get stepped on by an ant B: were small: C: were hard to see and find sometimes but then I realized they made the game not only perform better but use less memory and resources than before so I "learned" to deal with it;).
Exavier Dec 25, 2005, 06:05 PM @keldath - There is a tool (forget the name as i am not at home) that you can use to globaly adjust unit sizes, its what i used to shrink them but its tricky to use on a mod as it doesn't have options to specificly tell it which files to change. It does it to the main game files directly. :eek: To make it work i had to temporaly overwrite those files with my modded ones, copy them back to modded folder, resore originals from backups.
But I will tell you what. Next release I do (hopefully in the next cpl days) I'll create you a normal unit sized version so you can compare the late game preformace. However the version I release with the smaller units is my official MP compatable version and probobly won't change. I can't garentee I will update the version with the larger graphics but we will see (that and i need to see how preformance works with then normal units after 1.52 patch).
The Condor Dec 25, 2005, 06:19 PM Nothing...:mischief:
Exavier Dec 25, 2005, 06:28 PM Wait, so now you are giving him his own "special" version of your mod:eek:!?!
lol well I would like to test the preformace myself anyway. And it won't be special its just releasing a Beta version so to speak. Its not like i am going to update it regularly (unless I can restore it to normal size without issues because of v1.52 patch)
Besides... HUSH... your getting your own civilization as a thankyou :lol:
The Condor Dec 25, 2005, 06:31 PM .... Oh yeah. *scurrys away to edit stuff*
keldath Dec 25, 2005, 10:10 PM wow, exavier,
thanks for your refferance!
anyway - i slowly accepring the small units.. its hard but i think now if i see regular unit id think their huge....:)
but it indeed would be nice to have the option though.. just thought.
and how about new civs?
mary chirstmass!!!
Exavier Dec 25, 2005, 10:22 PM @keldath - hehe well if you want I can make that 2nd version though I don't think it would get updated... I kinda like my smaller units :P
btw the program i used for the unit size is called Civscale :)
So far the only new civs are the Korean and Sumerian civs. I gave authority over picking the new civs I add to Kolyana who is out of town for the holiday season I believe so there probobly won't be any new ones in the next update.
Sorry there will be 3 new civs but they aren't real Civs. I decided that I am going to create a custom civ for me and my 3 testers (if they want them, kolyana excluded as she isn't here to give me info). These civs are going to be balanced with the others in that they pretty much use existing things exept they will just be our preferred traits, starting techs, UUs :P
Also they will not be AI controllable so you will never face them on the battlefield unless its an MP game so if you don't like them being there... don't play them :P
Merry Christmas to you too :)
The Condor Dec 25, 2005, 10:43 PM Wait... who is the other tester besides me and Kolyana?
Exavier Dec 25, 2005, 10:47 PM My friend that I disappere to play MP games with when we are in the middle of a discussion. :p
He doesn't visit the forums though i have tryed to get him here :lol:
The Condor Dec 25, 2005, 10:52 PM I knew that was what you were doing during all those times. I knew it I so knew it. Did I tell ya' I knew it:D! So are you ready to get your butt handed to you on monday:p?
Exavier Dec 25, 2005, 10:56 PM Sure Sure... btw did i tell you i edited the game with a hex editor to give myself 100 nukes? :P j/k
My luck i will release a new version Monday and void our game :P
The Condor Dec 25, 2005, 10:57 PM Well, did i tell you before I handed you the save I used worldbuilder to give me SDI for when you'd do this:p!
keldath Dec 26, 2005, 08:36 AM hi exavier!
well about the civs - its ok... though in my opinon maybe you should give your new civs more inttersting uniqe units -not see units - but land units and more effective - like the conquesitor, or th pretorian for instance. just a thought.
and if its not much trouble -i would love to have a mod with large units... but only if u wish. its fine just the way it is now anyhow.
i think currently - your mod is the only mp competibble.
well marry chistmass to you.
Exavier Dec 26, 2005, 09:33 AM @keldath - Actually the custom civs i am making for me and my dev team (testers) are based off their own preference. I think mine is the only on with a new UU... Japaneese Zero (Figheter w/ +50% vs Naval)... mainly cause i saw the skin and couldn't pass it up :P
Also my mod was designed around the idea of the MP enviroment. Mainly because I get bored of SP games way 2 fast (AIs are 2 predictable for me) so I play alot of MP with friends. :D
The Condor Dec 26, 2005, 10:29 AM Yeah, like me:o. Also, believe me I requested for my own UU (The "Ass Kicker") and Exavier said, "It would be too unbalanced":P. So I just stuck with the fast worker since Saladins' camels suck. Also, if you like Saladin check out Condoria (:hmm: I bet you will never geuss whose nation that is:p) because it takes all the best of him and combine it with the best of Gandhi for a great cultural (and military if you know how to use it right) experience:).
Scizor2120 Dec 27, 2005, 10:22 AM Problem with the attack promotion. If it is used on a unit that does not receive defensive bonuses (such as a knight)then the unit will not receive the defensive penalty.
keldath Dec 27, 2005, 10:59 AM exavier -
yeah i know -me too preffer mp... much more fun.
maybe you can assist me more :)
why cant i use any mod to play mp?
for instance - i ried working another mod on -and the game went out of sync, i find that very wierd - is there a way to make every mod compatable with mp?
anyway, are you going to release a new version soon?
oh just remmbered! on this game that i started - some city names of "gilgamesh" the sumeria'ns - where no good - their name apeared somthing like that - the_city_.... (cant remmber the rest) think its a bug...
The Condor Dec 27, 2005, 12:18 PM exavier -
yeah i know -me too preffer mp... much more fun.
maybe you can assist me more :)
why cant i use any mod to play mp?
for instance - i ried working another mod on -and the game went out of sync, i find that very wierd - is there a way to make every mod compatable with mp?
anyway, are you going to release a new version soon?
oh just remmbered! on this game that i started - some city names of "gilgamesh" the sumeria'ns - where no good - their name apeared somthing like that - the_city_.... (cant remmber the rest) think its a bug...
The mod didn't work in multiplayer because like all mods everyone has to be using it for it to work and connect. Sadly, I can't help you with gilgamesh. He will be releasing the next patch (without my custom avatar!!!) in a day or two.
Exavier Dec 27, 2005, 12:32 PM @Scizor2120 - I will have to look into it. That is one of the promotions from the Promotion & Traits mod. So beyond copy/paste I haven't tested it much ingame. Surprised he missed it but I don't think there will be much I can do about it as the No Defence Bonus flag on units is global. it effects both plus and minus defence bonuses. I could remove the flag but then armor would be able to use normal defence bonuses and probobly make them overpowered.
@keldath - Everyone in the MP game has to be running the mod to keep in sync. As for making all mods MP compatable its actually kinda hard sometimes as alot of mods are designed for an SP enviroment. Some mods while good for SP games can give unpredictabl bonuses to players in MP gams so it actually takes some testing.
As for gilgamesh I will have to look into it. I wouldn't be surprised if i messed something up :)
Also the next release is planned for within the next cpl days. I just recently changes my web hosting service over to another company and I am waiting for everything to become active before I upload the new files. |