Lord Olleus
Dec 23, 2005, 06:55 AM
I have reworked my first mod and I have changed many many things the biggest changes from the vanila version are:
1) New combat values for units means that keeping up to date with technologies is vital no more spearman beat tank or longbowman beats gunship.
2) Tech costs have been modified to slow down later ages.
3) Farms, windmills, watermills and towns now produce extra food allowing bigger cities and a more involving game.
4) Snaitf's great general mod, the realfort mod and PlotList Button Enhancement mod are all included.
Here is the full readme:
B Dive's Mod version 2.1
Compatible to civ4, and all patches released on, and before, 23/12/05.
Section 1 - How to install
a) Install civ 4.
b) Unzip this folder in C:/program files/firaxis games/sid meier's civilization 4/mods. DO NOT unzip in my documents/my games/.... as this will cause game to malfunction (saves will not work).
Section 2 - Modifications
Modifications in version 2.1
1 - Additions
a) PlotList Button Enhancement mod has been added. (see readme for more info)
2 - Changes
a) The combat power of the Trebuchet has been readjusted.
b) Fixed Commando bug.
c) Fixed pinch promotion bug.
d) Fort1 now also gives immunity to first strike.
e) Replaceable Parts gives windmill +2 hammers instead of +1.
f) Electricity now gives watermill +2 gold instead of +1.
Modifications in version 2.0
1 - Additions
a) Snaitf's great generals mod has been included. It creates a new specialist (soldier) and a new great person (great general), also some wonders generate GG points. The following changes have been made to it.
- walls no longer allow for one soldier specialist
- The millitary academy (GG unique building) give the elite promotion (+15% combat) to all units trained in that city.
b) The real fort mod has been included. This gives units promotions while they are in a fort. See the read me for more information. The wollowing changes have been made to it.
- Fort1 gives +10% combat and +5% healing.
- Fort2 gives +10% combat and +5% healing and +1 sight.
- Fort3 gives +10% combat and +5% healing and +10% withdrawal chance.
c) The Trebuchet unit has been added. It needs Mathematics, Machinery and Civil Service. It is between a catapult and a cannon in strenght.
d) The Commando unit has been added. It requires Plastics and Rifling. It is invisible to all apart from other spies and commandos, and it can be transported on caravels and submarins. It starts off with the commando promotion. It is weak unit compared to others of the same period but can be very usefull for destroying enemy infrastructure.
2 - Changes
a) The cost of techs has been entirely reworked. Ancient techs cost 10% less. Classical techs cost the came. Medieval techs cost 10% more. Renaissance techs cost 20% more. Industrial techs cost 40% more. Modern techs cost 60% more. Future techs cost 80% more. This is based on the 1.09v patch of civ 4.
b) Calendar gives +1 food for farms.
c) Alphabet gives +1 food for hamlets, villages and towns but not cottages. This along with b) is too make bigger cities for a more involving game.
d) Towns provide 3 gold instead of 4 but gives +1 hammer.
e) Artillery (the unit) now also needs assembly line.
f) Grenadiers and Marines are melee units instead of gunpowder.
g) Grenadiers upgrade into marines only.
h) Changed what units can get what promotions (look in civilopedia for more information).
i) Upgrade cost is equal to the difference in the hammer cost between the two units.
j) Lumber mill gives +2 hammer.
k) Windmill gives +1 food and +1 gold. Replaceable Parts gives it +1 hammer and electricity +1 gold.
l) Watermill gives +1 food and +1 hammer. Replaceable Parts gives it +1 hammer and electricity +1 gold.
Modifications in version 1.1
1 - Additions
-
2 - Changes
a) Tech cost has been readjusted
b) All great people now produce 50% more beakers when used to discover new technology. This is to make them more useful in later ages.
c) Chemistry is now needed to build cannons instead of steel.
Modifications in version 1.0
1 - Additions
a) All units, apart from basic defence units (archer, longbowman, rifleman, machine gunner and mech. infantry), cost 1 gold maintenance. all artilery cost 2 gold in maintenance. This is too make it a lot harder to have 100% science and force players to plan an overall strategy.
2 - Changes
a) The strengh of military units has changed dramaticaly. The power of military units now rises a lot faster (eg knight has strengh 18 and infantry strengh 58) This has effectively destroyed the "spearman beats tank" paradox.
b) Upgrade cost are now a lot lower than before (difference in production cost -20).
c) The cost of technologies has risen, the more advance the thechnology the more it has risen.
d) Maintenance cost in genaral has rise by 50% for same reason as above.
e) Library increases science out put by 50% instead of 25%. Cost has increased by 25%.
f) Observatory increase science out put by 33% instead of 25%. Cost has increased by 10%.
g) University increases science out put by 33% instead of 25%. Cost has increased by 33%. e) f) and g) are all here to balance out b) c) and d).
h) All artilery (catapults, cannons and artilery) all now have an 80% withdrawal chance. Their power has been reduced compared with other units of the same age. Their price has risen. They can do up to 75% colateral damage instead of 50%.
i) Rifleman can upgrade into machine gunner.
j) Cavalry can upgrade into tank.
k) Machine gunner can upgrade into mech infantry.
l) Catapults now need mathematics instead of construction.
Section 3 - Future Changes
The next big change which is planned is to give resources +1food/hammer/gold per city.
If you have any ideas on how to improve the game please contact me at bendive2004@gmail.com. All sensible suggestions will be seriously considered.
Section 4 - Known Buggs
There are no known buggs in this mod of Civ 4 that do not occur in the vanilla version of the game, as long as the mod is installed in the proper place. If you do experience any buggs or faults in the game play please contact me at the address given above.
Section 5 - Joining the Team
We are always looking for more people to help us make this already amazing game truely brilliant. Right now we are in need of people who can draw new units or who are familiar with python. If you are intrested in joining us please contact me at the email address above.
Section 6 - Credits
My thanks go to:
Snaitf (@civfanatics) who has kindly allowed me to steal 2 of his mods and incorporate them.
12monkeys (@civfanatics) for his useful mod.
Vilu (@civfanatics) whose tech cost editor tool made my life a lot easier.
And the whole civ fanatics community who have inspired me to create, perfectionate and release this mod.
I hope that you will enjoy playing this mod.
1) New combat values for units means that keeping up to date with technologies is vital no more spearman beat tank or longbowman beats gunship.
2) Tech costs have been modified to slow down later ages.
3) Farms, windmills, watermills and towns now produce extra food allowing bigger cities and a more involving game.
4) Snaitf's great general mod, the realfort mod and PlotList Button Enhancement mod are all included.
Here is the full readme:
B Dive's Mod version 2.1
Compatible to civ4, and all patches released on, and before, 23/12/05.
Section 1 - How to install
a) Install civ 4.
b) Unzip this folder in C:/program files/firaxis games/sid meier's civilization 4/mods. DO NOT unzip in my documents/my games/.... as this will cause game to malfunction (saves will not work).
Section 2 - Modifications
Modifications in version 2.1
1 - Additions
a) PlotList Button Enhancement mod has been added. (see readme for more info)
2 - Changes
a) The combat power of the Trebuchet has been readjusted.
b) Fixed Commando bug.
c) Fixed pinch promotion bug.
d) Fort1 now also gives immunity to first strike.
e) Replaceable Parts gives windmill +2 hammers instead of +1.
f) Electricity now gives watermill +2 gold instead of +1.
Modifications in version 2.0
1 - Additions
a) Snaitf's great generals mod has been included. It creates a new specialist (soldier) and a new great person (great general), also some wonders generate GG points. The following changes have been made to it.
- walls no longer allow for one soldier specialist
- The millitary academy (GG unique building) give the elite promotion (+15% combat) to all units trained in that city.
b) The real fort mod has been included. This gives units promotions while they are in a fort. See the read me for more information. The wollowing changes have been made to it.
- Fort1 gives +10% combat and +5% healing.
- Fort2 gives +10% combat and +5% healing and +1 sight.
- Fort3 gives +10% combat and +5% healing and +10% withdrawal chance.
c) The Trebuchet unit has been added. It needs Mathematics, Machinery and Civil Service. It is between a catapult and a cannon in strenght.
d) The Commando unit has been added. It requires Plastics and Rifling. It is invisible to all apart from other spies and commandos, and it can be transported on caravels and submarins. It starts off with the commando promotion. It is weak unit compared to others of the same period but can be very usefull for destroying enemy infrastructure.
2 - Changes
a) The cost of techs has been entirely reworked. Ancient techs cost 10% less. Classical techs cost the came. Medieval techs cost 10% more. Renaissance techs cost 20% more. Industrial techs cost 40% more. Modern techs cost 60% more. Future techs cost 80% more. This is based on the 1.09v patch of civ 4.
b) Calendar gives +1 food for farms.
c) Alphabet gives +1 food for hamlets, villages and towns but not cottages. This along with b) is too make bigger cities for a more involving game.
d) Towns provide 3 gold instead of 4 but gives +1 hammer.
e) Artillery (the unit) now also needs assembly line.
f) Grenadiers and Marines are melee units instead of gunpowder.
g) Grenadiers upgrade into marines only.
h) Changed what units can get what promotions (look in civilopedia for more information).
i) Upgrade cost is equal to the difference in the hammer cost between the two units.
j) Lumber mill gives +2 hammer.
k) Windmill gives +1 food and +1 gold. Replaceable Parts gives it +1 hammer and electricity +1 gold.
l) Watermill gives +1 food and +1 hammer. Replaceable Parts gives it +1 hammer and electricity +1 gold.
Modifications in version 1.1
1 - Additions
-
2 - Changes
a) Tech cost has been readjusted
b) All great people now produce 50% more beakers when used to discover new technology. This is to make them more useful in later ages.
c) Chemistry is now needed to build cannons instead of steel.
Modifications in version 1.0
1 - Additions
a) All units, apart from basic defence units (archer, longbowman, rifleman, machine gunner and mech. infantry), cost 1 gold maintenance. all artilery cost 2 gold in maintenance. This is too make it a lot harder to have 100% science and force players to plan an overall strategy.
2 - Changes
a) The strengh of military units has changed dramaticaly. The power of military units now rises a lot faster (eg knight has strengh 18 and infantry strengh 58) This has effectively destroyed the "spearman beats tank" paradox.
b) Upgrade cost are now a lot lower than before (difference in production cost -20).
c) The cost of technologies has risen, the more advance the thechnology the more it has risen.
d) Maintenance cost in genaral has rise by 50% for same reason as above.
e) Library increases science out put by 50% instead of 25%. Cost has increased by 25%.
f) Observatory increase science out put by 33% instead of 25%. Cost has increased by 10%.
g) University increases science out put by 33% instead of 25%. Cost has increased by 33%. e) f) and g) are all here to balance out b) c) and d).
h) All artilery (catapults, cannons and artilery) all now have an 80% withdrawal chance. Their power has been reduced compared with other units of the same age. Their price has risen. They can do up to 75% colateral damage instead of 50%.
i) Rifleman can upgrade into machine gunner.
j) Cavalry can upgrade into tank.
k) Machine gunner can upgrade into mech infantry.
l) Catapults now need mathematics instead of construction.
Section 3 - Future Changes
The next big change which is planned is to give resources +1food/hammer/gold per city.
If you have any ideas on how to improve the game please contact me at bendive2004@gmail.com. All sensible suggestions will be seriously considered.
Section 4 - Known Buggs
There are no known buggs in this mod of Civ 4 that do not occur in the vanilla version of the game, as long as the mod is installed in the proper place. If you do experience any buggs or faults in the game play please contact me at the address given above.
Section 5 - Joining the Team
We are always looking for more people to help us make this already amazing game truely brilliant. Right now we are in need of people who can draw new units or who are familiar with python. If you are intrested in joining us please contact me at the email address above.
Section 6 - Credits
My thanks go to:
Snaitf (@civfanatics) who has kindly allowed me to steal 2 of his mods and incorporate them.
12monkeys (@civfanatics) for his useful mod.
Vilu (@civfanatics) whose tech cost editor tool made my life a lot easier.
And the whole civ fanatics community who have inspired me to create, perfectionate and release this mod.
I hope that you will enjoy playing this mod.