View Full Version : [ MOD ] Grave's Mega Mod ** UPDATED TO v2.0 **


Grave
Jan 05, 2006, 04:37 PM
First off, I'd like to thank Galindus for his MEGA MOD. (http://forums.civfanatics.com/showthread.php?t=148486) I really like this mod, and it's a great foundation to build off of because it incorporates many of the greates Civ4 mods out there (so far).

v2.1!
Thanks [to_xp]Gekko for quickly pointing out a few bugs!


WHAT WAS FIXED FROM v2.0:

- Fixed the problem where Legendary culture would occur in every city starting on ROUND 2 of a game!

- Forge is now +25% Production (same as before)
- Factory is now +25% Production, +50% w/ Power
- Mfg Plant is now +0% Production, +75% w/ Power

Late in the game, things were being built WAY too fast if you had a Factory AND Mfg. Plant in your city (something I never took into consideration).

If you like building things really fast, then just manually adjust the Forge, Factory and Mfg Plant to the v2.0 settings.

v2.0!


WHAT WAS FIXED FROM v1.0:

- Fixed the problem where you could not re-name your city :thumbsup:

- Fixed the Inquisitor... he now works! :rockon:

- SettlerReligion now works. :clap:


WHAT WAS REMOVED:

- Removed the Great Persons mod, which would bring a popup screen everytime your civilization would give birth to a Great Person.


NEW ADDITIONS:

- Added Sevo's Civilopedia v1.91 (http://forums.civfanatics.com/showthread.php?t=148253)
- Added my own version of Earth, based off of Rhye's Earth w/ 18civs (http://forums.civfanatics.com/showthread.php?t=134245)


WHAT WAS CHANGED FROM v1.0:

GAMESPEED:
- Changed my version of the Realism GameSpeed. The following is what was changed:


<iTrainPercent>200</iTrainPercent>
<iConstructPercent>300</iConstructPercent>
<iCreatePercent>300</iCreatePercent>
<iResearchPercent>325</iResearchPercent>
<iBuildPercent>300</iBuildPercent>
<iImprovementPercent>250</iImprovementPercent>
<iGreatPeoplePercent>300</iGreatPeoplePercent>
<iBarbPercent>400</iBarbPercent>
<iFeatureProductionPercent>300</iFeatureProductionPercent>
<iUnitDiscoverPercent>300</iUnitDiscoverPercent>
<iUnitHurryPercent>300</iUnitHurryPercent>
<iGoldenAgePercent>200</iGoldenAgePercent>
<iHurryPercent>33</iHurryPercent>

DIFFICULTY LEVELS:

- Removed Scouts and one of the chances of getting a map from a goody hut.
-- Replaced it with higher chance of obtaining settlers and workers.

UNITS:

Inquisitor:
- Added an educational Civilopedia entry

Settler:
- Cost 150 hammers

Trebuchet:
- Added an educational Civilopedia entry

Infantry:
- Can now upgrade to a Marine
- Now requires a Factory


CIVICS:

Slavery:
- +20% worker speed
- +1 hammer for Plantation
- +1 hammer for Quarry


LEADERS:

Gandhi:
- Favorite Civic now Pacifism


RESOURCES:

Wine:
- Now shows up on the map with Agriculture


CIVILIZATIONS:

- Re-arranged the colors for all the civilizations (play a game to see)
- Added serveral cities, and re-named several cities for many of the civilizations (too numerous to mention)


BUILDINGS:

Inquisition:
- Added an educational Civilopedia entry

Pyramids:
- Now enables all the religious civics, not Governemnt
- Now appeals more to Spiritual and Religious flavored Leaders

Forge:
- +50% Production
- Now required to build Knights, Pikeman, Crossbowmen, Macemen, Cannon.
- Obsolete with Corporation

Factory:
- +75% Production
- +100% Production w/ Power
- Required to build Infantry, SAM Infantry, Marine, Mech. Inf, Tank, Panzer, Mod. Armor, Artillery, Howitzer, Bazooka
- Required to build Gunship, Jet Fighter, Strike Fighter, Bomber, Stealth Bomber, Biplane, Fighter
- Required to build Transport, Destroyer, Battleship, Submarine, Nuclear Submarine, Carrier, AEGIS Cruiser

Manufacturing Plant:
- +0% Production (what good are robotics without power?)
- +125 Production w/ Power

Gunsmith: ** NEW BUILDING! **
- Required to build Cavalry, Musketmen, Riflemen, Grenadiers
- Obsolete with Assembly Line
- Added an educational Civilopedia entry


WHAT I WANT TO CHANGE: (still working on)

- Change Theocracy Civic so State Religion gives +2 Happiness, non-State Religions each give -1 Happiness
- Change Mercantilism to +1 Happiness in largest city
- Change Civic Slavery so it also gives +10% Civic anger (who likes being a slave?)

- Create cruise missiles (that can be loaded onto nuclear subs)
- Create Supreme Court wonder (gives free courthouse in all cities)
- Create Alcatraz (or some famous prison) wonder (gives free jail in all cities)
- Create Gulag building (increases productivity, but raises unhappiness considerably)
- Find a new 3D mesh for the Strike Fighter (maybe an A-10)
- Find a new mesh for Rocket Artillery (maybe a SCUD launcher... a catapult for this graphic is lame, thats why I deleted it)


KNOWN BUGS:

- None that I could find!




v1.0

Here is a list of tweaks I did to Galindus's Mega Mod.
(For a total list of tweaks refer to his Mega Mod, then and add all my tweaks on top of what he already has in his mod. Think of my mod as an amendment to his!) ;)

NEW ADDITION:

- Added the Simple Game Clock Mod (http://forums.civfanatics.com/showthread.php?t=137980) to my mod. I find this mod invaluable in the wee hours of the morning. :mischief:

NEW GAMESPEED: REALISM
Same name as the Realism Mod (by Jaynus) (http://forums.civfanatics.com/showthread.php?t=137650) GameSpeed, but totally different. This GameSpeed I made is a tweak from the Marathon GameSpeed. I found that the Middle Ages took to long... either that or Techs were discovered way too fast. The Middle Ages weren't known for their technological advances, that's why the next era was called the Renaissance. :p

So I made some adjustments to the GameTurnInfo, and I reduced the Build/Improvement/Create/Construct Percents a little. I didn't like how it would take 100 years sometimes to build a Forge, for example.

I also extended the ResearchPercent a little... so it takes even longer to discover techs.

So to sum it up... basically I shortened the production times on units/buildings and I stretched the research time on Techs a little more...

<GameSpeedInfo>
<Type>GAMESPEED_REALISM</Type>
<Description>TXT_KEY_GAMESPEED_REALISM</Description>
<Help>TXT_KEY_GAMESPEED_REALISM_HELP</Help>
<iGrowthPercent>300</iGrowthPercent>
<iTrainPercent>125</iTrainPercent>
<iConstructPercent>200</iConstructPercent>
<iCreatePercent>200</iCreatePercent>
<iResearchPercent>320</iResearchPercent>
<iBuildPercent>200</iBuildPercent>
<iImprovementPercent>250 </iImprovementPercent>
<iGreatPeoplePercent>350</iGreatPeoplePercent>
<iCulturePercent>300</iCulturePercent>
<iAnarchyPercent>300</iAnarchyPercent>
<iBarbPercent>350</iBarbPercent>
<iFeatureProductionPercent>200</iFeatureProductionPercent>
<iUnitDiscoverPercent>300</iUnitDiscoverPercent>
<iUnitHurryPercent>200</iUnitHurryPercent>
<iUnitTradePercent>300</iUnitTradePercent>
<iUnitGreatWorkPercent>300</iUnitGreatWorkPercent>
<iGoldenAgePercent>200</iGoldenAgePercent>
<iHurryPercent>33</iHurryPercent>
<iHurryConscriptAngerPercent>300</iHurryConscriptAngerPercent>
<iInflationPercent>10</iInflationPercent>
<iInflationOffset>-200</iInflationOffset>
<GameTurnInfos>
<GameTurnInfo>
<iYearIncrement>20</iYearIncrement>
<iTurnsPerIncrement>100</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>15</iYearIncrement>
<iTurnsPerIncrement>70</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>10</iYearIncrement>
<iTurnsPerIncrement>140</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>5</iYearIncrement>
<iTurnsPerIncrement>220</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>2</iYearIncrement>
<iTurnsPerIncrement>150</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iYearIncrement>1</iYearIncrement>
<iTurnsPerIncrement>250</iTurnsPerIncrement>
</GameTurnInfo>
</GameTurnInfos>
</GameSpeedInfo>

TECH TREE
The Industrial era was REALLY messed up in my opinion. I mean, how does Assembly line lead to Industrialism? It should be the other way around. The Industrial Revolution started in the 19th century, and the Assembly Line was invented by Henry Ford in the early 20th century. So after hours of re-drawing the tech tree on a scratch piece of paper, I came up with something I feel is a little more reflective on actual history...

Industrialism:
- Requires Electricity, Replaceable Parts, Economics
- Tech cost raised to 3500

Steam Power:
- Requires Chemistry, Industrialism

Artillery:
- Requires Steel, Industrialism, Rifling

Corporation:
- Requires Industrialism, Constitution

Radio:
- Requires Corporation

Assembly Line
- Requires Corporation, Steam Power

Combustion:
- Requires Physics, Assembly Line

Plastics:
- Requires Combustion

Computers:
- Requires Radio, Plastics

Philosophy:
- Requires Alphabet, Meditation
- Now a Classic Era Tech

Horseback Riding:
- Tech cost lowered to 80

Education
- Requires Paper, Guilds

Gunpowder
- Requires Education

Constitution:
- Requires Paper, Code of Laws, Nationalism

Nuclear Power:
- Changed graphic to Nuclear Plant

Units
Alot of the Industrial/Modern units I thought were WAY off, so I made some adjustments...

AEGIS Cruiser:
- Requires Robotics AND Nuclear Power (not Computers)
- Requires Uranium
- Movement Rate: 9

Scout:
- Requires Compass (I didn't like how the Chinese/Mongols were already snooping around in Western Europe in 3200BC).
- Doing this makes you and the CPU take longer to discover other civs.

IFV
- Deleted

Inquisitor:
- Gave it the Christian Missionary, Pikeman and Explorer (4 units clustered) 3-D mesh and Explorer Civilopedia graphic
- Requires Divine Right, not Theology

Submarine:
- Removed Uranium
- Upgrades to Nuclear Submarine

Nuclear Submarine: (new unit, same graphics as regular sub)
- Requires Nuclear Power
- Stregnth 30
- Movement 7
- Cost 280

Cavalry (and Cossack):
- Upgrades to Tank Mark V only (US Calvary still upgrades to Modern Armor and Chopper)

Mechanized Infantry:
- Restored to origninal Civ4 version
- Added two Marines to the 3D Mesh (flanking effect)
- Now requires oil and aluminum
- Reqires Robotics and Rifling

Rocket Artillery:
- Deleted

Howitzer:
- Requires Computers, Artillery
- Requries Oil and Uranium

Zeppelin:
- Requires Industrialism

Caravel:
- Requires Optics

Bazooka:
- Requires Combustion

Biplane:
- Requires Assembly Line

Destroyer:
- Requires Assembly Line
- Requires Iron and (Oil or Uranium or Coal)

Transport:
- Requires Assembly Line
- Requires Iron and (Oil or Uranium or Coal)

Battleship:
- Requires Assembly Line
- Requires Iron and (Oil or Uranium or Coal)

Infantry:
- Requires Assembly Line, Rifling

Marine:
- Requires Combustion, Rifling, Radio

Tank Mark V:
- Requires Assembly Line, Steel
- Requires Iron

Tank (and Panzer):
- Requires Combustion, Rifling
- Requires Oil

BUILDINGS
While playing a game from start to finish, I found some of the buildings in the game needed tweaking. It seemed silly to me to take 100 years to build a supermarket or a jail, among other things I noticed, which changes I made are below. I also thought some of the Wonders could use some tweaking as well...

Academy:
- Changes graphics to University

Feng Shui Academy:
- Changed graphics to Sun Tzu's Art of War

Art of War:
- Changed name to 'Sun Tzu's War Academy'

Nuclear Power Plant
- Requires Nuclear Power (not Fission)

Woman's Suffrage Wonder:
- Deleted

Cure for Cancer:
- Now a World Wonder (not a National)
- Free Hospital in all cities
- +1 happiness in all cities
- +1 health in all cities

Tsukiji Fish Market:
- Free Harbor in all cities (not sure if this will show up on a land-locked city)

Theory of Evolution:
- 1 free technology
- +1 science per specialist in all cities

Steel Mill:
- Changed name to 'Manufacturing Plant'
- Requires Robotics
- +50% production with power

Hermitage:
- Requires Liberalism

Wall Street:
- Requires Corporation

Eiffel Tower:
- Requires Steel
- Free Jail in every city

Broadcast Tower:
- Requires Radio

Rock n' Roll:
- Requires Mass Media

Hollywood:
- Free Broadcast Tower in every city

Grocer, Market, Jail, Supermarket, Courhouse, Bank:
- Reduced production cost by 25%

Versallies:
- Requires Gunpowder

Bomb Shelter:
- Protection from nukes reduced to 50%

Factory:
- Requires Industrialism

Pentagon:
- Requires Fascism

Bunker:
- Requires Flight


LEADERS
I noticed too many Leaders had 'Hereditary Rule' and 'Universal Suffrage' as their favorite civics, so I decided to look in the history books and tried to give the leaders a more realistic and needed civics change...

Asoka:
- Favorite Civic now Organized Religion

Bismarck:
- Favorite Civic now Nationhood

Catherine:
- Favorite Civic now Serfdom

Cyrus:
- Favorite Civic now Free Religion

Frederick:
- Favorite Civic now Bureaucracy

Gandhi:
- Favorite Civic now Caste System

Huayna Capac:
- Favorite Civic now Vassalage

Isabella:
- Favorite Civic now Hereditary Rule

Kublai Khan:
- Favorite Civic now Organized Religion

Peter:
- Favorite Civic now State Property

Qin:
- Favorite Civic now State Property

Victoria:
- Favorite Civic now Emancipation

Washington:
- Favorite Civic now Free Speech


RELIGION (assuming state religion)
I decided to take the Realistic Religions v1.1 by Abbamouse (http://forums.civfanatics.com/showthread.php?t=141585) a step further and vary the different religions a little more to suit CPU/Player styles. Certain religions bring in more money, some more science, some more culture... it all depends on your style of play!

Buddhism:
- Holy City produces +1 Sci +3 Cult
- All Cities produces +1 Gold +3 Cult

Christianity:
- Holy City produces +1 Sci +2 Cult
- All Cities produces +1 Gold +4 Cult

Hinduism:
- Holy City produces +4 Cult
- All Cities produces +1 Gold +3 Cult

Islam:
- Holy City produces +4 Cult
- All Cities produces +4 Cult

Judaism:
- Holy City produces +1 Gold +4 Cult
- All Cities produce +1 Gold +2 Cult

Taoism:
- Holy City produces +2 Sci +3 Cult
- All Cities produce +1 Gold +2 Cult

Zoroastrianism:
- Holy City produces +2 Gold +1 Sci +3 Cult
- All Cities produce +2 Cult


WHAT I WANT TO CHANGE (still working on)

- Delete Active Volcano as a resource
- Delete Drought stricken land as a resource
- Delete fertile land as a resource
- Create cruise missiles (that can be loaded onto nuclear subs)
- Create Supreme Court wonder (gives free courthouse in all cities)
- Create Alcatraz (or some famous prison) wonder (gives free jail in all cities)
- Create Gulag building (increases productivity, but raises unhappiness considerably)
- Find a new 3D mesh for the Strike Fighter (maybe an A-10)
- Find a new mesh for Rocket Artillery (maybe a SCUD launcher... a catapult for this graphic is lame, thats why I deleted it)


BUGS (what doesn't seem to work)

- Can't get Inquisition to work, so I "disabled" the Inquisitor by making him require the Inquisition building (cancels itself out)

- Can't get the Settler Religion to work

- Can't get the Great Person mod to work (picture of the Great Person doesn't show up)

- When founding a city, you don't have the option to re-name it

- When building a Wonder, the animation doesn't show.






DIRECTIONS FOR INSTALL:

- Just unzip directly into your MY DOCUMENTS/MY GAMES/CIVILIZATION 4 folder and you'll be good to go. :cool:


DOWNLOAD HERE!!! (http://www.gravelink.net/Grave's Mega Mod v2.1.zip)


Whew! That's everything! :eek: So try this out, and post feedback! :goodjob:

Also let me know in this post what bugs you may find.

[to_xp]Gekko
Jan 05, 2006, 07:41 PM
sounds good. I have 3 questions though.

1) eiffel tower giving jails in every city? tell me you're kidding please...
2) did you update all the mods in galindus' modpack to latest versions available?
3) do you care about some suggestions? ;)

Smirk
Jan 05, 2006, 07:43 PM
An assembly line was a production technique long before what we recognize as industrialization. Its really just specialization and task based assembling and by no means "invented" by Henry Ford.

Grave
Jan 05, 2006, 07:59 PM
Gekko']sounds good. I have 3 questions though.

1) eiffel tower giving jails in every city? tell me you're kidding please...
2) did you update all the mods in galindus' modpack to latest versions available?
3) do you care about some suggestions? ;)


1) I thought giving the Eiffel Tower free broadcast towers was just as silly. The broadcast towers were more suited for the Hollywood wonder. I gave free jails to the Eiffel Tower because it was the only somewhat-new usable building in the Industrial era that every city could use. There's no signifigance betwee jails and the Eiffel tower. Now once I get around to making my Alcatraz wonder, I'll put the free jails there.

2) I didn't update the mods in Galindus' modpack yet. I made this modpack mainly for my personal use, but I decided to make it public incase somebody wanted to take a look at it, and tweak it as they saw fit.

3) Sure.... I'd love to hear some suggestions, fire away. :)

Grave
Jan 05, 2006, 08:02 PM
An assembly line was a production technique long before what we recognize as industrialization. Its really just specialization and task based assembling and by no means "invented" by Henry Ford.

Ok, Ford may not of "invented" the assembly line, but for all purposes, he's the creator of the "modern" assembly line.

From HistoryChannel.com:

ENCYCLOPEDIA: ASSEMBLY LINE,

arrangement of workers, machines, tools, and parts through which work proceeds in a specific sequence for the quick and efficient assembly of a product. Modern assembly lines generally use automated conveyors to move components of a product from one stage of production to the next until assembly is completed. Each stage takes place at a “station,” where a part of the assembly process is performed by workers, machines, or both before the product is moved along to the next station.

In 1784 the American inventor Oliver Evans(1755–1819) developed what was probably the first practical assembly line, using water power and a series of conveyor belts, machines, and chutes to process grain into flour. Different aspects of assembly-line production were utilized after the start of the Industrial Revolution; the full potential of the process was not realized until 1913, however, when the American industrialist Henry Ford developed techniques combining the use of conveyors and interchangeable parts in his automobile assembly line. His innovations laid the foundation for modern mass production and are used by manufacturers around the world. The advent of computers and robots has led to the development of automated assembly lines in which workers have been partly or, in some cases, totally replaced by machines.

This is where I was coming from with my statement...

[to_xp]Gekko
Jan 05, 2006, 08:35 PM
1) I thought giving the Eiffel Tower free broadcast towers was just as silly. The broadcast towers were more suited for the Hollywood wonder. I gave free jails to the Eiffel Tower because it was the only somewhat-new usable building in the Industrial era that every city could use. There's no signifigance betwee jails and the Eiffel tower. Now once I get around to making my Alcatraz wonder, I'll put the free jails there.

2) I didn't update the mods in Galindus' modpack yet. I made this modpack mainly for my personal use, but I decided to make it public incase somebody wanted to take a look at it, and tweak it as they saw fit.

3) Sure.... I'd love to hear some suggestions, fire away. :)

1) I'm going to be happier with Alcatraz taking that role than... :D

3) well my own humble opinion is that I like soldier specialists. and I like great generals even more ;)

Grave
Jan 05, 2006, 08:38 PM
I was thinking of just making the Eiffel Tower create alot of culture/happiness, but we already have plenty of those wonders already. I thought it would make the Eiffel Tower more worthwhile if you got a free building out of the deal... and jails are pretty useful. :)

I'll have to look into this Great Generals mod... I've heard about it but haven't looked into it yet.

geebo
Jan 05, 2006, 08:38 PM
seems good, but Gandhi's favorite civic should be pacifism not caste system...

Grave
Jan 05, 2006, 08:43 PM
seems good, but Gandhi's favorite civic should be pacifism not caste system...

I thought about that... and that does make alot of sense. The reason I chose Caste System for Gandhi is because India made the Caste System famous. When I think Caste System... I think of India. When I think of India, I think of Gandhi (and curry). :mischief:

It's a shame I can't figure out how to give leaders multipule favorite civics... if it's even possible. :confused:

geebo
Jan 05, 2006, 09:43 PM
true but in reality Gandhi wasn't really for the caste system, if not against it, i just took a class on non-western history thats why this stuck out to me. the professor specifically said that Gandhi believed in equality and even respected the "untouchables"(lowest class in India).

not sure unfortunally i do not know how to mod...but it should be possible it deff. makes sense and would make good combinations...

Grave
Jan 05, 2006, 09:57 PM
It's pretty easy to change... and I just may do it. If I ever release another verion of this mod, I'll include Gandhi's favorite civic as Pacifism.

That's why I want feedback... to smooth out some of the ignorant errors I may have made long the way! :king:

But if you want to edit Gandhi yourself... here's how:

Open up the CIV4LeaderHeadInfos file in WordPad or something, and scroll down until you find Gandhi... then look for this piece of code:




<FavoriteCivic>CIVIC_PACIFISM</FavoriteCivic>




Change it... and you're done! :D
I'm sure somebody smarter at coding than I am will figure out a way to give leaders multipule favorite civics.

geebo
Jan 05, 2006, 10:14 PM
nice but im gonna probably play it how you made it , cant wait to start it tomarrow...oh and i wanted to ask, because i know in the other Mega Mod after 100 turns the game lags alot not just for me but for many people, and my cpu is pretty fast, so i was wondering how is yours with that?

Grave
Jan 05, 2006, 11:53 PM
Well, I have 1.5GB RAM and a 1.8 P4, all settings set to maximum, and the game seems to work fine. Sometimes there's a long pause between turns later on in the game, but not all the time. To me it's not so bad as to make the game unenjoyable. Usually I capitalize on some of the lag times by going to get a beer. :)

keldath
Jan 06, 2006, 05:46 AM
hi
very good job graveeatr,
have a few suggestions
1)maybe add fx bigger and longer - i added by myself
2)is this mod compatibble with multiplayer? because the gladius version went out of sync.
3)maybe you can make the units smaller - i did by using a file from composite mod by exavier - works great - for memory problams in later game time.

hope youll fic the bugs you mentions.
this can be one of the better mods that are out there so far :)

welldone.

Grave
Jan 06, 2006, 08:24 AM
hi
very good job graveeatr,
have a few suggestions
1)maybe add fx bigger and longer - i added by myself
2)is this mod compatibble with multiplayer? because the gladius version went out of sync.
3)maybe you can make the units smaller - i did by using a file from composite mod by exavier - works great - for memory problams in later game time.

hope youll fic the bugs you mentions.
this can be one of the better mods that are out there so far :)

welldone.

Thanks, Keldath! :beer:
I'm working on some of the bugs. I'm not really good at python, that's why I'm still having troubles with some of the mods, like Settler Religion, Great People mod, etc. If there are any python experts out here that can hook a brotha up, that would rock. :band:

But the city renaming and not having the cool movie for building wonders does bother me, and I will try and root that problem out.

1) I'll check out FX... I never looked into it before. I'll see what it's all about.

2) I've never played multiplayer before... but there's only one way to find out. :crazyeye:

3) I'll also look into making some of the units smaller. I know those tanks can get pretty dang big!

Exavier
Jan 06, 2006, 08:41 AM
Um I hope you didn't pull those 2 files out of my Mod to use with another one... Its going to be rather funny if you notice some of the other changes to those files besides the unit reductions :P

I made some modifications to late game play and global warming that is in those same files :P

Grave
Jan 06, 2006, 08:45 AM
Um I hope you didn't pull those 2 files out of my Mod to use with another one... Its going to be rather funny if you notice some of the other changes to those files besides the unit reductions :P

I made some modifications to late game play and global warming that is in those same files :P

You talking to me? What two files?

Exavier
Jan 06, 2006, 08:49 AM
Sorry that was directed to keldath.

The 2 files that are modified for the reduced graphics are the GlobalDefines and one of the files in another folder (only changes made to it so i never looked at it further)

If he just copyed over my GlobalDefines it could cause problems with other mods due to things i have changed in it. "Could" is different from "Will" of coarse :P

Grave
Jan 07, 2006, 03:14 PM
Just updated my mod to v2.0!!!

[to_xp]Gekko
Jan 07, 2006, 07:41 PM
version 2.0 is AWESOME. I'm happy to see you've managed to fix ALL bugs in 1.0 :)

edit: too bad that if I try playing with your Realism timeline , every city gets set to legendary culture on turn 2 with an astonishing 2 culture score...

also, it seems you changed the industrious trait to +1hammer to any plot that already produces 3+ , instead of the default bonus for wonders... but this is not reported anywhere it seems :D

geebo
Jan 08, 2006, 12:58 AM
thanks GraveEatr for the consideration in changing Gandhi's fav. civic to Pacifism!!!...v2.0 looks great...

Grave
Jan 08, 2006, 09:16 AM
Gekko']version 2.0 is AWESOME. I'm happy to see you've managed to fix ALL bugs in 1.0 :)

edit: too bad that if I try playing with your Realism timeline , every city gets set to legendary culture on turn 2 with an astonishing 2 culture score...



I noticed the same thing with the Realism speed... I was doing all my testing on Marathon speed. Here's how to fix it:

DOWNLOAD THIS FILE (http://www.gravelink.net/Grave's Mega Mod v2.0 bug fixes (sorry!).zip).

It can fix the following:

Legendary culture bug removed
- I neglected to add the CIV4CultureLevelInfo.xml file into v2.0.

Tweaked the Factory/Forge/Mfg Plant settings (again)
- I did this because late in the game if you had a Factory AND a Mfg. Plant you would build things at a disgustingly fast pace! This is something I never took into consideration! :eek:
- Forge is now +25% Production (same as before)
- Factory is now +25% Production, +50% w/ Power
- Mfg Plant is now +0% Production, +75% w/ Power

Instructions for install:

Just unzip into your MY DOCUMENTS/MY GAMES/SID MEIR'S CIVILIZATION 4 directory, and everything will be fixed as needed.

I fixed the Mega Mod v2.0 in the original thread to reflect the above fixes. Only download this fix if you download the previous v2.0!

(If you like building things really really fast late in the game, do not install the Civ4BuildingInfo.xml file).

Grave
Jan 08, 2006, 09:19 AM
Gekko']also, it seems you changed the industrious trait to +1hammer to any plot that already produces 3+ , instead of the default bonus for wonders... but this is not reported anywhere it seems :D

That was one of the original changes in Galindus' Mega Mod. ;)

[to_xp]Gekko
Jan 08, 2006, 10:09 AM
:D That was one of the original changes in Galindus' Mega Mod. ;)

Really? It is not reported anywhere though.

some suggestions to make this mod ultimate?

1) add Snaitf's Great General ( you should ask Exavier about this one, since in his mod he tweaked it: the original version spawns waaaay too many great generals)
2) Kgrevstad in his (her?) realism resurrected mod tweaked deserts to be smaller than vanilla. Imho it's a nice touch.
3) maybe set industrious back to normal? I like wonders :D
4) checking if all the small mods included in this package are updated to latest version would be nice. I guess I'll do this myself and post about it later.

Grimaldi
Jan 08, 2006, 02:44 PM
- Required to build Transport, Destroyer, Battleship, Submarine, Nuclear Submarine, Carrier, AEGIS Cruiser

one suggestion

Docks - Required to build Transport, Destroyer, Battleship, Submarine, Nuclear Submarine, Carrier, AEGIS Cruiser

it would be more logical.

otherwise great work

Nadin Bytefelt
Jan 08, 2006, 03:53 PM
HI nace mod.Thks for you hard work.

One suggestion:
change the reguires forge for WW The Statue of Liberty, the technolgie Corporetion make absolute forge. No time for buld the WW, and the forge is absolute....

[to_xp]Gekko
Jan 08, 2006, 04:22 PM
another little bug : when starting a custom game, the 2 bottom checkboxes added in 1.52 have no text ( one is "reroll random seed on reload", latter I cant remember) .

a mod that should be included ( it is also included in Sevo's mod) is 12monkeys's fix for air patrol animation http://forums.civfanatics.com/showthread.php?t=147340


mods that change gameplay and need updating:

-update culturaldecay by Bhruic to latest version http://forums.civfanatics.com/showthread.php?t=143051

-update techconquest by Bhruic to latest version http://forums.civfanatics.com/showthread.php?t=140959

-update Abbamouse's realistic religions to latest version http://forums.civfanatics.com/showthread.php?t=141585

Interface mods that need updating:

-update Modified Special Domestic Advisor by 12monkeys to latest version http://forums.civfanatics.com/showthread.php?t=148109

-update exotic foreign advisor by Requies to latest version http://forums.civfanatics.com/showthread.php?t=146687

OR, instead of the last 2 points, you could simply merge alerum68's awesome Succession Game Safe MOD Pack Tweaked interface, which includes EVERY interface improvement made so far :
http://forums.civfanatics.com/showthread.php?t=151020

:goodjob:

Grave
Jan 08, 2006, 05:05 PM
This is what I like to see!

I'll look into updating as many of these add-on mods as I can.

I already finished up on the Tech Conquest... I'll look into the others.


Thanks fellas!

[to_xp]Gekko
Jan 08, 2006, 05:20 PM
This is what I like to see!

I'll look into updating as many of these add-on mods as I can.

I already finished up on the Tech Conquest... I'll look into the others.


Thanks fellas!

you are quite welcome. ;)

Grave
Jan 08, 2006, 05:32 PM
One thing I have noticed... I still can't seem to get the Wonder movies to play once you build a wonder.... WTF?!?!

[to_xp]Gekko
Jan 08, 2006, 06:55 PM
One thing I have noticed... I still can't seem to get the Wonder movies to play once you build a wonder.... WTF?!?!

yep, that's kinda lame, but something I can live with. I guess you will eventually fix that :)

btw, I figured out that alerum68's interface mod isn't 100% updated. you might want to wait a couple days to include it, as he posted he is on vacation and will be back on 10th jan. I hope he is going to keep up his work soon after his comeback :D

ggalindo001
Jan 08, 2006, 07:48 PM
Going to give it a try.

--Galindus

Grave
Jan 08, 2006, 09:23 PM
STATUS UPDATE:

Gekko']another little bug : when starting a custom game, the 2 bottom checkboxes added in 1.52 have no text ( one is "reroll random seed on reload", latter I cant remember) .

I'm still looking into this...

Gekko']
a mod that should be included ( it is also included in Sevo's mod) is 12monkeys's fix for air patrol animation http://forums.civfanatics.com/showthread.php?t=147340.

Done. :goodjob:

Gekko']
mods that change gameplay and need updating:

-update culturaldecay by Bhruic to latest version http://forums.civfanatics.com/showthread.php?t=143051

Done. :goodjob:

Gekko']
-update techconquest by Bhruic to latest version http://forums.civfanatics.com/showthread.php?t=140959

Done. :goodjob:

Gekko']
-update Abbamouse's realistic religions to latest version http://forums.civfanatics.com/showthread.php?t=141585

I didn't do this one because I've modified Abbamouse's mod so much it's hardly the same. Besides, his lates version is just a very minor graphical correction that I think hardly makes much of a difference anyway.

Gekko']Interface mods that need updating:

-update Modified Special Domestic Advisor by 12monkeys to latest version http://forums.civfanatics.com/showthread.php?t=148109

Done. :goodjob:

Gekko']
-update exotic foreign advisor by Requies to latest version http://forums.civfanatics.com/showthread.php?t=146687

Done. :goodjob:

In addition, I added Snaitf's Show Attitude Mod.

I also made a few more game tweaks... and I'm working on changine the Statue of Liberty's requirements for the Forges.

[to_xp]Gekko
Jan 09, 2006, 12:07 PM
Welcome back, Galindus! hope to see you working alongside with Grave to help this modpack on the way to world domination :D

@Grave: well done man, I see you do your job hastily, LOL.

more suggestions coming:

-alerum68 has updated his Succession Game Safe MOD Pack Tweaked interface to latest versions available! this is just too good to pass out, now you can merrily merge it together with all the rest ;)
http://forums.civfanatics.com/showthread.php?t=151020


-another AWESOME mod which would be great to have is 12monkeys' Plot Enhancement: it allows you to see at a glance what units in the stack need healing, what are fortified, what have movements left, etc. http://forums.civfanatics.com/showthread.php?t=149572

-rodman49's Religious Victory ( great! ) http://forums.civfanatics.com/showthread.php?t=144052


-Cyberchrist's enhanced Wonders info ( invaluable for those who love wonders, like myself for example :D ) http://forums.civfanatics.com/showthread.php?t=145253

-since you already have one resource-mod in here, I think that adding in the extra resources by Master Lexx's GreenMod http://forums.civfanatics.com/showthread.php?t=144428
would be awesome. maybe take out sulphur, as many people noted that it's unrealistic to have it as a strategic resource, since it can be easily made artificially.

- a nice little thingy you could "borrow" :D from Sevo's mod :
"-- Explorers and Scouts can build forts and explore temples. They're a little more useful now." ) temples are a greenmod's resource, the only one that Sevo included in his mod. http://forums.civfanatics.com/showthread.php?t=151611

-some great tweaks included by Exavier in his Composite Mod http://forums.civfanatics.com/showthread.php?t=147560 :

-Missile Silo: Required in city before said city can build ICBMs. (makes sense)
-SDI: Efficiency reduced to 60%, Cost raised to 2500 Hammers. (nukes are sooo weak right now. this is a badly needed change IMHO )
-Tree Nursery: Turns into a forest after 25 turns. ( a must-have, IMHO )
-Agressive Trait: Added the free promotion to the rest of the unit types (not just Melee and Gun) ( which makes sense I guess )
-Unit Upgrade: Upgrade costs reduced by about 50% ). ( because, let's face it, unit upgrade gold costs right now are OUTRAGEOUS )
-National Wonders: Made it possible to build 3 National Wonders per city instead of 2. ( a little more freedom can't hurt )


-also, a couple of tweaks I miss a lot from Dearmad's mod http://forums.civfanatics.com/showthread.php?t=138005 :

WINERIES possible with POTTERY:
well, all it takes to make wine is the container, and pottery does just that ( amphoras anyone? ;) ) . plus, wine and alcohol in general is one of the most ancient discoveries made by man: it came waaaaaaay before Monarchy.

COTTAGES NOT possible until Monarchy (was Pottery):
The economy heats up too fast too early otherwise. I figure you need a slightly better knowledge of civics before you have suburbs. (makes sense IMHO )

so, yes, I admit I'm just stealing tweaks from other guys' hard work, but at least I'm trying to only steal the best available :D

ggalindo001
Jan 09, 2006, 05:44 PM
It's good to know I was missed :) IN all seriousness, I have a newer version of Mega Mod, but I'm not real happy with it. I've played two full games, and they were good, but were missing something. In the second, I created 3 new national wonders:

1. Equestrian Center -- Allows the builder to have the Horse resource without horses. This is available after Calendar (as that allows trading on the oceans, I figure by then, if you are trading, you will likely have traded for horses). Cost ~250 hammers.

2. Synthetic Refinery -- Allows the builder to have the Oil resource without oil. This is available after Rocketry (if you think about the synthetic manufacture of petroleum, it was highly driven by Germany during WW2 and the drive to make rockets was what propelled this technology. Cost ~750 hammers.

3. Aluminum Recyclying Center -- Allows the builder to have the Aluminum resource without aluminum. This is available after the civilization has built 3 normal recycling centers. Cost is ~500 hammers.

I didn't use these in my game, so I didn't get to play test it much. I am about to search if the AI built these to see if they would and if they did when it made sense (ie, didn't have the resource).

I also changed Railroad to require coal OR oil, and removed the resource requirements for any UU (Cossacks do not require horses for example). I thought it was really unfair to not be able to use a UU because you didn't have the resource, when in fact, it is so interwoven into your national psyche.

I made some other changes to make the lack of iron more manageable. I really like the ideas in this Grave's mod of my mod, so I am planning to give it a whirl and see how it goes.

If people are interested, I'll post my revision to Mega, but I'm not real happy with it at the moment. I like the idea of working with Graves to make the most complete mod desired!

-- Galindus

[to_xp]Gekko
Jan 09, 2006, 06:43 PM
It's good to know I was missed :) IN all seriousness, I have a newer version of Mega Mod, but I'm not real happy with it. I've played two full games, and they were good, but were missing something. In the second, I created 3 new national wonders:

1. Equestrian Center -- Allows the builder to have the Horse resource without horses. This is available after Calendar (as that allows trading on the oceans, I figure by then, if you are trading, you will likely have traded for horses). Cost ~250 hammers.
Brilliant. to make it even more realistic, you could make it like this: building the Equestrian Center requires horses. this means that you have to trade for them, until you can breed them yourself in your happy empire. if your horse income is cut down during the building of this wonder, build process is stunted and cannot go on unless you get access to horse again. but if you manage to build it, you will then have a source of horses that cannot be easily pillaged, being in a city! :) this same wonder should also be made for any Biological resource like cattle, pig, wheat,rice etc. imho. it makes sense that I will try to raise my own pigs and plant my own crop if given the chance.

2. Synthetic Refinery -- Allows the builder to have the Oil resource without oil. This is available after Rocketry (if you think about the synthetic manufacture of petroleum, it was highly driven by Germany during WW2 and the drive to make rockets was what propelled this technology. Cost ~750 hammers. Isn't there in the lost wonders mod a wonder that gives oil already? it is called Eirik Raude or something like that.

3. Aluminum Recyclying Center -- Allows the builder to have the Aluminum resource without aluminum. This is available after the civilization has built 3 normal recycling centers. Cost is ~500 hammers.
this is also nice.


I also changed Railroad to require coal OR oil, and removed the resource requirements for any UU (Cossacks do not require horses for example). I thought it was really unfair to not be able to use a UU because you didn't have the resource, when in fact, it is so interwoven into your national psyche. not sure I like that one. I like the strategic importance of having access to different resources in each game, making it different :) ( WHEN it is realistic, of course. but training cavalry without horses wouldn't appeal me much )

I made some other changes to make the lack of iron more manageable. I really like the ideas in this Grave's mod of my mod, so I am planning to give it a whirl and see how it goes.
I feel that Bronze should be allowed to be used instead of iron as far as it was historically possible. ( i.e. no bronze ships instead of steel ships, but bronze swordman/maceman instead of iron... why not? ) with a strenght penalty of course, to simulate worse equipment compared to their Iron counterparts.

If people are interested, I'll post my revision to Mega, but I'm not real happy with it at the moment. I like the idea of working with Graves to make the most complete mod desired!

-- Galindus

I guess the two of you would get along with each other well enough :goodjob:

TheDesertRat
Jan 10, 2006, 05:47 PM
Can anybody tell me why when I run this mod I keep getting a box that pops up with a python exception message and how do I get rid of that?

Grave
Jan 10, 2006, 06:09 PM
What does it say and when does it pop up?

[to_xp]Gekko
Jan 10, 2006, 06:36 PM
hi grave,
abbamouse updated his religious mod again, tweaking some of the techs in order to make the various religions spark in world at kinda the same ages they actually did. it is a very nice modification IMO, anything that makes the game more realistic is welcome here. I suggest you check that out and see if you want to add this new changes to the mod. I'm sure I would if I were you :p

ggalindo001
Jan 10, 2006, 07:24 PM
Gekko']Brilliant. to make it even more realistic, you could make it like this: building the Equestrian Center requires horses. this means that you have to trade for them, until you can breed them yourself in your happy empire. if your horse income is cut down during the building of this wonder, build process is stunted and cannot go on unless you get access to horse again. but if you manage to build it, you will then have a source of horses that cannot be easily pillaged, being in a city! :) this same wonder should also be made for any Biological resource like cattle, pig, wheat,rice etc. imho. it makes sense that I will try to raise my own pigs and plant my own crop if given the chance.

Isn't there in the lost wonders mod a wonder that gives oil already? it is called Eirik Raude or something like that.


this is also nice.


not sure I like that one. I like the strategic importance of having access to different resources in each game, making it different :) ( WHEN it is realistic, of course. but training cavalry without horses wouldn't appeal me much )


I feel that Bronze should be allowed to be used instead of iron as far as it was historically possible. ( i.e. no bronze ships instead of steel ships, but bronze swordman/maceman instead of iron... why not? ) with a strenght penalty of course, to simulate worse equipment compared to their Iron counterparts.



I guess the two of you would get along with each other well enough :goodjob:

I've been pretty wrapped with work, so it may be later in the week before I can get in a game with Grave's mod (BTW, Grave, where in NM do you live, I grew up in EP so I am an honorary NMer).

Here is my rationale on the new wonders.

1. Horses. Along with Iron, probably the most critical resource to have because of the timing, etc. I struggled with this, having thought about what you said (having to have horses to build the center), but I thought of what happened historically. Most of Eurasia had horses, most of America, Africa and Australiasia did not. If you recall, the native americans, once horses were introduced, did not just become great horsemen, but also great natural breeders of the animals in North America. Where horses were impractical primarily due to terrain (South America for example), they did not flourish.

The historical fix would be to limit the use of horses to just plains and grasslands (ie., no jungle, very little forest usage, obviously no mountains). That would become a very difficult fix.

The next historical fix would be to allow the "breeding of horses". Once known, a civilization could start with a few and within a period of time, have a normal cadre of the animals. I thought about what brought this about historically, and it was the establishment of trade on the oceans; hence the delayed (much delayed) technological need before you can strategically beat the resource need.

I also thought about the concept of "once you have horses, you always have horses".....but I thought that could become difficult programatically and it also didn't account for the fact that some effort would be required to actually breed and maintain the animals without a natural source.

I also thought about this (which I think is the best idea). If you defeat a horseman in combat, you can automatically build one (or possibly multiple) unit with the resource. (I've also thought about this with War Elephants, Pikemen, Grenediers, etc.) This would lend a whole new way to deal with the tech tree. One of the things I struggle with is this notion that I cannot figure out flight even though I see planes buzzing all around me without fully researching flight. I think that at some point in the game, having contact with a country that has a technology and seeing it (either in combat or otherwise), grants you an automatic 25-50% research boost for that technology.

2. Regarding Eirik Raude and the my refinery, my issue with Eirik is that it is a 2005 type of wonder, when synthetic oils have been available since the 1920's and 1930's. Again, this helps to strategically balance the game, still multiple techs from combustion, but at least not as far along the tech tree as Raude (which is at the end of the tree).

3. The changes I made with Iron was mostly around Pikemen, Spearmen, Cross/Longbowmen etc. only needing a hard substance and not necessarily Iron. Swordsmen and the naval ships still require Iron.

4. Regarding railroad, I am thinking that without coal as a resource, you could think about how to build rail using Oil. Again, combustion comes much later in the tech tree than Railroad, so you are strategically penalized for not having coal.

5. I like your idea of raising little piggies, etc. Keep in mind, these three wonders are just that, expensive and strategic. But I could also see building the synthetic refinery in wartime so that your oil could not be pillaged. I thought of that strategically in my game but didn't go forward as I needed miliary units badly :)

-- Galindus

[to_xp]Gekko
Jan 11, 2006, 12:33 PM
1. Horses. Along with Iron, probably the most critical resource to have because of the timing, etc. I struggled with this, having thought about what you said (having to have horses to build the center), but I thought of what happened historically. Most of Eurasia had horses, most of America, Africa and Australiasia did not. If you recall, the native americans, once horses were introduced, did not just become great horsemen, but also great natural breeders of the animals in North America. Where horses were impractical primarily due to terrain (South America for example), they did not flourish.
The historical fix would be to limit the use of horses to just plains and grasslands (ie., no jungle, very little forest usage, obviously no mountains). That would become a very difficult fix.
The next historical fix would be to allow the "breeding of horses". Once known, a civilization could start with a few and within a period of time, have a normal cadre of the animals. I thought about what brought this about historically, and it was the establishment of trade on the oceans; hence the delayed (much delayed) technological need before you can strategically beat the resource need.
I also thought about the concept of "once you have horses, you always have horses".....but I thought that could become difficult programatically and it also didn't account for the fact that some effort would be required to actually breed and maintain the animals without a natural source
5. I like your idea of raising little piggies, etc. Keep in mind, these three wonders are just that, expensive and strategic. But I could also see building the synthetic refinery in wartime so that your oil could not be pillaged. I thought of that strategically in my game but didn't go forward as I needed miliary units badly :)

actually, the more I think about it the more I think Biological Resources should NOT be able to be "produced" in a city. now if someone could write a code that allowed you to plant one and one only resource somewhere appropriate in your territory, THAT would be awesome.

I agree that geographical features should affect cavalry more.
I think mounted troops' combat should be lowered, and given a hefty bonus when fighting in grassland/plain tiles.

I also thought about this (which I think is the best idea). If you defeat a horseman in combat, you can automatically build one (or possibly multiple) unit with the resource. (I've also thought about this with War Elephants, Pikemen, Grenediers, etc.) This would lend a whole new way to deal with the tech tree.

well. I guess this would make sense if considered as part of the Unit Allegiance mod... but only if unit allegiance happens. if two armies are going to fight to the death, I doubt the horses/elephants are going to survive :( but the idea makes sense, I like it. and it makes me think of catapults. man, the way they are now in the game is so lame. used as suicide first-attackers :( IMHO catapults should never be able to sustain direct combat: allow them to bombard units and improvements/cities alike, and make them get captured just like workers if they have no troops to protect them. then they would be realistic and still useful against SoD.

actually, there would be another way around SoD that involves something better than collateral damage. not being able to place infinite amounts of armies on the very same tile. it's as easy as that ;)

One of the things I struggle with is this notion that I cannot figure out flight even though I see planes buzzing all around me without fully researching flight. I think that at some point in the game, having contact with a country that has a technology and seeing it (either in combat or otherwise), grants you an automatic 25-50% research boost for that technology.

I don't think so... science isn't so easy, you know ;)

2. Regarding Eirik Raude and the my refinery, my issue with Eirik is that it is a 2005 type of wonder, when synthetic oils have been available since the 1920's and 1930's. Again, this helps to strategically balance the game, still multiple techs from combustion, but at least not as far along the tech tree as Raude (which is at the end of the tree). I see your point. so this is another welcome addition I guess ;)

3. The changes I made with Iron was mostly around Pikemen, Spearmen, Cross/Longbowmen etc. only needing a hard substance and not necessarily Iron. Swordsmen and the naval ships still require Iron.

why swordsman? they are actually the same as other melee fighters!
I agree about ships though, bronze is not viable in that way... too expensive, and other drawbacks I still don't know I guess :D

4. Regarding railroad, I am thinking that without coal as a resource, you could think about how to build rail using Oil. Again, combustion comes much later in the tech tree than Railroad, so you are strategically penalized for not having coal.

I guess this is true too. they should need iron/steel and coal/oil.

Edit: I used the word "guess" way too many times, I guess. :P sorry about that :D

[to_xp]Gekko
Jan 11, 2006, 04:11 PM
hey Grave, I've just discovered another bug with your mod. there is no scout unit. it just won't unlock with hunting. it's not even in the game anymore. I don't know what's wrong here, even tryed messing around with the XML files a bit, no effect.

edit: btw, concerning National Wonders, I've just been struck by a thought. The Palace is a national wonder, and you can always build it as soon as you have enough cities: it will just change the city it's in. this means there MUST be a bit of code which allows it to do that. now if someone did apply that same code to all national wonders... you could transfer your ironworks to a new city more fitting than the precedent for example. I think people would be very happy with a tweak like this :D

jrice77
Jan 12, 2006, 12:20 PM
Great work! Here is a little tidbit, cause this is an area of expertise on my part.

An AEGIS cruiser would require computers, and not require nuclear power. Also, it would be more accurate to need whatever you need for missiles (Rocketry?) rather than robotics. Hope this helps.

J.

Martock
Jan 13, 2006, 05:23 PM
I installed this mod as per the instructions and found only 1 bug or what I think to be a bug. I am playing as the Americans and every city I have founded after Washington, D.C. starts with the following as it's name (mind you, I do change them):
TXT_KEY_CITY_NAME_PHILIDELPHIA

What is the cause of this and what can I do to fix it?

Also, would it be possible to merge the 'training barracks' mod and the 'exotic foreign adviser' mods with this?

Grave
Jan 13, 2006, 07:04 PM
Gekko']hey Grave, I've just discovered another bug with your mod. there is no scout unit. it just won't unlock with hunting. it's not even in the game anymore. I don't know what's wrong here, even tryed messing around with the XML files a bit, no effect.



I thought I may of posted this somewhere.... I kinda moved the PreReqTech for a Scout to Compass. I just hated it when I'm playing on Earth, and the Mongols are using their scout and exploring all over Europe by the time 2300BC rolls around. I removed the Scout because it would make finding new civs take longer, and kinda draw the diplomatic stuff out a little. I didn't like it when you contact just about all the civs by the time 1000BC rolls around.

Grave
Jan 13, 2006, 07:05 PM
Great work! Here is a little tidbit, cause this is an area of expertise on my part.

An AEGIS cruiser would require computers, and not require nuclear power. Also, it would be more accurate to need whatever you need for missiles (Rocketry?) rather than robotics. Hope this helps.

J.

AEGIS aren't nuclear powered? I thought they were. I could look into changing the PreReqTech's for the AEGIS when I have some free time.

Grave
Jan 13, 2006, 07:08 PM
I installed this mod as per the instructions and found only 1 bug or what I think to be a bug. I am playing as the Americans and every city I have founded after Washington, D.C. starts with the following as it's name (mind you, I do change them):
TXT_KEY_CITY_NAME_PHILIDELPHIA

What is the cause of this and what can I do to fix it?

Also, would it be possible to merge the 'training barracks' mod and the 'exotic foreign adviser' mods with this?

I could of sworn I fixed this... I guess not! :mad:

All you have to do is go into either the CIV4CivilizationInfos or the CIV4GameTextInfos_Cities and change the 'PHILIDELPHIA' to 'PHILADELPHIA'.

I guess I'll include this in the next update when I have the spare time! :goodjob:

[to_xp]Gekko
Jan 13, 2006, 08:25 PM
I thought I may of posted this somewhere.... I kinda moved the PreReqTech for a Scout to Compass. I just hated it when I'm playing on Earth, and the Mongols are using their scout and exploring all over Europe by the time 2300BC rolls around. I removed the Scout because it would make finding new civs take longer, and kinda draw the diplomatic stuff out a little. I didn't like it when you contact just about all the civs by the time 1000BC rolls around.

hope you don't mind if I change my XMLs and add back scouts to hunting :p

Martock
Jan 13, 2006, 08:42 PM
I could of sworn I fixed this... I guess not! :mad:

All you have to do is go into either the CIV4CivilizationInfos or the CIV4GameTextInfos_Cities and change the 'PHILIDELPHIA' to 'PHILADELPHIA'.

I guess I'll include this in the next update when I have the spare time! :goodjob:

I'll make that change when I get home. I was kinda getting tired of having to erase that long line each time. :lol:

Martock
Jan 14, 2006, 03:29 PM
I made the correction and it works like a charm now. One thing I have noticed, and I think it may have already been mentioned, is that the wonder movies no longer play. Also, the inquisitor unit, shows up in my capital list twice. While I can only build 1 at a time, I have two options to do so with. Also, what is the point of the inquisitor? It gives +4 unhappiness but no benefit?

[to_xp]Gekko
Jan 14, 2006, 03:36 PM
I made the correction and it works like a charm now. One thing I have noticed, and I think it may have already been mentioned, is that the wonder movies no longer play. Also, the inquisitor unit, shows up in my capital list twice. While I can only build 1 at a time, I have two options to do so with. Also, what is the point of the inquisitor? It gives +4 unhappiness but no benefit?

it can eradicate unwanted religions in a city by building ( yes, building ) an "Inquisition" that will do so.

Edit: Grave, I've been adding some cool stuff from other mods in the last few days ( I'd never thought XML was so easy to work with, lol ) . Just let me know if you're interested, I will send it over to you ;)

RobinB
Jan 16, 2006, 08:24 AM
Hello, there is one little bug in the map and one small suggestion:

bug: Played Chinese and found a Japanese builder next to my starting settler. As there was no other Chinese unit, I think the builder was intended to be Chinese.

suggestion: Trying to play with the Inca, I realized that they have a uniquely bad starting position. It would be somewhat enhanced by replacing some of the mountains by hills to make it possible to cross (and build roads!) the Anden mountain range at one ot two points. As it is now, the Incas can only settle on a thin stripe of land and have to go around the mountain range to settle on the eastern part of south America. The jungle everywhere makes that hard enough, but to defend the new settlements against barabarians is nearly impossible if reinforcements have to travel thousands of kilometers around the mountains.

:-)

[edit]: To improve the whole area of the Incas' first settlement, the builder would have to go round the mointains....

ChaoticWanderer
Jan 16, 2006, 10:54 AM
wondering if anyone thought to make three starting archery units. Pirmative archer. this use flint and stone tipped arrows. with bronze working add bronze archers which use bronze tipped arrows and with iron working make iron archers these use iron tipped arrows just a thought

TheDesertRat
Jan 16, 2006, 04:24 PM
What does it say and when does it pop up?

Rebooted and it went away. Strange. It was some kind of Python script running that showed script changes or something.

Martock
Jan 17, 2006, 10:34 AM
Would it be possible in the next revision, to revert the graphic for the howizter back to that of the artillery piece? While I think the creator had in mind the mobile artillery pieces of today, it looks rather odd when German Panthers are used instead. Especially when you have a German Panther facing off your howizters.

Martock
Jan 17, 2006, 06:34 PM
I've noticed that the clock doesn't work. Where it should be next to the date, it is blank. Kinda a bummer but nothing major.

Miroku
Jan 18, 2006, 04:28 PM
Hi, I think your mod is great! I have a problem with the fish market though, and am wondering if anyone else has had the same problem. When I built the Tsukuji Fish Market my game locked up. I went back and added it in the world builder and it locked up again immediately. I could just not build it, but the Spanish were on their way to getting it soon anyway, and that would have probably locked it up, too.

Martock
Jan 18, 2006, 08:35 PM
I've actually had no problems with the Tsukuji Fish Market. In fact, I've not had anything lock this game up at all, mod or unmodded.

Xanthra
Jan 22, 2006, 10:33 AM
Kudo's to you on a great mod! Ive been playing your mod in several games and find it really well balanced, I have no grumblings over anything.

edit: just need to say again this mod is GREAT!

one question, how do those naval mines work?and that healing monk dude? I cant seem to figure them out.

Martock
Jan 25, 2006, 10:44 AM
The naval mines, IMHO, don't work they way they should currently. Because they can be seen, the AI actively avoids them. At best, they serve to block off a route. I think if they were made 'invisible', they would be of some better use. I don't think they should be given movememt, but rather they should be deployed from a work boat or a sub or even a destroyer.

As for the healing monk, I believe you just have to have him near wounded units and they will heal much faster. The affect isn't cumulative though, so having 5 healing monks around is no better than having just 1.

[to_xp]Gekko
Jan 25, 2006, 12:20 PM
The naval mines, IMHO, don't work they way they should currently. Because they can be seen, the AI actively avoids them. At best, they serve to block off a route. I think if they were made 'invisible', they would be of some better use. I don't think they should be given movememt, but rather they should be deployed from a work boat or a sub or even a destroyer.

As for the healing monk, I believe you just have to have him near wounded units and they will heal much faster. The affect isn't cumulative though, so having 5 healing monks around is no better than having just 1.

well, I've read the words "use them to protect your resources and barricade cities" somewhere, so I assume they are meant to be that way.

Xanthra
Jan 25, 2006, 10:27 PM
Ah, good to know

ok thnx