View Full Version : [ModPack] Total Experience


[to_xp]Gekko
Jan 24, 2006, 06:56 PM
Thanks to everyone for your support and suggestions so far, I'd never thought so many people were going to use this mod - I originally did it for my own personal use, then I realized it was growing bigger and better and decided to share it. turns out this was a good idea :)
so let the download begin, don't forget to give me feedback, as this will greatly improve the 3.0 version ( which should not take huge loads of time to develop as it should include way less stuff than 2.0 ) .
:goodjob:

http://files.filefront.com/Total_Experiencev21rar/;4744596;;/fileinfo.html


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README:

Total Experience mod version 2.0 :
python & bugfixing by TheLopez
XML and concept/ideas by [to_xp]GeKKo

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there is a pesky parsing error somewhere in the UnitInfos.xml file, you'll notice an
error message when loading the mod - just ignore it.
as far as I've seen this error does not give any gameplay issues. if it does anyway,
I'd be really grateful to the person that notices it and points it out, as this will allow me to finally fix it.

check out the Total Experience.ini file in the main folder of the mod.
there is contained the new options for the Random Events. they are all turned on by default,
and you can choose to turn them off individually by setting "true" instead of "false" in the Total Experience.ini file
under the description of the event.
Turning them all off is highly recommended for multiplayer games, as they have been reported to cause OOS errors.



thanks A LOT to all the guys I shamelessly ripped work from :P

random order:

GraveEatr http://forums.civfanatics.com/showthread.php?t=152325
Galindus http://forums.civfanatics.com/showthread.php?t=148486
Master Lexx
Exavier
Kristine
Zuul
twyggins
Dearmad
Snaitf
Requies
DireAussie
Hastur
Stone-D
Edibi
naf4ever
Fanatic Demon
player 1 fanatic
Goombaz
Bhruic
Atma
Kael
Armandeus
Abbamouse
Sevo
Jaynus

all the other guys that contributed to Grave's and Galindus' mods, or any other I may have forgotten to mention

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I took Grave's Mega Mod v. 2.1, and added in many many changes I liked from some of the
most successful mods. it is entirely possible that some things I changed and then forgot to mention in this readme,
if you happen to notice that, please let me know :P

1) General:

- added modified and fixed version of Random Events mod that allows to activate
each random event on its own (thanx DireAussie & TheLopez)

- added GreatSpecialists mod by TheLopez
( 3 new specialists: doctors, statesman and soldiers, each with their own Great Person associated)
(Great Doctors automatically get Medic3 and Heal3 promotions, Statesmen are versatile, Generals inspire nearby troops)
(modified many buildings in order to have them allow new specialists' spots, and/or generate greatpersonpoints for the new great people)
also added Specialist Stacker mod ( enhanced specialist interface) ( thanx to TheLopez )

- added Current turn at a glance mod ( thanks Goombaz)

- added Raw Commerce City Display mod ( thanks Sevo )

- added updated gamefont files that have ZoroAstrian icon replacing the old confucian one, and finally the bonus resources
are displaying the correct icon in city-view. Thanks a lot to Master Lexx for this!

- added AbandonRazeDemolish (press Ctrl-X while in city screen to pop up the list)
(you'll get a worker for every 5 points of population when you raze/abandon a city) (thanks twyggins)

- added a second unique unit for each civ, tanks now come in two different models.
units can now gain 10 xp max from animals, 50xp from barbs, and can carry over 50xp max after an upgrade.
Spiritual Trait +50%production for monastery, not only temple.
added GreenMod's resources (except for temples, and added building-related extra bonuses
just like all the other resources)
when a settler builds a city, any jungle in the surrounding 8 squares is automatically burned down (thanx to Master Lexx)

- added Dearmad's version of Noble handicap, much more fair than vanilla.
spy missions are cheaper (thanx dearmad)

- added Realism gamespeed by Jaynus (modified epic)

- civic upkeeps now more meaningful ( low cost lower, high cost higher) , thanx to Kael.
also changed all "none" upkeeps to "low".

- updated Leaders' Civic preferences, courtesy of Armandeus

- pacifism now gives +25% to greatpeople generation in all cities, + another 100% bonus to cities with your state religion in it.
so for cities with state religion, the total bonus is 125%
Serfdom now gives +1 gold for farms + the old bonus for building improvements (thanx to Edibi)
- expansive trait now gives +3 health, industrial only gives +35% for wonders (thanx to naf4ever)
- Slavery now gives +1 production to quarries and +3 commerce to plantations. no more +20% worker speed.
- can now build as many national wonders as you want in a city
- catapults and trebuchets now get captured instead of destroyed. use them wisely.
- global warming decreased
- ENVIROMENTALISM is back to high upkeep and needs ECOLOGY, to make up for this the bonus health is 8 (was 6)
- forts can now be built with MASONRY (was mathematics) (mathematics gives fort2 promotion to units inside a fort)

- decreased unit upgrade gold costs
Aggressive trait now gives bonuses to more unit types (thanx Exavier)

- updated the Exotic Foreign Advisor to the last version available (thanx Requies)

- ReInitialize Interceptor Missions
Plot List Enhancements
last version of Modified Special Domestic Advisor (thanx 12monkeys)


- added last version of TechConquest+last version of Cultural Decay (thanx Bhruic)

- added Soldier specialists and Great Generals. (changed the late age graphic for the GG
to Commando, was Praetorian) (thanx to Snaitf)

- added Promotions and Traits v 0.5 ( thanx to Zuul )


2) Technologies

- PAPER needed for Beaurocracy
TECH TRADING with GUILDS not with Alphabet
MAP TRADING with ASTRONOMY not with paper (thanx to dearmad)

- Tech prices rebalanced ( basically I added the changes included in the 1.52 patch as I noticed this mod was using 1.09 prices ) (this means that industrial era tehcnologies now take more time to research) (it's a good thing)
horseback riding now costs 160 (was 80)

- Monotheism now needs Polytheism and Meditation (was polytheism and masonry)


- Meditation now founds Zoroastrianism, Literature Buddhism.
meditation's cost has been raised to 120 (was 100)
religions spread rate modified for the sake of both game balance and realism
Switched costs of polytheism and meditation so that hinduism is usually first to be discovered (thanx to abbamouse)
now judaism gives 1 culture and 2 gold in all cities if it is your state religion (was 2culture and 1gold)

3) Buildings:

- added Magellan's voyage wonder ( thanx Sevo )

- supermarkets +33% cost, +25% food. ( thanx to Kristine )

- nuclear silo needed to build ICBMs
sdi icbm intercept 75 to 60, sdi cost 750 to 2000
bomb shelter reduced to -50% modifier ( thanx to Exavier )

- Cold Fusion Plant wonder added, +3 GEPPT
castles give +2xp for mounted, archery and melee units
bunker damage -75% to -70% (thanx to Master Lexx)

- MARKET is a -1 health building.
CASTLE with CONSTRUCTION (was engineering)
GREAT LIBRARY with ALPHABET not literature
WINERIES possible with POTTERY
COTTAGES NOT possible until Monarchy (was Pottery)
CLEAR JUNGLE with BIOLOGY (instead of Iron Working) , BUT Roads/rails+improvements needed
for resource gathering are available with Iron Working as normal (thanx to dearmad)


- lighthouse is now needed in order to build a harbor
Great Lighthouse no longer needs a lighthouse to be built
Eiffel tower and HollyWood back to normal.
Great Wall moved to masonry, obsolete with gunpowder.
monasteries no longer get obsolete.
christian temples and cathedrals +1happiness with wine
buddhist temples +1happiness with marble and stone
zoroastrian temples +1 happiness with incense
drama +1happiness with theatre, not broadcast tower
books +1happiness with library
hindu temples now get +1 happiness with hemp
pyramids moved to polytheism
nuclear silos now give -2 happiness, universities give+25%war weariness,
rebalanced bonuses to health and happiness for grocers and markets (thanks to naf4ever)
mausoleum of mausollus gets double production with stone intead of just +50% ( like all the other wonders)



4) Units:

- added Tactical ICBMS that can be loaded on nuclear subs and can be used to nuke a SINGLE tile (thank Exavier)

- added Rocket Artillery (now with proper graphics) ( thanx to Atma)


- the original tank has the name Sherman and +Amphibious, the new tank has the name T-34 and +10%withdrawal.
All the eastern civs get the T-34 and the western get the Sherman. This shows some historical differences between east/west.
second unique units added:

America - Minuteman
replaces rifleman, +1fs, +30% withdrawal, -10 prod

Arabia - Ansar Warrior
replaces knight, +get terrain defense, + heal 1

Aztec - Elite Jaguar
replaces maceman, +woodsman 1&2, -10 prod

China - Junk
replaces galleon, +1 cargo, +20% withdrawal

Egypt - Egypt Archer
replaces archer, +1fs, +1fsc

England - English Longbowman
replaces longbowman, +1combat -10 prod

France - Dragoon
replaces cavalry, +get terrain defense, -20 prod

German - Teutonic Knight
replaces maceman, +march

Greek - Companion Cavalry
replaces knight, +1fs, +1fsc

Inca - Elite Quechua
replaces swordsman, +50% vs archer, -5 production

India - Indian War Elephant
replaces war elephant, +25% vs melee, -10 production

Japan - Zero Fighter
replaces fighter, +1str, +20% evasion

Mali - Mali Cavalry
replaces knight, +commando, +10 prod

Mongol - Keshik Horse Archer
replaces horse archer, +ignores terrain movecost, +1fs

Persia - Sipahi
replaces knight, +2str

Rome - Roman Cavalry
replaces knight, +30% withdrawal, +1fsc

Russia - Tank-54
replaces tank, +retreat 1, +10% vs armored

Spain - Treasure galleon
replaces galleon, +2str

- Camel Archer now substitutes Horse Archer, not Knight
Keshik now substitutes Knight, not Horse Archer
Jaguars get free woodsman1 promotion instead of jungle defense bonus
musketman, musketeer, cannon, grenadier, cavalry +related UUs, ship of the line and frigate units need sulphur to be built,
sulphur revealed by tech_gunpowder
machinegunner 25% bonus against mounted
ironclad strenght 12 to 16
camel archer +25% against mounted
inquisition now gives -2 happiness for 10 turns (thanx Master Lexx)


- Settler cost 120
Rifleman now has 16 combat strength
Redcoat now has 17 combat strength
Redcoat got +1 moves (they were extremely discaplined, and better marching skills seems appropriate)
Musketman (and musketeer) got +25% against melee troops (not mounted) . musketeers also get 25 against mounted.
Carrier now has a cargo capacity of 5 (instead of 3)
Removed Uranium requirement from - Destroyer - Battleship to add realism of oil requirements
Machine Gunner enabled at Assembly Line ( thanx Jaynus )

- Caravans and Freight allow to do a trade mission just like the merchant but with reduced effectiveness
Entertainers allow to create a great work that gives +15 culture to the city. useful for newly built cities ( thanx to Hastur)

- Scouts and Explorer back to normal, now can also build forts. (thanx to Sevo)
reworked resources needed for many units and unique units for the sake of realism and game balance
Elephant available at Horseback Riding, no bouns vs mounted, +25% vs melee, collateral damage weaker than catapult that can damage 2 units max,
horse archer and keshik +50% vs catapult AND trebuchet, +50% against elephants ( thanx Fanatic Demon )
jaguar str 6.
swordman types need iron OR copper
cannons ( this includes frigate and ship of the line, which have cannons on them) need Iron OR copper ( + sulphur of course)
Maceman (and samurai) now avialable with Civil Service + metal casting
Knights (and camelarcher and consquistidor) now avialable at Feudalesim+Metal Casting
knights need a castle to be built, related UUs need a forge )
Pikeman now at civil service, needs Iron OR copper.
CARAVEL carries TWO special units (thanx to dearmad)
ICBM building destruction chance 70% ,
nuke_unitdamagebase 30 to 50
nuke_popdeathbase 30 to 50
galleons carry 4 units, transports 8 units.
naval units from galley to ironclad (excluding ironclad and workboat) get +50%production bonus from hemp.
french musketeers have 10 combat instead of 9 to make them a little bit more useful. they also get a free pinch promotion.
catapults and trebuchets get captured instead of destroyed.
cavalry + related uus (cossacks etc.) are now considered Gunpowder units instead of mounted.
horse archer types are now considered archery units instead of mounted.
all swordman types get a 25 combat bonus against archers and a 50 combat bonus against horse archers.
ships from ironclad to aegis cruiser need Iron ( other resources vary depending on unit, subs and cruiser excluded)
gunship combat 24 (was 20)
units that need robotics now also need a manifacturing plant to be trained
unit upgrade paths reworked in order to allow more flexibility and more realism.
crossbow and musketman types get a +50% bonus vs knights
knights in return get a +25% against melee
grenadiers get +75% vs rifleman (was 50%, this was needed to balance out the increase in combat for riflemen)
privateer now carries just 1 unit

- SAM infantry bonus against helicopters is now 70% instead of 50% (thanx player 1 fanatic)


- subs and nuclears subs get +25% against transports
spies and their missions are cheaper (thanx Dearmad)



5) Terrain and Bonuses/Improvements

- less desert on random generated maps (thanx to Kristine)

- Tree Nursery Turns into a forest after 25 turns. (thanx Exavier)

- lowered the maxlatitude of most resources in order to not get them on the pole
forest growth 8 to 16
oasis appearance 500 to 1000
workshop can be built on tundra
fort defmulti 25 to 50
fort airdefmulti 20 to 40
whale_boat prod 1 to 2
tradetech for incence tech_mining to tech_calendar
airbombdef for cottages,... 5 to 5,10,15,20
soylent green facility, needs desert and biology, +2food +1gold
waste refinement factory, needs needs desert and fission, +2prod
desertwindmill, needs desert and tech electricity, +4gold
ivory grouprand 50 to 25
increased iplayer 67% per player to 100% for gems, incense, silver, whale (now more per player)
decreased iconstappearence 50% to 40% for
banana, corn, cow, pig, rice,
sheep, wheat, dye, gems, gold, incen,
silk, silver, spices, sugar, wine
pot, cof, pearl, lem, cot
(not water, not strategic)
windmills after electricity LOSE their +1 food bonus and get an additional +2 gold
(were too much ressources with 8 new ones) (thanx to Master Lexx)


- oil is more clumpy in its distribution, which will cause more conflicts to gain it (just like RL ) ( thanks to Dearmad)


- jungle growth 16 to 8
forest_cut prod 30 to 20
jungle_cut prod 0 to 10
forest_cut time 250 to 400 (less when building roads or railroads)
jungle_cut time 400 to 600 (less when building roads or railroads)
jungle health -0.2
floodplains now give -0.4 health (was -0.25)
hemp no longer obsoletes, gets -1 happiness with jails (thanks naf4ever)
fur no longer obsoletes
books now obsolete with mass media
rebalanced the plot yelds of many resources, most notably fur now gives +1 food unimproved, and +5 gold improved,
lemons give +1health instead of happiness.
wine is once again visible from the start
hemp now needs a plantation instead of a farm
can now build farms on hills too.
rebalanced unimproved/improved yield rates of some resources in order to make them all balanced.


planned for version 3.0 :

Assassin mod by RogerBacon
Atoll mod by Optimizer
Autolog v. 1.2 by Eotinb
Religious Victory by rodman49
Not just another gameclock mod by TheLopez
Reminder mod by Eotinb
Updated Great Person mod by Patricius
Promotions and Perks 0.8 by Zuul
Exotic Animals by Zuul
Icebreaker by Optimizer
Balanced Civics by Armandeus
Something totally awesome by TheLopez

rebel5555
Jan 24, 2006, 07:06 PM
looks pretty cool i'll give it a shot:)

rebel5555
Jan 24, 2006, 07:25 PM
:goodjob:I 've loaded the mod it plays great! I like the tweaks to the civics and th Xp tweaks as well. I like the mod pretty well. Good job I bow down at your feet at your greatness. HAHAHAHA

[to_xp]Gekko
Jan 25, 2006, 02:01 AM
It's good to hear that, rebel :goodjob:

keldath
Jan 25, 2006, 12:30 PM
hey
great work man

have you tested it on multiplayer game??
it would be great if it works on that...

[to_xp]Gekko
Jan 25, 2006, 01:53 PM
Haven't tested it yet, but I can't see why it shouldn't work, assumed both players have the same mod. it would be great to if someone tried it, and I'd greatly appreciate any suggestions or balance issues by people who played it ;) Gameplay bugs are (to my knowledge) absent. I think I've spotted a couple of text errors somewhere, but nothing that takes away from actual playing I guess. :cool:

oldbone
Jan 25, 2006, 03:04 PM
Wow - lots of good stuff in there!

Seems like ALOT of resources are around... which makes the game less interesting... variety is cool, but vast quantities negate the whole "goto war over resources" thing...

A slower gamespeed like what's in FexFX's mod would be nice.

More civs is always nice... lots of mod packs out there, but just a few of them incorporate added civs as well...

oh.. dunno if anyone's done this yet, but the ai is kinda dumb when it comes to war... a more aggressive ai would be nice (landing multiple troop-laden ships, etc)... dunno how possible that is tho...


good work!

[to_xp]Gekko
Jan 25, 2006, 04:58 PM
well, actually the only "strategic" resource that wasn't in vanilla civ is sulphur, which is used only for a limited timeframe.

I find that having more resources makes trading more important and fun ;)

szef504
Jan 26, 2006, 03:09 AM
Hello
It is very nice mod, but there is something, what broke good play:
- when AI or player attack often game crash
- game crash time to time
- the turns are extremely long (on small maps, unlike others mods)

Kidinnu
Jan 26, 2006, 03:31 AM
It probably came from another thread, but anybody who thinks musketmen should get a bonus against mounted is welcome to borrow my Brown Bess and stand a cavalry charge - they're scary, almost as scary as artillery. *Well formed* muskets can repulse cavalry, if they have 18th century bayonets (much much harder with 17th century gear) and hold their fire. But musketmen without good discipline are toast.

[to_xp]Gekko
Jan 26, 2006, 04:39 AM
@szef: that's weird, I'm not experiencing crashes when attacking, but then again, I'm not a great warmonger. I wonder if this is related to a bad implementation of Unit Allegiance... were you using Slavery when the crashes happened? also, was the game stable for you before trying the mod?
about slowdowns you are quite right, but I feel this is an issue with any mod that adds tons of stuff, if you add code the game's obviously gonna run a little slower ;)

@Kidinnu: point taken, although I've read somewhere an opposite argument. but the facts about "18th century baionets" seems reasonable to me, and giving that bonus vs mounted to rifleman/redcoats instead of musketman might be fitting.

sharick
Jan 26, 2006, 04:46 AM
The mod looks promising because I like the mods which don't change the gameplay too much. I gave it a try but it crashed when I was attacked by barbarians which never happened before.
Please continue the good work and fix it.

[to_xp]Gekko
Jan 26, 2006, 06:31 AM
thanks for the feedback guys.

so is everyone experiencing crashes on attacks, or just some people? I'll look into the code as soon as I get home later. these issues are probably related to unit allegiance, since it is the only combat-related change I made. I hope
I won't be forced to take it out because of that, wonder what's wrong... :(

keldath
Jan 26, 2006, 11:01 AM
Hi
Gekko

I Sent You A Private Massge Before Looking In This Thread -
So Now I See What It Is You Asked...

So - I Havnt Had Time To Play In Your Mod - I Just Gave Feedback - Looking At All The Things Youve Done And I Like It.

Now I See That The Guys Here Says That There Is A Crach Problem...

So Im Hopping Youl Fix It Soon - And Yet I Have Another Suggestion - While Your At It - You Might Wanna Consider Merging The Promotion Mod 0.72 - Its Far Extencive Then The 0.5 Version.
Its Not Too Much Work :)

Looking Forward For The Fix - Then Ill Test It On Multi Player .

[to_xp]Gekko
Jan 26, 2006, 04:17 PM
Updated to Version 1.0 , fixed the CTD, I had to take out Unit Allegiance but hope to make it work in the future. I have also updated the readme. Have Fun ! :D

Bringa
Jan 26, 2006, 04:55 PM
CLEAR JUNGLE with BIOLOGY (instead of Iron Working)

I haven't played this mod yet, but this sounds INSANELY late. This means that for all intents and purposes, jungle-surrounded starting points are viable for good cities until modern era. That sounds way off. Why did you do that?

Martock
Jan 26, 2006, 05:20 PM
Poo. I just got used to Graves 2.1 and now you come along and improve upon it. I'm guessing that this is a seperate mod and doesn't require Grave's to be installed?

By the way, I incorporated the Training Barracks mod into Graves 2.x and it works rather nicely for both AI and 'umies. It has made taking cities and certain terrain a costly endeavor so I would recommend it being added to this mod.

[to_xp]Gekko
Jan 26, 2006, 05:39 PM
CLEAR JUNGLE with BIOLOGY (instead of Iron Working)

I haven't played this mod yet, but this sounds INSANELY late. This means that for all intents and purposes, jungle-surrounded starting points are viable for good cities until modern era. That sounds way off. Why did you do that?

Primarily for the sake of realism, as jungles have been on the planet till the 19th century, and medicine had a grand part in doing it. it does make things a little worse if you start right in the middle of jungles, but remember that you'll be able to at least build roads and improvements needed to gather resources with just ironworking. moreover, I've halved the growth rate of jungles, so at least they won't get bigger :D

anyway, if you don't like this tweak, all you have to do is open up (using wordpad or any other such program) the BuildInfos.xml file in the Assets/XML/units subfolder, and then change every "TECH_BIOLOGY" to "TECH_IRON_WORKING" ;)

@Martock: eheh, sorry for that, now you'll have to re-learn everything :P
yes, it is a separate mod and doesn't need anything else to work.

anyway, I'm not going to add the training barracks... I like that the units have to fight hard to gain promotions, otherwise it would take away much of their charme imho. and it gives the game a little rpg feeling that doesn't hurt ;) but if you want to add those changes, go ahead and do so, maybe some people will like that as well :cool:

Armandeus
Jan 28, 2006, 12:54 PM
Thanks for using my leader prefs in this mod! I'm glad somebody appreciates me.:D

I made a button for the nuke silo in your mod. Feel free to make use of it. It's already in DDS format in the ZIP file attached.

(The JPG is here to show what it looks like.)

Hephaistion
Jan 28, 2006, 01:27 PM
I've been in one of those putting together the perfect mod for me marathons the past couple of days, and your total experience mod has been a great source of both inspiration and files! I've only recently gotten into the business of Civ4 modding, however, and so I'm still learning to put everything together.

I'm having a minor problem with getting some icons in the game to show up. I've got all the new bonus resource icons working everywhere except in the city screen, where the mini icons in the bonus resource list don't show up. I'm also having a problem with my Zoroastrian temple and monastery icons in the city status bar on the strategic map -- they show up only as black circles with exclamation points in them. Everywhere else the Zoroastrian artwork is fine. When I was using abbamouse's religion mod on its own, those icons worked fine, too.

Have I mismatched some files somewhere, or am I missing some artwork or something? I appreciate any suggestions.

BTW, Gekko, I really dig your reworking of the industrial era tech tree -- a much-needed revision, IMO.

[to_xp]Gekko
Jan 28, 2006, 05:07 PM
@Armandeus: Thanx, I'm going to add that to the next version! :)

@Helphaistion: I'm sorry I have actually no idea how to help you since I have never messed with the icon files to avoid any issue related to that. but IIRC some icons in this mod are misplaced. ( I think I've seen the hemp icon instead of the tuna one, this is because I used the .dds file of greenmod which has no icons for books and tuna) . so, if you could fix them, I'd be very grateful!
btw, the industrial era tech tree has been reworked by GraveEatr, so you should thank him, not me. I've included the readme from his mod in the package, so you should be able to tell at a glance . He has done a great work starting from Galindus' Mega Mod, and I owe him much ;)

keldath
Jan 29, 2006, 02:43 PM
hi geko

i checked your mod - isaw some monor gliches in the tech tree -
some iconss are not properly set in the tech tree, or maybe theres just too much things in a few techs.

anyway here is a few improvments suggestions for this mod - id like to recommend you to add the fx bigger and longer mod - i think its great to have extra map size .
plus maybe adding exavier smaller units - this can influence alot.

another suggestion - maybe you can add the next level mod of civs - if you wish i can combine it for you to spare your work time :)

this mod have a great pottential to be perfect :) = just need to know that it runs well on mp games :)

[to_xp]Gekko
Jan 29, 2006, 03:32 PM
yeah, I know some icons are misplaced, I'm gonna look into it for the next version.
the FexEX mod is definitely on my book, I was just waiting since the creator mentioned some issues about the late game.
I may ask Exavier how to make units smaller, but as of now it's not a priority since there is already a mod ( scaling tool, you'll find it on the same site as the bluemarble mod) out there which can do that.
Additional Civilizations are somewhat cool, and in the future I'd like to have that merged with more traits ;)

thanks for your compliments, I'd be very grateful if you would test the current version (you'll notice I've updated it to version 1.0) on mp and tell me if it runs fine :D

keldath
Jan 29, 2006, 04:50 PM
hi geko :)

mmm... issues with late game? i didnt had any - yet... and i use it on regular basis.

i know the scalong tool - but i didnt had to use it since i play mostly with exavier mod

id be happy to test it - its on my book also :) = i currently started i game in exaveirs mod after patching it up a little - so i hope when i get to finnish it ill give yours a test.

and i dl you new version right after you up loaded it... :)

tamzid
Jan 29, 2006, 05:48 PM
this looks like an awesome collection :)
forgive me though for asking this question - the install file says to unzip it in the mydocuments/mygames/civ4 directory - now when i start the game is it automatically applied or do i try to go under "load a mod" ? i don't see it under "load a mod"?
thanks :)

[to_xp]Gekko
Jan 29, 2006, 06:07 PM
dunno about the install file, but you should unzip this in your (main civ4 installation folder)\Mods folder. this should be C:\Program Files\Fireaxis Games\Sid Meier's Civilization 4\Mods.

then you'll be able to load it as any other mod. ;)

tamzid
Jan 29, 2006, 06:10 PM
thanks thats what i needed to do :)

lchall
Feb 01, 2006, 07:17 PM
I'm in the middle of my second game using your mod and I love it. However, during my first game, there was one time that I attacked a city and the game crashed. It just locked up and I had to hard boot my machine and replay from my last save which was just before my attack on the city. When I got to that attack and took the city everything worked okay and I was able to continue and finish the game. Now in my second game, it is 1844 and I am attacking a city with cannon and US Cavalry. I wore the city down to its last defender, a cannon, which I killed. I got the sounds that occur when a city has been captured but just like in the first game, everything locked up. This time I was able to Ctrl_Alt_Del to close the program. I then restarted at my last save and replayed that turn up to the point where I captured the same city but, once again, the game locked up. This time I had to do a reboot so I could reload a quick save I made right before the last combat. And once again the game locked up.

I have now reloaded several times and the same thing happens every time I attack that city. I even tried holding off a turn before making the capturing attack, but it still happened. I just thought you should know as this is the only mod that I have ever seen this happen in. I did see your comments about the CTD you fixed and I made sure I used the mod version that you fixed. I am going to try bypassing that city and trying to capture another to see what happens and if that works will go back and try to capture that city again. If you are interested I will let you know what happens. Also, if you would like I will send you a save game file if you want to see if the same thing happens to you.

lchall
Feb 01, 2006, 07:47 PM
Just to let you know, I went ahead and captured another city and every thing worked fine. I then went back to the problem city and once again the game crashed after the capturing attack. One difference I noted between the two cities was that the problem city had naval units in it - a Privateer and 3 Galleons. I thought maybe that is causing the problem since they would still be there after the city is captured and should switch allegiance to my civ. What do you think?

[to_xp]Gekko
Feb 02, 2006, 05:52 AM
whoa. I really have no idea what's wrong there, as I haven't changed anything which could cause problems related to city conquering. I don't think this is a bug related to the mod... maybe you're right and it's related to naval units being in the city, but then again naval units haven't gone through any major change. :confused:
If you wanna send me the save game I'll try it out and see if I can come up with something :)

Hephaistion
Feb 02, 2006, 02:49 PM
Hey Gekko,

I figured out my problem, though I am unable to solve it for the time being. I wasn't using the Total Experience GameFont.tga files, which contain the bonus resource icons for the city screen. Unfortunately, that file also contains the icons for religions on the city display on the strategic map, so now Zoroastrians use Confucian icons.

I have a crappy graphics editor (photo filtre, or I just don't know how to use it properly!) that crashes the game when I use modified tga files created with it. For the time being, I'm just on the lookout for anyone who's created a gamefonts.tga fileset that has both bonus resource icons AND Zoroastrian icons.

Still don't know why the black circles with exclamation points appear instead of Zoroastrian buildings on the city bar.

lchall
Feb 02, 2006, 02:54 PM
I hope you can figure out what is going on. I'll look forward to hearing.

[to_xp]Gekko
Feb 03, 2006, 08:00 AM
@Hephaistion: yeah, I'm really looking forward to someone making a new gamefont file that includes both the zoroastrianism icon and the new resources. guess we'll have to wait a little while :(

@lchall: I just tried your savegame, and it works fine for me, no crashes whatsoever. my first suggestion would be to wait for a couple minutes after you capture the city: maybe it's not crashing, it's just lagging a lot... if this doesn't work (and it will probably not work I guess :( ) try a fresh reinstall and see if it fixes the problem...

lchall
Feb 03, 2006, 10:12 AM
[to xp]Gekko: Thanks for your reply. I guess the problem is somehow unique to my setup. I loaded the savegame file a couple of times again to see what would happen and immediately had my cavalry on the left side of Djenne attack. After winning the battle and hearing the victory sounds the game consistently crashed everytime. I did try wating a few minutes but it didn't do any good. I read in the forums that some mods aren't working well with Blue Marble so I unistalled it but that didn't make any difference either.

At this point I'm not ready to do a full reinstall as the problem isn't serious enough to be worth the hassle of reinstalling Civ, the patches and all of the mods I like. I was able to get around the problem at Djenne by waiting until all naval units left before capturing it. When I did that, everyting worked and I have continued with the game. I'm now in 1921 and am close to a Domination victory.

Thanks for trying to help.

[to_xp]Gekko
Feb 03, 2006, 11:17 AM
sorry for not being able to give you further help, this game can be a b*tch sometimes. btw, I am running blue marble too, so that's not the problem either. I hope to hear from you soon, have fun! :)

[to_xp]Gekko
Feb 03, 2006, 01:59 PM
Some new mods have caught my attention and I'm soon beginning work to implement them in this mod: these are Master Lexx's Second Unique Unit, TheLopez's Great Specialists and Hastur's Caravans, Entertainers and Supply Trains. Stay tuned! :D

Edibi
Feb 03, 2006, 08:42 PM
Hey Gekko, great mod!

Couple of glitches that I found.

A: hemp on hills cannot be farmed
B: Starting civs dont have the same techs from vanilla and monty specifically only starts with hunting. Could you please post any changes you did to starting units, also asoka starts with scout instead of warrior now. Also, please fix monty.

Great mod It definately has awesome flavour (I love the jewish temples with unkosher seafood and pigs cancelling the health benefit!)

Edibi

[to_xp]Gekko
Feb 04, 2006, 04:07 AM
thanx, I'll fix hemp appearing on hills, I didn't think of that! too bad there is no way to let you build farms on hills... well I'll double check.
btw, I didn't change any starting tech, maybe GraveEatr did, I'm going to check out if there's something wrong here. thanks for the feedback! :goodjob:

JohnYoga
Feb 04, 2006, 07:30 AM
Hello Gekko.

Thank you for pulling this mod together for us...

Could you please add the ShowTurns and perhaps the Atlas (or at least the gametweaker part) mods?

If not, is there an easy way to add their mods to your mod?

Thank you for your time!

John

[to_xp]Gekko
Feb 04, 2006, 07:40 AM
could you provide me with a link to those two mods? :)

edit: btw, I just fixed the problems mentioned in the above posts. somehow some starting techs go messed up, but I've fixed everything. also, it is now possible to build farms on hills, so you will finally be able to get irrigation to that spot you previously couldn't due to stupid hills blocking the way :D

Wipperwill
Feb 04, 2006, 08:44 AM
I would like to try this mod out but I cannot stand having to wait 'til biology to clear Jungle. If the Aztecs and Incas can build huge Civs by clearing jungles we should be able also.

Your work gathering together the various Mods is great man. Keep up the good work!

Wip

(edited for spelling)

Edibi
Feb 04, 2006, 09:15 AM
Hey Gekko,

a couple of things that have come in multiplayer gameplay. Floodplains should probably return to 0.5 penalty in health or at least .33. At .25 penalty they have very little negative impact on a city and considering the outright advantage that a city can have growing so quickly with slavery, etc. you might want to consider raising the cost again.

[to_xp]Gekko
Feb 04, 2006, 09:16 AM
I'm copy-pasting this from a post in the first page of the thread:

Quote:
Originally Posted by Bringa
CLEAR JUNGLE with BIOLOGY (instead of Iron Working)

I haven't played this mod yet, but this sounds INSANELY late. This means that for all intents and purposes, jungle-surrounded starting points are viable for good cities until modern era. That sounds way off. Why did you do that?

----------------------------------------------------------------------

Primarily for the sake of realism, as jungles have been on the planet till the 19th century, and medicine had a grand part in doing it. it does make things a little worse if you start right in the middle of jungles, but remember that you'll be able to at least build roads and improvements needed to gather resources with just ironworking. moreover, I've halved the growth rate of jungles, so at least they won't get bigger :D

anyway, if you don't like this tweak, all you have to do is open up (using wordpad or any other such program) the BuildInfos.xml file in the Assets/XML/units subfolder, and then change every "TECH_BIOLOGY" to "TECH_IRON_WORKING"

-------------------------------------------------------------------------

this is really easy to do, just Search for TECH_BIOLOGY in the file and substitute each one of it with TECH_IRON_WORKING.
btw, I'm planning to add another tweak from GreenMod in the next version, which will automatically clear of jungle the 8 tiles surrounding a newly built city. this will help A LOT ;)

[to_xp]Gekko
Feb 04, 2006, 09:43 AM
btw, while I'm working on the new version, I'll write here how to fix the problems mentioned by Edibi ( don't be afraid, it's a piece of cake :D ) :

1 hemp on hill: open up (with wordpad or something similar) the Civ4BonusInfos.xml file in the Assets/XML/terrain folder of the mod. then, in the infos related to Cannabis, where it says <bHills>1<bHills/> , change it to <bHills>0<bHills/> . voilà, no more hemp on hills.
2 to fix the messed up starting technologies, you'll have to copy the Civ4CivilizationInfos.xml file which is in the folder Assets/XML/Civilizations ( the vanilla game Assets folder, NOT my mod's one) , then paste it over the one in my mod's folder. then open it up and edit the lines

<UnitClassType>UNITCLASS_MARINE</UnitClassType>
<UnitType>UNIT_AMERICAN_NAVY_SEAL</UnitType>

to

<UnitClassType>UNITCLASS_CAVALRY</UnitClassType>
<UnitType>UNIT_USCAVALRY</UnitType>


thans Edibi for pointing those out, also in the next version I'm going to consider changing the unhealthiness caused by floodplains :goodjob:

Edibi
Feb 04, 2006, 12:08 PM
to follow up on Gekko in response to wipperwill.

When you take advantage of any resource on a jungle square by placing a camp, irrigation, etc. It does clear the jungle square. It is only empty jungle squares that require biology.

Gekko, I like the idea of clearing out the jungle surrounding a city that is found, but is it possible to time delay the clearing of all the squares? maybe 10-20 turns per square of jungle dependent on game speed?

Just some thoughts. Btw, I am also really impressed at how well the AI is able to utilize the changes in the game. Also, the chopping exploit is still useful but not nearly as crazy as it was before. Monarch is now the same challenge as Emperor on vanilla.

JohnYoga
Feb 04, 2006, 12:51 PM
Gekko']could you provide me with a link to those two mods? :)

edit: btw, I just fixed the problems mentioned in the above posts. somehow some starting techs go messed up, but I've fixed everything. also, it is now possible to build farms on hills, so you will finally be able to get irrigation to that spot you previously couldn't due to stupid hills blocking the way :D

Thank you for your lightning fast response. Here are the links to the two mods I am hoping you can add to your wonderful mod:

Mod #1: Tune GameSpeed...This is a great feature, as it allows the user to adjust the point values, and therefore speed up/slow down the game. Great for when we MP together...

This is from Junuxx:

http://forums.civfanatics.com/showthread.php?t=137749

For a while he had the Tune GameSpeed mod by itself, later embedding into a modpack called Atlas.

There is a picture of the GameSpeedTuner attached.

Mod #2: Turns Left and % Left...Really cool as well. It lets you know how many total turns there are in the game, how many turns you have taken, and the % of game completed.

This one is by Goombaz...

http://forums.civfanatics.com/showthread.php?t=144754&highlight=show+turns

Thank you for the consideration Gekko!

Regards,

John

[to_xp]Gekko
Feb 04, 2006, 02:54 PM
@JohnYoga: Thanx, I'm going to check those 2 out :)

@Edibi :
Gekko, I like the idea of clearing out the jungle surrounding a city that is found, but is it possible to time delay the clearing of all the squares? maybe 10-20 turns per square of jungle dependent on game speed?

well maybe that could be done, but not by someone with no skills at python. and I have no skills at python whatsoever :blush:

[to_xp]Gekko
Feb 04, 2006, 06:44 PM
ok, so the next version is coming up kinda quickly and nicely.
some changes so far:
french musketeers have 10 combat instead of 9 to make them a little bit more useful.
meditation's cost has been raised to 120 (was 100)
Buddhism is now founded with Literature ( thanx Abbamouse)
hemp now needs a plantation instead of a farm
can now build farms on hills too.
mausoleum of mausollus gets double production with stone intead of just +50% ( like all the other wonders)
when a settler builds a city, any jungle in the sorrounding 8 squares is automatically erased ( thanks Master Lexx)
hindu temples now get +1 happiness with hemp
oil is more clumpy in its distribution, which will cause more conflicts to gain it (just like RL :( ) ( thanks to Dearmad)

moreover, I've added some more mods to this:

Hastur's Caravans and supply trains
12monkeys' ReInitialize Interceptor Missions
12monkeys' Plot List Enhancements
last version of 12monkeys' Modified Special Domestic Advisor
last version of DireAussie's Random Events mod

so I still have to add in 2 mods ( the ones which are gonna take more time to add) , which I'm going to do tomorrow as here it's closing to 3 AM and my eyes are closing to bleeding :cool: :
Master Lexx's Second Unique Units & The Lopez's Great Specialists. :goodjob:

YNCS
Feb 05, 2006, 08:54 AM
I just tried to download your mod and got the following message:

http://static.filefront.com/ffv6/graphics/bg_infobox.gifUsername's beginning with M-S will have their files offline for routine maintenance.

[to_xp]Gekko
Feb 05, 2006, 09:43 AM
sorry there's nothing I can do about that. it's good to know that they do server maintenance though :D just try downloading it again later and it will work :goodjob:

YNCS
Feb 05, 2006, 04:23 PM
I can't get the mod to load. I downloaded it, unzipped it into C:\Documents and Settings\Owner\My Documents\My Games\Sid Meier's Civilization 4\MODS, and fired up Civ4. Selected "Advanced," "Load Mod," and "Total Experience." Clicked on OK for the reload. The game reloads with [MOD/Total_Experience] showing during the load. I get a message "Total Experience" in the upper right corner.

At this point, I select "Single Player" and "Play a Game." I get a vanilla game. What am I doing wrong?

[to_xp]Gekko
Feb 05, 2006, 04:58 PM
unzip it in C:/Program Files/Fireaxis Games/Sid Meier's Civilization 4/Mods.

if then you still have the same problem, well probably it just LOOKS like it's vanilla, but it's actually not vanilla at all ;)

Good Sauce
Feb 05, 2006, 08:28 PM
no, it's vanilla, i had the same problem. I think it might have something to do with the above mentioned server maitnence.

Edibi
Feb 05, 2006, 09:28 PM
Hey Gekko,

been playtesting this mod with my friends quite a bit over the past few days + single player. Pacifism should definately not have +225% to great people. It is way to exploitable and makes the pyramids more powerful than when it gave government civics.

Also, it diminishes the benefits of philosphical civs. +25 and an additional +100 in city with religion makes more sense.

Another major point of contention is the base benefits from pearls, salt, hemp in that they give way too much initial benefit before they have a workboat or farm/plantation put on them.

pearl and salt should only give base +1 gold. Salt should give +1 health +3 gold when workboat is used and pearls should just give +5 gold. Hemp should have a focus on production and maybe 1 or 2 gold only when fully used.

potatoes and lemons are fine

caste system should NOT give a free specialist in every city unless it was on high upkeep.

Serfdom should be improved, it is pretty lame and skipped right now, maybe +1 gold or +1 food from farms in addition to faster growth. Serfdom allowed nobles to generate more income from the lands.

hindu religion special GP building should give 2 culture per city maybe?

more ideas will come. Please feel free to give rebuttals.

Also, please please, sort out the fact that incas and azetcs only start with hunting. They should get two starting techs.

I like some of the ideas for next iteration. I need to do some more late game playing before i comment on that.

Edibi

[to_xp]Gekko
Feb 06, 2006, 07:29 AM
Thanks a lot for the playtesting you're doing Edibi, I really appreciate it!
I already changed the unhealthiness for floodplains to -0.4 in the next release, so you can be sure I will be listening to anyone's suggestion ;)
so let's see what you suggest:

Pacifism: you may be right, I'll check this out.
Caste system I find is good as it is, if I took away the free specialist it would be too weak compared to the others IMHO.
Serfdom: I agree with you it's too weak. I like the idea of making it give +1 gold for farms and will add it to the next version.
anyway, I'm almost sure I'm going to implement Armandeus' Civics Balance mod soon, so things are gonna change A LOT regarding civics (check out his thread for more detailed infos)

Base benefits for the bonus you mentioned: point taken, I'm going to check those out.

the hindu GP building I think is good as it is, moreover I've already made hindu temples a little better.

I've already fixed the starting technologies for the next version.
btw, fixing them is very easy to do by yourself: just open up the file
CIV4CivilizationInfos.xml located in Mods/Total Experience/Assets/XML/Civilizations , Search for "Aztec" and "Inca" , then scroll down till you find :

<FreeTech>
<TechType>TECH_HUNTING</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>

and right under it add (for aztecs):

<FreeTech>
<TechType>TECH_MYSTICISM</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>

While for Incas you should substitute it with:

<FreeTech>
<TechType>TECH_MYSTICISM</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_AGRICULTURE</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>


hope I've been clear and hope to hear suggestions from you soon ;)

[to_xp]Gekko
Feb 06, 2006, 11:11 AM
ok, so version 2.0 is almost done, it just needs a couple more fixes and should be ready for tomorrow I guess. I want to say a huge THANK YOU to TheLopez who has basically done himself all the python for this version. so this second version is actually the result of a teamwork between him and me :) .

Here I post the updated readme for those of you interested in checking out what's new. as usual, suggestions and comments are very welcome :goodjob:

*check out the first post of the thread*

JohnYoga
Feb 06, 2006, 04:31 PM
Hello Gekko.

Thank you for hearing me out and adding the Turns at a Glance, by Goombaz.

Is adding the game speed tuner a pain in the ass, or would you rather not add it:mischief: ? If you would rather not add it, is there a way *I* can add it? In other words, is there a spot on CivFanatics which shows how to imbed/attach a mod to another mod?

I look forward to seeing this release come out in the next couple days!

Regards,

John:p

[to_xp]Gekko
Feb 06, 2006, 05:22 PM
well , from the looks of its installer, I'm guessing it can be used on top of any mod, right?

If this is incorrect, I will look into adding it in the version which will come after 2.0 ( which should not take lots of time anyway ;) )

JohnYoga
Feb 06, 2006, 06:24 PM
But it says that the game must restart to load a mod...And I wonder that when this restarting happens, it wipes out the settings of the gametweaker interface...

Thank you for even being open to adding it sometime soon Gekko.

John:)

[to_xp]Gekko
Feb 06, 2006, 06:32 PM
well, if you open up your Civ4Config.ini file in your main game installation folder, you'll notice there is a line near the end that says:

; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = 0

substitute 0 with Mods\Total Experience

and the mod will load up automatically on game startup :)

hope this works for you ;)

Snake Pliskeen
Feb 06, 2006, 08:36 PM
Hi Gekko! I'm playing a game with your mod, at lowest setting just for fun and I have to say it's really very very funny! Nice the idea that when you found a city you get the religion of the original city the settler is born, I appreciate a lot! It's very boring in the original game to build a lot of missionaries to spread your religion. Getting some money from the cities allows to expand faster than the original version, this mod looks a little bit more similar to CIV3, but for the sake of the truth I have to say that I didnt like so much the vanilla system discouraging expansion for specialization, so I prefer as you set your mod. It looks more logical to me that a bigger civ is also the richest and more advanced in technology than a small one. I like very much the new resources, more trade and less health problems for a city growing. Keep working this way!

[to_xp]Gekko
Feb 07, 2006, 08:46 AM
Thanks Snake for your nice words :)

So everyone listen up ! :p

version 2.0 is 99.9% ready.

*check out the first post of this thread*

xenophile88
Feb 07, 2006, 03:52 PM
Hi Gekko. I really want to try your mod, but whenever i try your link File Front tells me that M-S names are offline for maintence. Is there any other way to download the mod? Thanks for your help.

Brian

[to_xp]Gekko
Feb 07, 2006, 03:57 PM
Hi Gekko. I really want to try your mod, but whenever i try your link File Front tells me that M-S names are offline for maintence. Is there any other way to download the mod? Thanks for your help.

Brian

were you trying to download the 2.0beta version? if you weren't, I suggest you do - it's much better ;)
( it is recommended to read my post above yours before you do )

the problem your had might be because I'm re-updating the file right now. try again in a couple minutes and it should work :)

xenophile88
Feb 07, 2006, 04:11 PM
Yeah, i was trying to get the new one. maybe I'm the only one that this says it to. Here's the link, which tells me the files are being updated when i try to access the link to V. 2.0.

http://download.filefront.com/4734264;43eeabbaa84e313a3a1329fddc4c7032d003322167 df56ba57648df391020ba376666184dd3c0b89

[to_xp]Gekko
Feb 07, 2006, 04:31 PM
I've just checked out the link you posted and it works. I guess now you can download :)

Edibi
Feb 07, 2006, 06:16 PM
Hey Gekko, Thanks for putting me in the credits. I'll definately give you feedback on the new version. Maybe before/after version 3 it might be a good idea to survey people who play this to find out areas that are exploits/unbalanced. I find so far the AI is very good at using various the additions to the mod but I am sure we can find some more balancing elements.

Cheers & keep up the good work. If you are ever interested in having a specific aspect or set of additions tested out I'll probably be up for it.

Edibi

[to_xp]Gekko
Feb 07, 2006, 06:35 PM
Hi there Edibi, no need to thank me for putting you in the credits, you deserve it ! ;) so far I've been trying to keep things balanced, but I guess imbalances are going to be present in such a huge mod. I'm sure that the feedback that people using it are going to give will allow me to tweak things back to balanced though :)
I hope you and all the others enjoy the new version, it's been a lot of work but I think it was truly worth it ( and btw I think I have more fun modifying the game than playing it, lol) , and I can't wait to see it being 100% complete and bug-free! :goodjob:

Edibi
Feb 07, 2006, 07:47 PM
A couple of early game comments. the new resources are still significantly better than the old ones. especially pearls and salt. The gold they generate gives a signficant short and medium term tech advantage.

Cultural civs are marginalized as any civ with a religion automatically expands their culture at a good clip. This also makes religions too powerful in my opinion. It is also something that the AI does not recognize.

Stonehenge becomes much less useful. It used to be a sought after wonder for non-cultural civs because it allowed for cultural expansion for non capital cities.

I've noticed that quite a few of the AI civs used the access to the statesman specialist from the palace to generate an early GP. I don't think it is game impacting but was definately unusual seeing so many GP popping up so early.

A note to all other people who are playing this mod. please give your thoughts as well. I think this is probably one of the best game expanding mods out there but your insight will make it better.

Edibi

Kurland
Feb 08, 2006, 01:13 AM
In the .99 version I am having a display problem. I cant see year, gold, time left in research, all those areas are just blank. Also I am not getting any information on the land and resources when i hover the cursor over an area like you normally do. could that have anything to do with the error message?

naf4ever
Feb 08, 2006, 02:21 AM
I just downloaded your mod and am trying it out. I must say im impressed, not with all the additions though, but with the thought put into balance and strategy. For example i see mods that add new resources or wonders for happiness but they dont take into account that doing this destroys the police state civic as civs under representation and unversal sufferage are now able to wage war just as effectively by utilizing these new resources to keep their war weary citizens happy. I like how free speech and universal sufferage now cause more war weariness making police state more useful and helping to balance out such new resources. I see this example repeated in your mod: buffer rifleman, but the mark 5 tank to bust through them. More useful musketman, but now a sulphur requirement,. etc..

Along this same line of reasoning though i see two areas that seem a bit more unbalanced with this mod:

1) There are now many more ways to increase city health. From the new resources to the supermarkets and grocers which now give a base +1 health on top of thier resource ones. Even though the market now has a negative to health all these new bonuses have now made the Expansive civ trait less useful. +2 health bonus is now nothing.. It easily gets made up with some feng shui, tuna and the base default bonuses to supermarkets and grocers not too mention the now immensly powerful environmentalism, even though it is later. Perhaps this area needs some consideration. Suggestion: Add more health negatives. There are many ways to do this. But since your mod also encourages realism an interesting idea would be to give a health negative to quarries which seem to resemble large polluting strip mines along with oil wells and/or other improvements of the sort. Or perhaps give a couple current buildings health negatives, ones that would seem appropirate.

2) Youve increased the number of world and national wonders in the game. Doing this inadvertently increased the effectiveness of the industrial trait. Its bad enough already with a few industrial players that have stone or marble. They can basically monopolize wonder building. The more wonders there are in a game and the more useful they are = more power to the industrial trait associated with them. Suggestion: The industrial trait was already pretty unbalanced, perhaps lower it some. 50% increase is a lot, Consider maybe changing it to 25 or 35%.

Also just wanted to ask why you decided in the last change to now make it possible to have unlimited number of national wonders in each city. This really destroys the specializing aspect of cities. Before you would tailor your cities, one town might have oxford and be geared toward science, another the Ironworks and aimed toward production. A place on the sea might have tuna but no good military national wonders. With this change though the unbalancing super cities of civ 2 which became equivlant to half an empire of normal towns will make a come back. Just something for thought.

I hope you find this feedback useful. I typically play multiplayer games which reveals unbalances much better than single player as human players can exploit and abuse things much more extremely. I'll post anything else that comes up.

[to_xp]Gekko
Feb 08, 2006, 07:53 AM
Thanks for your feedback people :)
so let's see. be aware that I'm still doing some tweaking and re-uploading the 99%beta file every once in a while, so what I'm going to say now refers to the very last changes which might not be in the file you downloaded.

1) resources : I've already balanced them out as far as it was possible. Salt and pearls now give 2gold base (was 3), I wanted them to be a little better than the others. I've also raised the benefits that quarries give, in order to have them on par with mines.

2) religions giving culture: I'll look into it and decrease the bonus culture given by religions in order to avoid this problem.

3) city health: I guess you're right. raising the bonus given by the expansive trait would be easier to do though, so that's what I'm going to do. does a +4 seem balanced enough?

4) industrial trait: I guess you're right. I'll probably decrease it to a 35% bonus for wonders.

5) unlimited number of national wonders: it just seemed silly to me to have a limit to the number of buildings available in a city. note that placing national wonders in the most appropriate cities is STILL the best way to go, so I don't consider that a problem ;)

Kurland: I suggest you try downloading the file again, you probably downloaded a corrupt version :(

edit: ok, I've just added the tweaks you guys suggested, and updated the readme. thanx! :D

Doctor
Feb 08, 2006, 07:55 PM
I just picked up your mod and played it successfully on single player, and I enjoyed it greatly. However I've run into some problems playing multiplayer over the lan. I am continuosly recieving OOS errors. I'm 99% sure it has to do with all the random events. Is there an easy way to turn those events off? I also ran into a small snag with the interface. If I turn off the timelimit victory conditonthe interface no longer functions properly.

If anyone has time to help me out I'd greatly appreciate it.

naf4ever
Feb 08, 2006, 08:44 PM
I too am having problems running it multiplayer. It crashes right after hitting launch in the multiplayer game setup screen. I'll look and see if an error messaged flashed by or something next time.

naf4ever
Feb 09, 2006, 12:48 AM
Gekko']Thanks for your feedback people :)
....................

3) city health: I guess you're right. raising the bonus given by the expansive trait would be easier to do though, so that's what I'm going to do. does a +4 seem balanced enough?


+4 might be a bit much i think +3 is right on though.

Im in the process of playing a few games with your mod and for one its fun as hell im really enjoying it,, but it also seems less challenging, again because of resource imbalances.

In my current game its 960 AD, monarch level, standard map with myself and 8 AI players. in my capital i have no grocer or market but have a 15 health and 19 happiness and only two of the happiness is coming from troop supression (monarch civic). When my grocer and market get built i will have 18 health and 27 happiness which is downright ridiculous for this early in the game. But the initial 15 health and 19 happiness are insane especially considering I only have TWO buildings that affects any of these things:a temple and a forge for happiness. Add if i build my granery and aqueduct which i havent bothered with yet my grand total comes to 22 health and 27 happiness......

City and empire management are not even a challenge anymore with these numbers and Its only 960 AD. Im now able to go beserk attacking people without having to even bother building improvements that were once considered vital in order to sustain your economy. I can shatter trade deals and go to war at a whim without worrying if the lost resource will even affect me in the slightest bit. And with my city at only 11 pop yet with 27 possible happy people, war weariness wont really kick in and hamper me unless the war drags on til civ 5 comes out....

Once again, im not being negative. I love this mod a lot and see huge potential for it which is why im trying to analzye and provide feedback in hopes of helping to improve it. But it is extremely unbalanced right now in both the areas of city health and happiness. Things seemed ok before Calendar, but when that, currency and guilds came out things just exploded. I know people love adding new resources and buildings in their mods but if you drastically increase the ability to gain health or happiness the balance will get thrown way out of whack unless you also counter them with appropriate negatives to health and happiness. If you dont it will lessen the strategy of the game as I no longer need to focus on keeping or trying to attain certain resources. With a 22 health in an 11 person city, who cares if i lose a couple cows or wheat. I dont need to have good city management, just workers who are on auto and will put plantations on every appropriate item. The culture slider is pointless in terms of making people happy now. 10% of my commerce just to make 1 person happy? two if i have drama? This is now meaningless with this amount of happy people already in my cities. In addition whole civics like nationalism are now obsolete. Getting 2 more happy people is pointless when most my cities still have +10 happy people to spare. Thers is no point to this civic now when i could be in beuracracy or feudalism getting much better benefits. Monarchy even now borderlines on being pointless. I could easily see my cities getting 40+ happy people later in the game with more advanced buildings and tech not too mention if i focused on getting more religeons and their buildings. City management strategies have no purpose at these levels.

So, ok im not going to keep rambling you see my point. I wont just complain about this either and leave you to do the analyzing work. So here are some suggestions: (Also im not recommending you dump any resources as these are what add to the game, but to add counters to thier benefits)

1) Consider taking off the default base health and base happiness of things like grocers, markets and supermarkets. These buildings are already about twice as powerful as vanilla civ ones due to the increase in variety of resources in your mod.

2) Consider not adding anything else that gives happiness or health and maybe even remove things like the Feng Shui academy or have it do something different thats more unique. Perhaps +10% or 15% great people points or something like that.

2) Think about adding more health and happiness negatives to more buildings and improvements. Getting a big city early on that has all its people happy should be a privledge and a huge treasure, something to be cherished and guarded, not a guaranteed thing. Here are some ideas for this along with logical lines of reasoning to support them:
Health:
-1 health from barracks. Military training sites arent really environmentally friendly places.
-1 health from stone and marble quarries. These are basically strip mines.
-1 health from oil wells.
-1 health from coal mine. Black lung disease and hazardous conditions.
-2 health from factory instead of 1
-3 health from manufact plant instead of 2
-1 health empire wide from slavery civic. Unkept and sickly slaves are disease havens.
-.25 health per village/town. Urban sprawl takes its toll on the ecology.
-.25 health per farm. Utilizing the same land year after year depletes the soil quality and nutrients not to mention excessive use of fertilzers and pesticides polluting the area.
-.5 health per mine. Metal and ore residue and runoff arent the most friendly of things to the earth or the local water table.
-1 health from harbor but keep its resource benefits. Increased ship traffic pollutes the local waters.

Happiness:
-3 happiness if there is not at least one jungle or forest square in the city radius. Not having any nice outdoor areas that allow people to escape the city tends to depress them. Though this wouldnt apply to cites on the coast or inland lake water.
-1 happiness from any powerplant that isnt solar. No one wants a powerplant in their backyard and hyrdo plants even upset them from thier ugly looks and all the nice fish getting ground up in the turbines. (This will also make solar plants more useful.)
-1 additional happiness from nuclear plants. Even though statiscally safe, the prospect of an all out Cherynoble puts people on edge.
-1 happiness from the slavery civic. Seeing people beat and treated poorly on a daily basis stirs up dislike of the ruling class.
-1 happiness from serfdom for similar reasons.
+25% war weariness from universities. These beacons of free thought tend to generate anti war sentiment that can spread to the general populace.
-1 happiness in all cities but the capital for bureacracy. The rest of the nation despises the government workers who tax them and then waste their tax dollars in the capital.
-1 happiness empire wide from uranium. Accessing this substance opens the door for WMD's and puts people at extreme unease.
-1 happiness locally for city squares with uranium or coal mines. Mining these substances for a living isnt what most people dreamt of doing.
-1 happiness for supermarkets. These 20th century complexes mark the end of locally owned shops and result in faciliating food shopping through dreary chain-owned minimum-wage paying institutions.
-3 happiness for nuclear missle silos. No one wants one of these by their house.
-1 happiness empire wide with discovery of computers. Living in concrete jungles where everything is automated and cubicle life in front of a computer 8 hours a day is the norm makes people feel bleak and lacking in purpose.

3) I really thought it was insightful how your religeous temples were done. How they add bonuses for some resources but substract it for others. Perhaps this can be applied to more buildings. Example:
-1 happiness for a courthouse (or jail) if you have Hemp. The presence of the drug increases sentencing for minor posession crimes upsetting "casual" users who are the targets of this.
-1 happiness for a broadcast tower if you have uranium. The media scrutinizes any little mishap and overhypes peoples fears in any industry that uses the substance.

I hope some of these ideas strike you as possibilities. The goal of these suggestions is to basically complement your new resources and get the city health and happiness back to somewhat comparable levels as vanilla civ but with more variation, diversity and strategy in how you accomplish and manage your city health and happiness.

I realize these are a lot of ideas. My XML civ modding skills are decent though and if you like these ideas I could do most of them I think and then pass along the modded files to you. The more complex ones requiring python might be a problem though.

[to_xp]Gekko
Feb 09, 2006, 05:53 AM
Many well done thoughts naf4ever, I really appreciate your insights.
I like your thinking and I'm going to add most of those changes to the mod.
there is something that strikes me though: you say that health and happiness skyrocketed when you discovered currency, calendar and guilds. so markets, guilds and tons of new resources available. In the vanilla game too you could skyrocket with those 3 techs, but I see how with 8 new resources things have gone too far. so my suggestion would be to think about ways to limit health that are more or less on the same timeperiod as the discovery of those 3 techs.

edit: ok, I've implemented many of the changes you suggested, increased the cost of grocers and markets a bit, and took away some of the resources' bonuses enabled by these 2 buildings ( those which I found to be "elite" resource only available to rich people due to the price: it is nonsense that something which is available just to a few people will help you mantain social order)
thanks for your support naf4ever! :)

Samael
Feb 09, 2006, 07:45 AM
-3 happiness if there is not at least one jungle or forest square in the city radius. Not having any nice outdoor areas that allow people to escape the city tends to depress them. Though this wouldnt apply to cites on the coast or inland lake water.
-1 happiness from the slavery civic. Seeing people beat and treated poorly on a daily basis stirs up dislike of the ruling class.
-1 happiness from serfdom for similar reasons.
-1 happiness empire wide from uranium. Accessing this substance opens the door for WMD's and puts people at extreme unease.
-1 happiness empire wide with discovery of computers. Living in concrete jungles where everything is automated and cubicle life in front of a computer 8 hours a day is the norm makes people feel bleak and lacking in purpose.

I have a bit of a problem with these ones myself.
a) In Ancient/Classical era at least, those woods (and certainly those jungles) are going to be dangerous, fearful places and in the later ages, if you want to 'get away' you could go to one outside of another city or just go to another country.
b) The subjects will despise it but the ruling classes and the authorities that support it -will- appreciate being given rule, right and control. Thus, I think it'd cancel out that one.
c) Same again
d) Sure, Uranium can be put to use into such things but when its first discovered, nobody really knows of its application as a WMD? Why not assign a +1 to unhappiness in all cities when the Manhattan Project is built?
e) True, working in a box all day isn't that great but also think of what else computers give us. Games, communication, *cough* certain other things that may not be wise to discuss and so forth. Heck, if anything, computers would -add- to happiness. Office Blocks (as a building, perhaps?) could contribute to economy majorly but do a lot of damage to happiness and maybe to culture?

[to_xp]Gekko
Feb 09, 2006, 07:51 AM
Samael, the 5 changes you quoted I have NOT added to the game, so don't be afraid. :p I'm going to re-upload the .rar right now and edit this post as soon as I'm done with it, so that all of you can try out the latest changes:)

karmina
Feb 09, 2006, 07:52 AM
...2) Think about adding more health and happiness negatives to more buildings and improvements...
I'm not a big fan of adding tons of minor fixes - just too much to balance correctly, worry about as player, and it generally feels bulky.

Population is supposed to skyrocket at certain technologies. IMO the natural approach to keep balance would be to increase costs of later buildings & techs, and/or increase the generic health malus and unhappiness by population. Maybe from 1 to 1.5 or even 2 per population point.

[to_xp]Gekko
Feb 09, 2006, 07:58 AM
and/or increase the generic health malus and unhappiness by population. Maybe from 1 to 1.5 or even 2 per population point.

I think that would be bad for the early game though ...

Samael
Feb 09, 2006, 07:59 AM
Samael, the 5 changes you quoted I have NOT added to the game, so don't be afraid.

I know, I just wanted to say I was supporting the other suggestions but not those ones specifically.

[to_xp]Gekko
Feb 09, 2006, 08:15 AM
new version uploaded. modified the link and the readme on the first post of the thread :)

naf4ever
Feb 09, 2006, 08:30 AM
I have a bit of a problem with these ones myself......


Ya they were just some brainstorming. I wasnt expecting him to implement all of them, im glad to see some got in though.

[to_xp]Gekko
Feb 09, 2006, 08:32 AM
edit: double post

[to_xp]Gekko
Feb 09, 2006, 08:33 AM
thanks for getting me think of a way to fix that issue naf4ever. I hope that now cities having wayyy too much health and happiness is a thing of the past ;)

naf4ever
Feb 09, 2006, 08:42 AM
I'm not a big fan of adding tons of minor fixes - just too much to balance correctly, worry about as player, and it generally feels bulky.

True but surely you must see the point i was getting at. The fixes are to counter and balance the extreme ease at which you can get mega cities early on.


....and/or increase the generic health malus and unhappiness by population. Maybe from 1 to 1.5 or even 2 per population point.

Thats a good one, i didnt think of that. And it goes along the theme of everyone packed into modern day cities and feeling the stress of the rat race...

naf4ever
Feb 09, 2006, 08:44 AM
Gekko']thanks for getting me think of a way to fix that issue naf4ever. I hope that now cities having wayyy too much health and happiness is a thing of the past ;)


No prob. Glad I could help and glad you implemented some of them. I will download the new version and try it out today.

naf4ever
Feb 09, 2006, 08:46 AM
Gekko']I think that would be bad for the early game though ...
Maybe theres a way to increase it only with the discovery of a certain tech, so it happens later. I will playtest the new version though more to see if this is needed though.

[to_xp]Gekko
Feb 09, 2006, 08:50 AM
Maybe theres a way to increase it only with the discovery of a certain tech, so it happens later. I will playtest the new version though more to see if this is needed though.

well, that may be possible , but it would probably take some python editing, so I can't do that myself :blush:
btw, with these new changes I *think* that things should be as fair as they used to be in the vanilla version, there should be no need for such a big change now.
I'm looking forward to hearing feedback about this latest version, I hope to have done a good job. :)

naf4ever
Feb 09, 2006, 09:26 AM
Gekko']
I've implemented many of the changes you suggested, increased the cost of grocers and markets a bit, and took away some of the resources' bonuses enabled by these 2 buildings ( those which I found to be "elite" resource only available to rich people due to the price: it is nonsense that something which is available just to a few people will help you mantain social order)
thanks for your support naf4ever! :)

Just thought of something off the top of my ahead. Perhaps these "elite" resources can actually help out the elites. Instead of giving happy faces to the masses they can instead add a few points or percentage points to GP production which is the equivlant to the ruling and intellecutal elite classes in this game.

PolyBomber
Feb 09, 2006, 09:43 AM
After having played a few games with this mod I was thinking that maybe an idea to deal with the increase in health and happiness rescources would be to simply make city growth require two health and two happiness perhaps after a base size of say 5. If this were done then other buildings like aquaducts should perhaps have their health increased to 4 from two, as well as the expansive trait. I'm not sure if this is possible, but perhaps the advantage to implementing this would be that the overall balance would remain the same without needing to make buildings give negative health or happiness.

[to_xp]Gekko
Feb 09, 2006, 10:07 AM
After having played a few games with this mod I was thinking that maybe an idea to deal with the increase in health and happiness rescources would be to simply make city growth require two health and two happiness perhaps after a base size of say 5. If this were done then other buildings like aquaducts should perhaps have their health increased to 4 from two, as well as the expansive trait. I'm not sure if this is possible, but perhaps the advantage to implementing this would be that the overall balance would remain the same without needing to make buildings give negative health or happiness.

did you play the latest version which I have put out just today? If you were using an older version , I recommend you to download it again and try it out, the latest changes I have done should address this issue well enough. :)

naf4ever
Feb 09, 2006, 04:26 PM
On another note has anyone tried this multiplayer. It was my goal to but my friends and I get illegal errors every time we try. Once we setup the game and hit launch my civ 4 crashes and an error message comes up. Clicking on the details of it reveals only this:

http://naf.cc/images/error.jpg

any ideas??

[to_xp]Gekko
Feb 09, 2006, 06:14 PM
uh-oh. I hope that's not an issue with the Random Events, I've heard more than once that they cause problems in multiplayer... I might have to take them out :(

edit: I've asked TheLopez if he can add to this mod a way to easily turn Random Events On and Off in order to avoid issues for multiplayer. I'm sure he can do this, now we only have to hope it won't take long :D
btw, finally you'll be able to see Zoroastrian icons instead of the confucian ones, and the new resources are going to display the right icon in the city view screen. thank Master Lexx for doing that for me!

[to_xp]Gekko
Feb 09, 2006, 08:57 PM
Ok, Uploaded the link and readme on the first page *again*

check out the Total Experience.ini file in the main folder of the mod.
there is contained the new options for the Random Events. they are all turned on by default,
and you can choose to turn them off individually by setting "true" instead of "false" in the Total Experience.ini file
under the description of the event.
Turning them all off is highly recommended for multiplayer games, as they have been reported to cause OOS errors.


many thanks to TheLopez for this enhancement! :)

on top of that, now Zoroastrian icons replace Confucian ones, and the new resources correctly display their own icons in the city view screen

many thanks to Master Lexx for this fix! :)

[to_xp]Gekko
Feb 10, 2006, 10:51 AM
check out the first post

keldath
Feb 10, 2006, 11:02 AM
hi gekko!

if this mod works in mp - your mod will rule!!!!

i just have few time to test it, but i love what youve done, good thing on disabling the random mods -im sure its no good for mp.
very good not to get the temple resource on the game.

heres an idea for the next version - gender mod -its kinda nice. :)

[to_xp]Gekko
Feb 10, 2006, 11:24 AM
yeah, that's something I may throw in alongside with some other civic modifications :) do me a favour and test this mod in multiplayer with the random events turned off, it should work fine now! ;)

hajmyis
Feb 10, 2006, 02:31 PM
it wont work for me.....it downloads as a rar. file and i cant extract it...so yeah idk what to do

[to_xp]Gekko
Feb 10, 2006, 02:54 PM
@ hajmyis: you need WinRar to unzip it, look for it on the web.

I noticed that the game interface was not working properly if the Time Victory option was disabled. this is most probably an error caused by the current-turn-at-a-glance mod. I've taken care of it and re-uploaded a fixed .rar archive.

http://files.filefront.com/Total_Experiencev21rar/;4744596;;/fileinfo.html

for people who had already downloaded it, you can download just this file:

http://files.filefront.com/CvMainInterfacerar/;4744522;;/fileinfo.html

unzip it and paste it in the Assets/python/screens folder of the mod. (overwrite the old file)

sorry for the inconvenience :blush:

Doctor
Feb 10, 2006, 05:00 PM
Works perfect in MP now. Thanks for the fixes!

[to_xp]Gekko
Feb 10, 2006, 05:13 PM
I'm very happy to hear that, Doctor. thank TheLopez for it ;)

dh2k3
Feb 10, 2006, 05:42 PM
hi,

When I was playing with the American team every single time I created a new settler and created a town it would get this:

http://img489.imageshack.us/img489/931/xmlerror9wk.th.jpg (http://img489.imageshack.us/my.php?image=xmlerror9wk.jpg)
http://img150.imageshack.us/img150/4778/newyorkerror2se.th.jpg (http://img150.imageshack.us/my.php?image=newyorkerror2se.jpg)

HTH

Dave

naf4ever
Feb 10, 2006, 06:06 PM
hi,

When I was playing with the American team every single time I created a new settler and created a town it would get this:

http://img489.imageshack.us/img489/931/xmlerror9wk.th.jpg (http://img489.imageshack.us/my.php?image=xmlerror9wk.jpg)
http://img150.imageshack.us/img150/4778/newyorkerror2se.th.jpg (http://img150.imageshack.us/my.php?image=newyorkerror2se.jpg)

HTH

Dave

As for your first picture, that error is suppose to be there, well maybe not suppose to but it just is, Gecko has acknowledged it and it doesnt actually cause any problems.

As for your second,, that is just a naming error, i noticed that too. It affects nothing but the name of your city. Go ahead and type a new name in or rename the city later and everything is fine.

JohnYoga
Feb 10, 2006, 06:19 PM
I loaded the latest version Gekko. Where did the turns indicator go? That was useful!

Regards,

John

[to_xp]Gekko
Feb 10, 2006, 06:30 PM
I had to take that out because if you turned off Time Victory the game interface would go nuts. it will be put back in as soon as that issue is taken care of though .

Xavier Von Erck
Feb 10, 2006, 06:39 PM
Um... in the instructions, you say all the random events are turned off by default. In the thread, you say they're all turned on by default. Additionally, your instructions switch the true to false in some areas when describing. I know they all have to be true to be turned on (and they are) but you might want to check your verbiage for consistency for others don't get confused and bombard you with questions.

This mod looks great, hopefully it is great. Time to start my first game with it :)

[to_xp]Gekko
Feb 10, 2006, 06:56 PM
well, they are all turned on by default because I forgot to to turn them off before I have zipped the mod :D

PolyBomber
Feb 10, 2006, 08:44 PM
Hi Gekko I just wanted to let you know about a minor problem I found with the tech tree in the late game. Its mainly just a bit of a realism issue. Maybe this has been fixed in the latest version, (I'm still playing version 1) but that industrialism comes after assembly line. This produces the odd situation of having battleships before factories. It also means that you can never really make MarkV tanks because factories come so late in the game. Your better off just going for the standard tank. Also the requirement of just the corporation for assembly line seems to make it very easy to get. Maybe requiring industrialism as well would be a good idea. Anyways I really like the mod so far. I'll play the latest version once I'm finished the current game I'm having.

naf4ever
Feb 10, 2006, 09:06 PM
On another note has anyone tried this multiplayer. It was my goal to but my friends and I get illegal errors every time we try. Once we setup the game and hit launch my civ 4 crashes and an error message comes up. Clicking on the details of it reveals only this:

http://naf.cc/images/error.jpg

any ideas??


Sweet, no more multiplayer errors with your latest version. It works good.

keldath
Feb 11, 2006, 03:31 AM
hi gecko -well i guess now we lnow about he multi...

good job,

i would suggest now to maby reducing the unit size - it really cool - with civ scale.

another thing, im considering in merging your mod with civarmy civpack, for my own use, anyway if ill do this - id be happy to give it to you.

keldath
Feb 11, 2006, 05:30 AM
ho gekko

im getting the following error while loading the game -
"tag: in info class was incorrect
current xml file is: units/civ4unitinfos.xml"

why do you have any idea?

[to_xp]Gekko
Feb 11, 2006, 07:26 AM
@keldath I know it displays that message, just ignore it, it doesn't actually give any gameplay problems. ;) if you merge my mod with civarmy pack, feel free to post the link on this thread, I'll paste it on the first post too. I know many people would like to have new civilizations ;)

@PolyBomber: thanks for your feedback, I'm going to address this as soon as possible :) for the markV issue, I suggest that for now you edit that yourself since it's very easy to do: first open up Civ4UnitInfos.xml.
Search for <Class>UNITCLASS_MARKV</Class> . scroll down till you see the prereqtechs and bonuses for that unit. there is a line that says:

<PrereqBuilding>BUILDING_FACTORY</PrereqBuilding>

substitute "BUILDING_FACTORY" with "NONE" , and there you go! ;)

@naf4ever: I'm very happy to hear it's running fine in MP :D

keldath
Feb 11, 2006, 08:32 AM
hi gekko,

mmm... its good news to hear that - its not me and its a knowen problem,
i treid to focus on the cause - but all i reallized is that is somthing in this file is wrong,
maybe ill reconstract the file.

so if its not doing any error then.. i guess its fine. hope that maybe for next version it will be flawless :)

naf4ever
Feb 11, 2006, 09:44 AM
I didnt notice that Mark 5 bug. But on another issue about it,, now that i look at it why is that tank so fast? 3 movement for a tank that requires no oil resource? The regular gas guzzling tank is slower.... I always envisioned the mark 5 as the "war elephant" of tanks, not exactly agile. Plus the original mark 5's were extremely slow,, cavalry could move faster than them. Doing a search on google reveals that the speed of the original mark 5's was a pathetic 4 miles per hour!! I can walk faster than this. Even later models got up to only 6 mph. This is definitely not the civ equivlant of 3 movement space... 1 movement space is more like it. That pincher bonus already makes them pretty buff. Perhaps the speed should be toned down a bit.

[to_xp]Gekko
Feb 11, 2006, 10:14 AM
@naf4ever: ok, it seems like markV need a bit of tweaking. I'll keep that in mind :)

btw, the movement is very easy to modify too. open up the same old Civ4UnitInfos.xml file , look for the markV entry ( search for <Class>UNITCLASS_MARKV ) , then inside its entry search for a tag that says:

<iMoves>3</iMoves>

and change the 3 to 1.

Snake Pliskeen
Feb 11, 2006, 11:40 AM
Hi! I was trying last version, but when I found the second city as American instead of a usual american name I got text_key_etc. How to change this boring problem?

JohnYoga
Feb 11, 2006, 01:06 PM
Gekko']@naf4ever: ok, it seems like markV need a bit of tweaking. I'll keep that in mind :)

btw, the movement is very easy to modify too. open up the same old Civ4UnitInfos.xml file , look for the markV entry ( search for <Class>UNITCLASS_MARKV ) , then inside its entry search for a tag that says:

<iMoves>3</iMoves>

and change the 3 to 1.


Hello Gekko. Thank you for not only putting a lot of time into this mod, but presenting it and taking on the ongoing barrage of requests and "opportunity comments"! I'll bet there are times where you :crazyeye: !

A couple things over here:

1. There have been several times where the Yield Toggle does not work, but then later in the game works again! Actually, the yield says on. So it's not a big issue, but a minor minor minor annoyance.

2. It would be neat to change unit movement settings in the console somehow, either at startup, or inside a Sevopoedia type setting.

3. Perhaps this is in the normal game too, but I notice that the software picks the religion(s) in my empire, where I want to pick my own, and have ONE consistent religion...Even when the citizens are 100% my nationality, and I have closed borders with everyone else. Yes, you can change the religion of a particular city AFTER the fact, I merely want the choice before hand. BTW, this happens even before special buildings are made. If this is in the normal game too, just tell me that's life! :king:

4. And my old request packaged differently: Can you have in your game speed radio button choices, a very quick play, and quick play? When my family and I do MP, it takes 3+ even with the vanilla's Quick Play.


Regards & Thanks:goodjob: ,

John

Perfect_Blue
Feb 11, 2006, 09:25 PM
First off, nice mod! I like what's been incorporated (especially religious units).

Don't know if any of this has been pointed out yet but....

1) Founding Zoroastrian city displayed Taoist symbol (minus the founding star)
2) Cities where Zoroastrianism spread had two Zoroastrian symbols, one with star and one without
3) Not sure if something in your mod does this, but this is the first time I've had this happen; the Romans violated my borders without an agreement or declaration of war. Did I miss something?

Again, thanks for the mod!

BrokenReference
Feb 12, 2006, 02:18 AM
Thanks for the great compilation. Although,I do keep getting two errors through all the versions I've played, even the new one

Units XP sometimes goes wacky. Where I'll attack, it'll show a XP increase, and right after battle it'll go back to what it was before attacking. I've had this done at all points of XP, from 6 to 20ish. One time I think it also awared the XP to a different unit, no where near the battle. I seem to notice this glitch when I don't immediately upgrade a units lvl, so the xp would read 6/5, but it might just be coincidence.

I usually go straight to Monotheism, thus founding Judaism, but for some reason my Rabbi is no where to be seen. I'll build the necessary building to make him, but since I will have Organized Religion at that point, it really shouldn't matter. I believe I've seen this, non-missionary situation, with other religions once or twice, but its most often with Judaism.

Any ideas?

[to_xp]Gekko
Feb 12, 2006, 07:52 AM
@JohnYoga :

1) I'll try to fix that in the next version, thanks for pointing that out
2/3) I'm not sure I understood what you were trying to say, can you explain that again ? sorry, english is not mother language :D
4) that's a nice idea, I may add it to the next version ;)

@Perfect Blue:
1/2) yeah, I've noticed that and I don't really know how it happened. :( I'll fix that for the next release
3) well you'd have to give me some more info to help me understand exactly what's going on... maybe they did so with a unit that has that special ability of being able to cross borders without going to war...

@BrokenReference:
1) I'll try to fix that for the next version, thanks for the feedback :)
2) Judaism's main drawback is that you only get one rabbi when you found the religion and it is the only one you can ever build. if you're not getting a free rabbi from founding that religion though, that is a bug. I'll check this out.

Perfect_Blue
Feb 12, 2006, 11:07 AM
Gekko']3) well you'd have to give me some more info to help me understand exactly what's going on... maybe they did so with a unit that has that special ability of being able to cross borders without going to war...

Playing as Japan on huge earth map, my capitol's culture nabbed me a square of land in China. Around 60 AD a Roman warrior that was romping around China moved into my square. Thought it could be a graphics slowdown or other error of some sort, so I saved and exited. Loaded it up and that jerk (just a plain Roman warrior, alone) was sitting happy in my territory. He left the next turn, but like I said, with no treaty or declaration this is worrisome behavior.

I saw another mod somewhere (or maybe it was just a proposal) that would let players raid each others borders with certain units; i.e. could move one tile in and plunder or attack without declaring war. I didn't know if something like that had actually been worked out and put in this mod. From your response I imagine that you haven't (at least not intentionally) done that.

I just know I've never seen that happen before I was playing with this mod. Don't know if its the mod or maybe just some sort of error I hadn't seen yet. Other than that, I think I might have noticed another thing or two (probably obvious/already known again, sorry).

1) When I'm in my city screen and go to pop. rush I can't see what it will cost me. On the world screen its fine. EDIT: This doesn't happen all the time, about 50/50.
2) Combat odds (alt. option) have been hidden. Still shows strengths and bonuses, but not the actual percentage.
3) Mongols had three squares south of their capitol that were 277, 214, and 251% Mongol respectively.

Lastly, not bugs but comments...

I like the ability to replant forests, and I'm fine with it taking a ton of time, but could it be made so that a worker builds the forest instead of the nursery? When something is just beyond the cross (in borders but not workable) I'd really like to be able to grow forrests there, but since I can't assign a citizen I can't grow anything.

Also, the jungles thing. I understand making it harder to get rid of them, that's cool. I understand they'd slow development, for sure. But if I have a city that's grown to be fairly decent (6-8 pop), and my people can consruct bridges and great wonders, why can't I, with any deteremined effort, remove the jungle? It seems with that many people and that level of tecnology that I should be able to do something about the jungle. Perhaps it could be made so that jungles take a hella long time to cut down, but please, do let me cut them down eventually.

The jungles are especially problematic when I play an Earth map as Japan (which I love doing!). When I go to settle some of the islands, I'm looking at junk cities for the next 1500 years! I mean, geez, we're a determined people ;) can't we ever cut that jungle down? This means I'll get hosed by the Germans, only because they don't have to sit in the Invincible Jungle for century after century.

Looking forward to that next update :D

Orion66
Feb 14, 2006, 02:33 PM
Hello

Can anyone explain me the role of great generals ? Is it used by AI ?

Edibi
Feb 14, 2006, 05:01 PM
Orion66

Great generals can build an academy in a city which allows it to add +2 xp to units built in that city.

Otherwise they are the same as other Great People in that they can be added as super specialists or discover a tech. The AI does use them, and quite well . In fact, too well, the bloody SOBs build walls and castle's for the XP bonus too so I regularly see fresh 8xp knights being rolled out by the AI.

Edibi

keldath
Feb 15, 2006, 04:01 AM
hi
i wondered - did anyone got to use the inquesitor in mp games?

cause im not sure about it - last i knew - it causes problems wtih mp games

Lapat Lavu
Feb 15, 2006, 05:52 AM
Hey Gekko,

First: thanks for this great compilation and your constant effort to improve it. :goodjob:

There are only a few glitches in the mod IMHO. My suggestions:

Movement
M4 Sherman, T34, T54 2 -> 3
Panzer 4 -> 3
Mark V 3 -> 2 (it wasn't really fast, ~4mph)
Gunship 4 -> 5 (should be faster than modern armour)
Redcoat 2 -> 1 (disciplined, right, but they were heavy infantry and not nearly as fast as Cavalry)

Combat
Dragoon 15 -> 16 (couldn't be distinguished from generic cavalry)





Apart from that: nice work and keep going.

Lapat

Orion66
Feb 15, 2006, 08:51 AM
Orion66

Great generals can build an academy in a city which allows it to add +2 xp to units built in that city.

Otherwise they are the same as other Great People in that they can be added as super specialists or discover a tech. The AI does use them, and quite well . In fact, too well, the bloody SOBs build walls and castle's for the XP bonus too so I regularly see fresh 8xp knights being rolled out by the AI.

Edibi

Ok, but ahat about their combat bonus abilities? I think it is not good idea. They give overpowered bonus. How this bonus works? One time I saw enemy city with units who had all 3 bonuses. How come? I don't get it.
I think generals bonuses should be removed or MUCH MUCH weakened. :mad:

Orion66
Feb 15, 2006, 09:10 AM
A BUG REPORT! COMMENTS :(



1. There must be something wrong with XML files. Am playing as Americans. There is some problem with city names. Always Washington DC.....

2. Russian city name - AI has a strange named Russian city - it is called like "TXT_KEY_CITY_NAME............."

3. In combat ads there is some bug. It is very common to see "TXT_KEY_COMBAT_PLOT_HP"

4. SICK combat bonuses of generals - post above.

5. Trading tech allowed while having Gilds. It has no sense to me. It should be much earleir.

6. Biplane and fighter. It is only one tech away to have Fighter than Biplane. It has no sense. IT SHOULDN'T BE THAT way that we get for example Biplane and in few more turns we have a next generation unit. We don't have much time to use earlier unit. No sense to build Biplane if we can get MUCH better Fighter in 20 turns...

7. Modern Fighters (jets) - consider them to have ability to be lethal againsts Armored units.

8. ALL SUBMARINES should have VERY HIGH withrawal from battle factor/chance. About 70%-90%

9. How come I had no catapult tech and I could discover Trebucht tech? No sense. Having a tech for catapults should be needed to have a trebuchet tech .

10. Sulphur is to RARE ! I play at standard map with 8 civs. 3 civs have NO sulphur and no moder army! LACK OF SULPHUR MADE ME STOP PLAYING. AI is too weak!!!!!!!!!!

11. Russian cossacks - to powerful - 18 Strenght vs other 15 ? To much. They should have better special atributes but not strenght

12. A sound bug with great work summaries. Also I get 3 summaries at once - loud sound and I can't take a look at 2 first summaries just third one...

13. After city capture - WHY you have changed a duration of revolt???? It is TO SHORT! (1 or 2 turns??)

The mod is good but it still needs lots of polishing. I prefer Exaviers mod but I think if some one could merge those to mods - we would have some real kicking ass mega mod! :goodjob:
Think about it please.

As soon as I have more comments I will post them here.

[to_xp]Gekko
Feb 16, 2006, 05:37 PM
Hi there guys, I have good and bad news :D
Bad ones first: due to time constraints, I won't be able to continue working on the mod for a month or so :(
Good ones: TheLopez agreed to pick the mod up, and I'm sure he'll do his best to improve it. Thanks! :)

That's all folks, I hope to hear again from you soon, have fun and keep on posting suggestions and feedback to make this mod better!

Portus
Feb 17, 2006, 07:38 AM
hi
i play 2 games without see the colours of sulfur too.
in general strategic resources are to rare and civs dont have extra ones to trade.
Otherwise i like your mode alot.

bhammer
Feb 19, 2006, 11:45 AM
Hi, very good mod but in my mind becomes unplayable on large and huge maps at around 1400 ad. Unplayable to me means 15+ seconds between turns. Also, requiring bio to clear jungles is a bust.

YNCS
Feb 19, 2006, 02:52 PM
I loaded and installed v2.1. I was the first to discover Meditation and so got Zoroastrianism. The city Zoroastrianism was founded in shows the Taoism symbol without a star. All other cities with Zoroastrianism show the right symbol, but twice.

charleswatkins
Feb 19, 2006, 07:13 PM
Tried it and didn't much like it. First off, it takes a really long time to load. The frequency of events was unnerving and many of the changes (like jungle chop) detracted from the game. It appears the AI does not handle the changes well, if at all. I appreciate all the work that went into the mod and I'm sure there are others who will enjoy it, but it's not for me.

Colonel Kraken
Feb 20, 2006, 07:18 PM
I liked the idea of this mod and downloaded. Pretty cool stuff. However, I saw that the tech tree was a mess of lines and overlapping stuff and items that just didn't make sense (some of which has already been mentioned). So, I took it upon myself to clean up the tech tree.

I hope you don't mind, Gekko. Feel free to incorporate this into your mod however you wish.

Download the file. It contains ProjectInfos, UnitInfos, BuildingInfos, and TechInfos. Unzip the file to where you have your mod and cut and paste the files to the appropriate folders.

ProjectInfos --> GameInfo folder
UnitInfos --> Units folder
BuildingInfos --> Buildings folder
TechInfos --> Technologies folder

All the mentioned folders are in Assets\XML.

Miroku
Feb 20, 2006, 08:32 PM
1. Regarding the problem with Russian city names, the second Russian city in GameTextInfos_Cities.xml needs the heading to be changed to Kiev. That aligns it with the data in CivilizationInfos.xml. For the Americans, you need to change the second city's heading to New York, and the fourth city's heading to Philadelphia. Of course, all of these changes can be made in Notepad. I haven't looked at any others in detail, but haven't noticed any other problems.

edit: Actually, I went back through the American cities and there are too many errors to list here. If you match up the two files, though, it should be ok. At the end of the American cities there's one called Le Bam and another called Mabel. Mabel is an extra one that I'm not sure how it affects the game.

2. Playing as the Russ