View Full Version : [MOD] Realism:The Third Resurrection
Houman Feb 20, 2006, 04:07 AM Civilization 4's - Total Realism
by Houman, Israfil and Nightravn
http://www.ancient-iran.com/totalrealism.jpg
This thread will be closed soon:
The new version of this Mod is under:
http://forums.civfanatics.com/showthread.php?t=173492
Version 1.09 Released (21st April 2006)
Install it under Realism folder !!!! (e.g. .../Civ4/Mods/Realism)
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Special Aknowledgement:
All the guys @ civ fanatics bouncing ideas back and forth :)
Thanks to our team members who are working really hard on this Mod:
Israfil for his administrative duties, OpenSource management and bug fixings
Nightravn for his awesome map reworking and outstanding mod balancing
12Monkeys who is working as freelancer for us and helping us in our cause.
http://www.ancient-iran.com/Persia.jpg
Coming 1.61 CivPatch compatible Release: (May 9th 2006)
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We are making very good progress and just for your information:
- The XML files are now 100% 1.61 compatible
- The Python files are now 90% complete.
We have added plenty of new mods like the Slave Mod, Creative Trait Mod, Military Leader Mod, Modified TechConquest Mod, Updated Cultural Decay Mod, upgraded Great Person Mod, Animal Mod and much more to come inclusive new Black African Warriors, new Settlers, new Nuclear Submarine model, new UU for France and some other Civs. New Units in general etc.
Very good news; since we have not just made our Mod compatible with 1.61, just to make it run and keep everyone happy, but rather starting from scratch and considered all changes the developers have done and inserted out modifications back to the new files. With this approach nothing has been left out. e.g. Music if there is a peace treaty etc.
Since we have redone all the python codes we have discovered some skeletons in the closet. Few very old and outdated mods that caused a loop problem after each turn. This was the reason why Realism Mod was slower than competitors. The new Mod is much faster than the Mod 1.09. :)
Just to keep you updated. We are working hard and are waiting for some models to be finished by Rabbit White and some new Mods and SDK Mod mergings by our freelancer 12Monkeys. Meanwhile we are still finetuning the whole timeline Techs and Units once again and implement the last important mods. Stay tuned and be patient since the Mod of the Mods is awaiting you soon. ;)
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Improvements in this release:
v.1.09
- Map improvement incl. the forgotten Gameoption: NO_CITY_RAZING
- Zoroastrian TXT_... popup message now fixed.
- Catapult/Trebuchet/Artillery Game Crash fixed
- Scouts got their Dog back
- Religion spread rate now :
Judaism 33% | 1 Missionary
Christianity 12% | 6 Missionaries
Islam 37% | 4 Missionaries
Hinduism 50% | 2 Missionaries
Buddhism 50% | 3 Missionaries
Zoroastrianism 45% | 1 Missionary
Taoism 45% | 2 Missionaries
- Religion costs now:
Polytheism cost increased to 160
Dualism cost increased to 130
Monotheism cost increased to 120
- Unit changes:
Immortal is now replacing Archer and not Hyapist anymore and cost now 30
Hyapist costs decreased to 35 from 40.
Cataphtracts need now Iron working (despite the need for Copper or Iron as Bonus)
Mongolian Horse Archer and Keshik's cost both increased by 25%.
USCavalry doesn't need any Horse bonus anymore (since they have virtually to import it from Europe) Cost increased by 10%
Nubian Archer (Egyptian UU) gets an additional first strike change + 10% vs Melee
- DownScale patch (without Regiment) provided
- Due more health bonuses from new resources:
All unhealth producing buildings now output twice as much unhealth as before (-1 to -2 | -2 to -4).
Jungle, Floodplain and Fallout now output 33% unhealth instead of 25%.
v1.00
- Assassin Mod implemented
- Adding ActualQuotes_v1.21 Mod
- ReinitInterceptorMission-v1.1 Mod added
- SEVOPEDIA Mod upgrade from 1.9 to 1.93
- Added Leaderhead Mod 1.0
- Added GreatPeople Mod 1.6
- added TechWindow Mod
- Added U.N. Mod (Votesystem + Charta)
- Added Snaitf's Show Attitude Mod
- Added Disableintro Mod
- Added Snaitf's Unit Allegiance Mod
- Added TrainingBarracks Mod 1.1
- CIVIC: Universal Suffrage changed to - requires industrialism, +50% great people rate in all cities, No War wariness, instead 25% War Weariness that came originally from Universal Suff. will be given on top of Free Speech.
- StackAid (and other Aid promotions) have been fixed for Naval units. Units inside a ship cannot fight on water anymore!
- All Promotions have been rebalanced. The 3-tier promotions are now 15%, 20%, 25%. 5-tier promotions are 4 times same value, only the last promotion will add a bit more.
- Aid promotions have been nerfed to very little to balance the game.
- Promotion Collateral damage is now possible for all mounted units. Most mounted units with heavy armor can cause col.damage. Not as much as an elephant and to less units as well.
- Arabia has now the two UU.
- More Unit balancing for Persian Immortal, Arabian Camel Archer, Knights, Cataphtracts, Spanish Inquisitor, Persian Knight, Indian War Elephant, Arabian Ansar Warrior, Mali Cavalry, Rome and Greek Cataphtract, Mujahid, Crusader
- Persian Immortal moved from Archer to Hyapist
- Hyapists no longer needs copper or iron
- Ship and Submarine movements adjusted
- Caravel moved to Optics and changed to explorer (special unit cargo)
- Galley now updates to galleon or Frigate
- Private moved to Gun powder
- Minor tweaks in AI for all units
- Financial Trait and Industreous Trait changed. Both give now an additional gold or Hammer to a yield with 3 or more gold/hammer output
- Add leader Ali Ibn Talib for the Arabs.
- removed Exotic Foreign Advisor
- removed Special Domestic Advisor
- Added Plotlist 2.0
- Added Enhanced Foreign Advisor
- Added Classic Domestic Advisor (HomeGrown + Rabbits patch)
- Forest Chopping: Change forest production from 30 to 15 and jungle production for 0 to 10.
- Forest chopping now takes twice as long and Jungle now takes 3 times longer than chopping a forest
- Lumbermill moved to Machinery
- Lower the bonus from Free Speech to 1 commerce to Towns instead of 2 commerce (nerfing Cottage spamming)
- Reduce the production bonus from cash rushing given by the Kremlin from 100% to 25%. Make the Kremlin go obsolete with Satellites instead of Fiber Optics.
- Increased interception rates of Fighters
- Aggressive Trait renamed to Militaristic
- Militaristic Trait now gives a Combat I to all units.
- OpenTech Mod 0.81 implemented
- AI set to aggressive
- State Property CIVIC doesn't improve food output for Workshop and Watermill. Intead Railroad on those improvements will raise the food output.
- Inquisition Building will now remove every turn all religions other than the state religion and not only when it was once built.
- Unitbalancing (Archers, Catapults and Trebuchets can't fight Tanks anymore.)
- Samurai, Jaguar II, Teuton and Praetorians rebalanced
- Changed Winery to Pottery and Cottages to Monarchy
- Gold Rush rate now 7 gold for 1 production instead of 3 gold for 1 production
- Moved Theology before Feudalism
- Added New Opening Music
- All Tech Costs from Middleage to futuristic raised by 10%.
- Only living resources are revealed straight away, all the rest will be revealed after the related technology has been discovered.
- Further Promotion balacing
- Moved Trebuchet to Engineering
- Moved Castles to Construction
- Serfdom added +1 bonus commerce from farms
- Pacifism upkeep increased to low
- Slavery upkeep increased to low
- Mercantalism - no longer gives +1 free specialists. Now gives +10% gold to all cities.
- Free Speech - now allows unlimited artists.
- Free Market - now allows unlimited merchants.
- Free Religion - now allows unlimited scientists.
- Caste system - no longer allows unlimited specialists. Only the +1 free specialists to all cities as it was before.
- Improved environmentalist civic (more happiness for recycling and clean energy - less happiness for pollution generating buildings, dangerous buildings like Nuclear Plants and noise pollution like Airports)
- Informant unit (Ancient Spy) added
- Nationalist Promotion will apply to all units within the friendly borders if Player has the Nationalist Civic.
- Zoroastrianism spread rate reduced to 90 and reduced number of missionaries to 2. (Make it a bit harder to spread)
- Make Zoroastrianism dependent on Dualism Tech.
- All Cathedrals need a temple to be built in the same city as the Cathedral since the effects of religions upon the daily life are bound to the temples. In this case the city that builds a Cathedral behaves also as it should (e.g. Muslims don't eat pork)
- All Cathedrals now have a second happiness or Health goody depending on a resource. (Wine for Christians, Cannabis/herbs for Taoist)
- Temples (33%) and Cathedrals (66%) can now be conquered if the city falls to Enemy hands. In history the religious buildings were not always razed if a city had fallen. Jewish and Muslim temples (40%) and Cathedrals (80%) are harder to raze if the city is conquered. People do not forget their former religion so fast.
- Taoist completely reworked: Each temple now gives +1 health and +1 happiness. However all material luxury goods cause unhappiness.
- Zoroastrianism is as one of the oldest Monotheistic religious quite brake able: its temples (25%) and Cathedrals (50%) are more expensive to build, much easier to conquer (people forget faster their former religion) but they produce 15% more culture than other religions.
- Nuclear Silos (ICBM) problem fixed!
- removed Polytheism pre req. from Literature.
- Monotheism set to 100, Dualism at 120 and Polytheism at 130
- Monarchy costs now 125 and increased it for Meditation about 100, so that Buddhism gets younger. Iron working has also been increased about 100.
- Iron working costs increased by 100
- Theology requires now Monotheism
- Divine Right requires Theology but doesn't require Monarchy anymore, since Monarchy is prereq for Theology
- changed the Grid of some techs to make it visually more visible.
- Spread rate of Religions and their Missionaries rebalanced
- Capture a city base loot reduced from 100 to 30
- Global warming chance increased from 0 to 20
- Resource bonuses scaled down about 10% smaller
- More TechTree rebalancing (Library moved to Alphabet, Techtrading moved down to Writing.
- Raze city cost now 15 gold per population
- Taking city gives 15 gold loot per population
- Added the Regiment Mod (If you wish not to downscale the Units but still have the Regiments then do not Copy the CIV4ArtDefines_Unit.xml from the Regiment_Patch into the Assets/XML/Art Folder)
- Soldier Specialist now available with Barracks
- Fixed Great General Mod (Now it is possible to set Soldier Specialist in the City)
- Soldier specialist now gives culture and production instead of gold and production (otherwise he does the same as a priest, culture means border expansion and make sense)
- Great General now gives 1 gold less but 1 research instead. (Military has always pushed science)
- Rebalanced Immortal vs Axeman
- Incense now revealed with Calendar not Mining.
- Minor fixes (City Names, More Great General Names etc)
History:
v072.08
- Cavalry and USCavalry will move 3 instead of 2
- Fixed Wonder Movies
- Fixed Inquisition
- Immortal Unit will only be buildable for Persians as intended
- Immortal Unit won't need Copper or Iron anymore
- Renamed Egyption Archers to Pharao's Guardian
- Rebalanced Pharao's Guardian, Persian Immortal and Mali Skirmisher
- Fixed Cold Fusion Wonder
- Fixed a bug with the Manhatten project and Nuclear Silos / ICBM
- Manhatten Project and/or Nuclear Silos need now 2 Nuclear Plants in total
- Nuclear Silos got a nice button grafics
- Fixed the Inquisition Strategy text
- Defense Promotion will now deduct the Combat rate
- Improved World Map, even better Barbarian AI
v0.72
- Implemented Enhanced-Nuclear-Mod
- Implemented Realism Religious MOD (Abbamouse)
- Updated Promotion&Traits MOD v0.5 to 0.8
- Intense and realistic Unit Balancing + realistic Unit Resources
- Modified Map Generator modified to produce better worlds
- Exotic foreign advisor
- Enhanced Military Advisor
- Religious specific Inquisitor Units
- Including more parts from GreenMod 2.1 (second UU, Demotroops, Razing and inquisition)
- Realistic World Map with a total new barbarian experience (Modified version)
- Sulphur renamed to Saltpeter
- Muskets & Muskets_Factory Removed
- Caraval carries now 2 Cargo.
- Cities distance reduced to 2 instead of 3.
- Razing cities possible - 50 Gold per Pop
- Razing Wonders and Catheral possible against gold
- Tomb of Mousolus Wonder has been completely reskinned!
- Temple and Monastry of Zoroastrians have been reskinned (red brick)
- New Shrine building for Zoroastrians (reskinned)
- The Native Americans have their Indian looking Scout back + Native Warrior, Native Archer and Native Longbowman.
- Japanese Samurai has a new skin.
- Sipahi Persian Knight and German Teutonic Knight have removed their religious symbol to make them more generic.
- 8 New resources from Greenmod + Realism World Map 1.4.1
v0.64
- Desert percentage changed, from 5 to 15, original value is 35.
- Increased BASE_REVOLT_FREE_UNITS to 2, from 1.
- Increased NUKE_POPULATION_DAMAGE_BASE to 50, from 30.
- Increased NUKE_UNIT_DAMAGE_BASE to 50, from 30.
- Increased minimum city distance to 3.
- Increased max national wonders per city to 3
- Added Promotion and Traits mod v0.5
- Returned the original 25% bonus against Cavalry for Rifleman and Redcoat
- Changed movement Privateer to match that of Caravel, which is now 5.
- Added Snaitf's Great General mod, adapted as per Exavier, not giving soldier specialist for Palace and Barracks
- Fixed links for the Lost Wonders movies
- Added French translations from dbkblk of Lost Units, Lost Wonders, Nuclear Reactor, Nuclear Sub and Carrier, Gunsmith.
- Added the IceBreakerMod, v1.0
- Added new resources from GreenMod 2.10
----- **** Mods included **** -----
- Barbarian Hordes
- CulturalDecay v0.2
- CultureConquest v1.3
- Lost Units v1.2
- Lost Wonders v1.0
- Promotions and Traits v0.5
- Proper Score Graph v1.8
- RealFort v0.4
- Sevopedia v1.9
- Simple Game Clock
- Special Domestic Advisor v0.92
- TechConquest v0.3
- Terraform v1.11
- Unit Allegiance
- UnitUpgrades
- UnitXP v1.0
- IceBreakerMod v1.0
- GreenMod v2.1 (Only new Ressources)
----- **** Credit and thanks **** -----
This mod would not have been possible without the wonderful work of the following people:
- Naf4ever
- Vladimir for designing the new Nuclear ICBM mod
- Rabbit, White for his awesome Immortal unit
- tlucky4life for his awesome Native Warrior, Archer and Longbowman skins
- Kristine and Jaynus for the previous modding
- Frontbrecher
Lost Wonders and Lost Units
- Bhruic
TechConquest, RealFort and CulturalDecay
- Sevo
Sevopedia
- Vovan
UnitUpgrades (included in the Sevopedia)
- Tywiggins
Terraform
- Stone-D
UnitXP and CultureConquest
- Ulfn
Proper Score Graph
- Snaitf
Unit Allegiance
Great General
- Requies
Special Domestic Advisor
- Homegrown
Simple Game Clock
- Kattana
Barbarian Hordes
- Dbkblk
French translations of Lost Units, Lost Wonders, Nuclear Reactor, Nuclear Sub and Carrier, Gunsmith
- Zuul
Promotions and Traits
- Master Lexx
GreenMod 2.1
- Optimizer
IceBreaker Mod
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ToDO List for next version:
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Enjoy!
Important Note
This Mod is not yet 1.61 compatible, but I assure you we have put 2x more improvements in the game than version 1.61 did to 1.52. To be able to use the new patch AND still play this MOD you have to make a Dual install
Dual install is pretty easy.
1. Copy "Sid Meier's Civilization IV" in Program Files/Firaxis Games, to "Sid Meier's Civilization IV v1.52".
2. Rename "Sid Meier's Civilization IV" in My Documents/My Games, to "Sid Meier's Civilization IV v1.52".
3. Install the patch.
4. Run from one directory or the other to get the version you want. You'll also be able to install mods separately for the two versions, save games will be separate for the two versions, etc. The new version will have a clean install with no mods, which is probably what you want (since many old mods won't work).
Though if you have you already installed the patch you can rename the game folder to V1.61 then reinstall the game and update to to old patch, then rename that to V1.52 and change the V1.61 back to the original folder name.
You can now download the whole Mod as one file from the country you are from:
http://civ4mods.sourceforge.net/realism/index.html
We ONLY use this Forum as communication platform between Fans and us. Do not use the Forum in the SourceForge!
Houman
Houman Feb 20, 2006, 04:12 AM --- reserved ---
acantoni Feb 20, 2006, 05:35 AM No problem here :-)
A little suggestion... if the size-increase isn't too much what about make the archive self-extracting ?
junter Feb 20, 2006, 08:56 AM Civilization 4's - Realism:The Third Resurrection
by Houman
If you've been following the Realism:Resurrected Mod (http://forums.civfanatics.com/showthread.php?t=151947) thread then you know I've picked up the development of further releases.
Kristine, who did a wonderful job, has sent me her unfinished v0.64, which
I basically have taken to fix the last few issues. Please read the README and Changelog file, when the MOD is released.
At the time of reading this, three testers are testing the v0.64 MOD. I assume we can release it for this weekend. For the future I will also keep to the aspect of pure realism. Also I will consider additional mods, if they're serving realism.
v0.64
- Desert percentage changed, from 5 to 15, original value is 35.
- Increased BASE_REVOLT_FREE_UNITS to 2, from 1.
- Increased NUKE_POPULATION_DAMAGE_BASE to 50, from 30.
- Increased NUKE_UNIT_DAMAGE_BASE to 50, from 30.
- Increased minimum city distance to 3.
- Increased max national wonders per city to 3
- Added Promotion and Traits mod v0.5
- Returned the original 25% bonus against Cavalry for Rifleman and Redcoat
- Changed movement Privateer to match that of Caravel, which is now 5.
- Added Snaitf's Great General mod, adapted as per Exavier, not giving soldier specialist for Palace and Barracks
- Fixed links for the Lost Wonders movies
- Added French translations from dbkblk of Lost Units, Lost Wonders, Nuclear Reactor, Nuclear Sub and Carrier, Gunsmith.
- Added the IceBreakerMod, v1.0
- Added new resources from GreenMod 2.10
v0.63
- Added the Sevopedia v1.9
- Add TechConquest v0.3
- Fixed a CTD bug when discovering any Industrial+ tech.
v0.62
- Update Lost Units to v1.2.
- Added Snaitf's Unit Allegiance mod, not tested.
- Added in some missing art.
- Fixed a bad call to a CulturalDecay function.
- Changes and additions for the new initial release (v0.61)
- Desert drastically reduced
- Increased barbarian (and animal) frequencies, allowed the barbs to build
whatever they want, increased MAX_XP from barbs and animals
- Emancipation upkeep is now NONE (was LOW)
- Free Speech upkeep is now NONE (was LOW)
- Slavery upkeep is now LOW (was NONE)
- No City Razing defaulted to false.
- Reset reveal of uranium to physics
- Cottage now buildable with Pottery, as it is in vanilla Civ4.
- Winery now buildable with Priesthood
- Castle is buildable with Monarchy now, not Engineering
- +2 health with recycling center
- supermarket now costs + 1/3
- supermarket +25% food
- added Lost Units v1.x
- added Lost Wonders v1.00
- added SD-UnitXP v1.00
- added SD-CultureConquest v1.30
- added Terraform
- added Special Domestic Advisor v0.92
- added Cultural Decay v0.2
- added homegrown's clock mod
- added Proper Score Graph v1.7
- added Real Fort v0.4
v0.6
- Thanks dearmad for some more changes
- Universal Suffrage now gives +25% War Weariness
- pacifism now gives +125% great person rate
- organized realigion now gives +20% culture
- Theocracy now gives +10% Unit speed build.
- Caste system now gives +1 free specialist
- Cannon now requires gunpowder (not steel)
- Dry Docks with engineering (not steel)
- Maceman (and samauri) now avialable with fuedilism + metal casting (not machinery)
- Knights (and camelarcher and consquistidor) now avialable with civil service (not guilds)
- Pikeman now at civil service
- Removed riflemans (and redcoats) +25% vs. cavalry bonus (a bonus against a moving target, wtf?!)
- 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)
- All gun units below rifleman got +50% vs melee
- All Gun units rifleman and higher got +150% vs melee
- All tank units got +250% vs. melee & + 250% vs mounted
- Musketman (and musketeer) got +30% defense vs. knights (knights killing musketman every first try is just stupid)
- Castle cost reduced to 80 ( was 100)
- Forge cost reduced to 100 (was 120)
- No City Razing defaulted to true. I dont like this option. You should be forced to deal with a capture.
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v0.5
- ICBM now *PROPERLY* requires Oil as well as uranium
- Nuclear Carrier now has a more presentable pedia entry
- 'Musket Factory' renamed 'Gunsmith'
- Lag issue fixed
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v0.4
- Got game working in the 'Mod' directory, as a loadable mod
- Because this is a working mod instead of a gamewide change, removed all other gamespeeds for the mod
- Framework for natural disasters has begun to be implemented. This will not effect gameplay right now.
- Next version will contain a way to turn this on and off at your leisure
- Framework for expendable resources has begun to be implemented on the Musketman only, though it is not operational yet and should not effect gameplay
- Musketman now uses 'Muskets' built at a 'Musket Factory'
- NOTE: The above is being tested still before it is implemented in all other units. Welcome to the world of betas!
- All Technologies in ren, ind, modern, and future era increased by 25% cost across the board
- Future Tech removed to make way for *real* future techs
- 'Nuclear Reactor' should show up in its own place on the tech tree now
- 'Nuclear Reactor' Pre-reqs were broken. THey are now fixed. Yipee.
- Navy Seals can now board Submarines and Nuclear Submarines
- 'Nuclear Carrier' Added
- Requires 'Nuclear Reactor' Tech now in addition to Flight
- Requires Uranium
- Costs 200
- Has Carriers standard of 5 moves
- Has 17 Combat instead of 16
- Has a Cargo Space of 8
- Axemen now have an innate +25% in woods & jungles as well as +25% vs. swordsmans
- Swordsman melee bonus is being reduced to +25% as well as +15% defense bonus vs. Archers
- Tanks, Panzers receive +1 Movement (3 instead of 2)
- Modern Armor, Mechanized Infantry gained +2 Movement (4 instead of 2)
- 'Nuclear Submarine' now *reallY* requires 'Nuclear Reactor' tech
- Nuclear Submarines now have 28 combat strength instead of 26
- Carrier now has a cargo capacity of 5 (instead of 3)
- Carrier can now upgrade to 'Nuclear Carrier'
- Nuclear Reactor tech, Musket bonus, and Musket Factory should have relivent pedia text now, only in english
- Free Speech now gives 25% War Weariness
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v0.3
- Settler cost Lowered again by 45% (now only a 25% raise from vanilla)
- Lowered research to 225%
- Lowered Construction to 125%
- Fixed 'Realistic' speed culture thresholds
- Changed Research/Gold/Lux percantage increments to 5, Thanks Roma Victa
- Hill defense modifier upped to 30% (was 25%)
- Heal rate of units in enemy territory dropped to 5 (was 10)
- Building destruction from Nuclear weapons raised to 70% chance (was 30%)
- Global Warming probability from nuclear weapons dropped to 0% for now until massive testing of this effect (Nuke away!!!)
- Base plunder for cities raised to 100 gold, and +50 gold per population. Plundering is now more lucrative
- You can now build scotland Yard with nationalism, not communism
- Spys can now be built from scotland yard with nationalism, not communism
- Submarines can now upgrade to 'Nuclear Submarine'
- ICBM Triple requirement didnt work, removed it
- 'Nuclear Submarine' Added
- Same tech requirements as Submarine
- Requires Uranium *only*
- Costs 190 (Instead of 150 of a regular sub)
- Requires 'Nuclear Reactor' Tech now in addition (now requiring fission, combustion, and radio)
- Receives 9 power (INstead of 8 of Submarine)
- Now has a Capacity of 3 Cargo (Instead of 1)
- Now has a 70% chance of withdrawl (Instead of 50%)
- Now has 9 Moves (Instead of 7), is a +2 bonus from submarines
- Added Technology 'Nuclear Reactor'
- Requires Computers, Fission, and Refrigeration
- Required by NUclear units, and Nuclear reactor
- Costs 3500 points
- NOTE: Needs a quote, civolopedia icon & description, positioning, and translations.
- GRID LOCATIONS NOT SET
- Uses Fission Presets
- NOTE: Does not show up in civolopedia
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v0.2
- Settler cost Raised another 25% (Total raise of 75% from vanilla)
- Lowered Inflation to 10% and offset to -220 to compensate for no money in ancient era and expansion
- Raised research to 275% to slow down things just a little bit more with the new year increments
- Raised barbarian encounters to 210%, they were too plentiful
- Lowered BuildPercent to 80%
- Raised growthPercent to 200% to slow down city growth a little more
- Removed Uranium requirement from the following units to add realism of oil requirements
- Transport
- Destroyer
- Battleship
- ICBM now requires Uranium, Aluminum, *AND* Oil
- Galley, Caravel, Galleon, Frigate +2 movement each
- Battleship +1 Movement
- Submarine -1 Movement (subs dont travel at 30knots submerged)
- Chariot, Egyptian War Chariot, Persian Immortal, Knight, Spanish Conquistador,
Russian Cossak got +1 Movement
- Horse Archer, Mongolian Keshik, Arabian Camel Archer got +2 movement
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v0.1
- Added GameSpeed 'Realistic', copy of 'Epic' GameSpeed
- Doubled the amount of turns in a game
- Changed Turn increments to increments posted by Toft
- Raised reasearch to 250
- Lowered Building & Training to 100
- Fission now reveals Uranium
- Wineries can now be built at Pottery (Was Monarchy)
- Cottages not avialable until Monarchy (Was Pottery)
- Railroads buildtime increased by 300%
- Raised Settler cost by 50%
- Raised Worker cost by 50%
- Thanks to CdGGambit for these changes I liked and didnt think of
- Swordsmen and Praetorian gain +50% vs. melee and cost 10 more hammers (50)
- Axemen cost 5 hammers less (30)
- Macemen cost 20 hammers less (50)
- Frigate enabled at gunpowder
- Machine Gunner enabled at Assembly Line
- Crossbowman reduced by 10 hammers (50)
- Added CultureInfo entires for gamespeed 'Realistic', copying Epic's values for culture increments (To avoid culture bomb)
- Added text for 'Realistic' Gamespeed select ::NOTE:: English Only changed
- Added text for 'Realistic' gamespeed slect ::NOTE:: English Only changed
----- **** Mods included **** -----
- Barbarian Hordes
- CulturalDecay v0.2
- CultureConquest v1.3
- Lost Units v1.2
- Lost Wonders v1.0
- Promotions and Traits v0.5
- Proper Score Graph v1.8
- RealFort v0.4
- Sevopedia v1.9
- Simple Game Clock
- Special Domestic Advisor v0.92
- TechConquest v0.3
- Terraform v1.11
- Unit Allegiance
- UnitUpgrades
- UnitXP v1.0
- IceBreakerMod v1.0
- GreenMod v2.1 (Only new Ressources)
----- **** Credit and thanks **** -----
This mod would not have been possible without the wonderful work of the following people:
- Kristine and Jaynus for the previous modding
- Exavier
Support and advice
- Frontbrecher
Lost Wonders and Lost Units
- Bhruic
TechConquest, RealFort and CulturalDecay
- Sevo
Sevopedia
- Vovan
UnitUpgrades (included in the Sevopedia)
- Tywiggins
Terraform
- Stone-D
UnitXP and CultureConquest
- Ulfn
Proper Score Graph
- Snaitf
Unit Allegiance
Great General
- Requies
Special Domestic Advisor
- Homegrown
Simple Game Clock
- Kattana
Barbarian Hordes
- Dbkblk
French translations of Lost Units, Lost Wonders, Nuclear Reactor, Nuclear Sub and Carrier, Gunsmith
- Zuul
Promotions and Traits
- Master Lexx
GreenMod 2.1
- Optimizer
IceBreaker Mod
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ToDo List for v0.65
- Adding Abbamouse's Realistic Religious Mod: (status 95% done)
http://forums.civfanatics.com/showthread.php?t=141585
- More realistic Unit balancing
Based on Fanatic Demon's Idea
http://forums.civfanatics.com/showpost.php?p=3540998&postcount=54
- All artilery units gain 25% advantage versus soft infantry targets (meglee, anchers, firearm unirs)
All cavalry units gain 25% bonus siege units, (making them more effective defending or artacking siege units)
- All firearm units gain 25% bonus city attack (making them realisticly more effective assaulying cities)
- Crossbowman gain 25% bonus vs Knights (crossbow bols could easily penetrade armor knights)
-Longbowman gains 25% bonus vs anchery units when attacking (missile bombardment)
- Swordman gains 25% bonus versus Anchers (making them more effective attacking ancher located in cities then macemen)
- War elephant gain trapling bonus (max 3 unit calateral damage) making them more effective agains stacks
- Horse ancher +50% more effective versus War elephants (Dhendis Khan defeated persian War elephants with ease by running in circles around elephanhts)
This ideas will be modified to reach even more realism.
- Adding the real Persian Immortal Unit and removing this horribly-mounted-historically-totally-inaccurate-type of Immortal in vanilla Civ4. (I don't understand CIV4's History Research team - if they had to model an Immortal, why don't they research what an Immortal was about? Is it that hard?)
- Adding a real World map. I have picked so far the Earth_realism V.1.3 (http://forums.civfanatics.com/showthread.php?t=146607) If you know of any more realistic but still not too huge and playable worldmap, please write down your comment.
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Download:
Realism_0.64b.zip (release date: 24th-26th Feb 2006)
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Please share your ideas with me.
Many Thanks
Houman
What does "Increased BASE_REVOLT_FREE_UNITS to 2, from 1." mean ?:goodjob:
Houman Feb 20, 2006, 09:48 AM Does anyone know what the exact meaning of iCollateralDamageLimit is?
See: http://forums.civfanatics.com/showpost.php?p=3717392&postcount=5
Thanks
Houman
Lachlan Feb 20, 2006, 10:00 AM Yes i follow this thread ;)
junter Feb 20, 2006, 10:13 AM Yes i follow this thread ;)
What does "Increased BASE_REVOLT_FREE_UNITS to 2, from 1." mean ?:goodjob:
[to_xp]Gekko Feb 20, 2006, 11:11 AM Does anyone know what the exact meaning of iCollateralDamageLimit is?
See: http://forums.civfanatics.com/showpost.php?p=3717392&postcount=5
Thanks
Houman
I think it defines how much damage the unit can do other units via collateral damage. so 75 means that you can them them down to 25% health.
Houman Feb 21, 2006, 02:29 AM @ acantoni
Maybe a self extract would be a good idea. It adds 100KB to the file, but still is 1.9 MB smaller than the ZIP file. Thanks for the idea.
@Junter
"Increased BASE_REVOLT_FREE_UNITS to 2, from 1."
This is a change that has been done before my time. Maybe Kristine can explain it. I don't know what it is either. :)
@[to_xp]Gekko
I hope you are right. :) The catapult has a value of 50. i have to test this to see, which way around an increase would affect a stack of unit.
Houman
KGrevstad Feb 21, 2006, 04:16 AM @Junter
"Increased BASE_REVOLT_FREE_UNITS to 2, from 1."
This is a change that has been done before my time. Maybe Kristine can explain it. I don't know what it is either.
I think is the minimum number of units a city gets when it revolts. And they are free to the new civilization.
--Kristine
junter Feb 21, 2006, 06:23 AM I think is the minimum number of units a city gets when it revolts. And they are free to the new civilization.
--Kristine
The cities can become indipendent state ??? :nuke:
Houman Feb 21, 2006, 08:18 AM It seems I found the answer:
iCollateralDamageLimit = Percentage Collateral Damage Unit is allowed to do (100 means you can destroy units using Collateral Damage)
http://civ4wiki.com/wiki/index.php/CIV4UnitInfos
[to_xp]Gekko Feb 21, 2006, 09:53 AM It seems I found the answer:
iCollateralDamageLimit = Percentage Collateral Damage Unit is allowed to do (100 means you can destroy units using Collateral Damage)
http://civ4wiki.com/wiki/index.php/CIV4UnitInfos
yep, that's right :goodjob:
Lachlan Feb 21, 2006, 11:33 AM You take Earth Realism 1.3 ? Meraviglioso ! Wonderful ! Merveilleux !
Since the time that i waited it !
But why not forbide the maps not designed for the mod ?
junter Feb 21, 2006, 12:09 PM The cities can become indipendent state ??? :nuke:
Answer me please ! :goodjob:
V. Soma Feb 21, 2006, 02:54 PM I also follow this, keep on the good effort! :goodjob:
KGrevstad Feb 21, 2006, 03:42 PM Answer me please ! :goodjob:
Perhaps you've heard of patience, junter. It's a virtue.
The revolution referred to is that one which happens prior to cultural flipping and these cities wind up as either yours or your opponents, depending on the direction of flip, of course.
Reading the manual can possibly substantially enhance your understanding of the game.
--Kristine
Houman Feb 22, 2006, 02:37 AM @Lachlan & Soma
Thanks for following this thread guys. :goodjob:
Regarding the Realism Map; I have already taken the map and placed all the new resources. I am testing it right now. My idea was to put each new resource in its original place. e.g. Potato and Coffee comes from South America, Lemon comes from Iran while Cotton comes from India.
If anyone has more information where to place the following new resources according to their origin please help me: I know that nowadays every country has its own potatoes, but if we place each resource everywhere, AI won't trade anymore with you. So stick with the country of origin please:
Cannabis
Coffee
Cotton
Lemon
Pearls
Potato
Salt
Sulphur
Regarding forbidding other maps, well some people might to like to play generated maps rather than the Earth map. :) I know I don't understand them either. :D
Regards
Houman
Mikkeman Feb 22, 2006, 03:04 AM Hello
I like this mod, but this feature is bad:" No City Razing defaulted to true. I dont like this option. You should be forced to deal with a capture."
Could this be turned off, or can city be destroyed after capture, or is destroying own cities possible at all?
Sorry for my noobisness. Im quite new at civ 4, though old veteran with other civs.
Houman Feb 22, 2006, 04:44 AM The question is valid. Razing a city was indeed possible and would make it more realistic from my point of view.
1) I was actually looking for the option where this can be turned on and off. Can someone help me finding it?
The reason is, I am not sure if the Razing is still forbidden. As far as I remember I was given the possibility to raze a city upon capture. I haven't tried to raze any city yet.
2) Can the testers give any comment please?
Thanks
Houman
Lachlan Feb 22, 2006, 05:43 AM Don't turn on !
If not preplaced barbarian cities would disapear :( after conquest if ai didn't want it !
When the 0.65 will released ? I really want play this map !
Good job !
[to_xp]Gekko Feb 22, 2006, 09:58 AM The question is valid. Razing a city was indeed possible and would make it more realistic from my point of view.
1) I was actually looking for the option where this can be turned on and off. Can someone help me finding it?
The reason is, I am not sure if the Razing is still forbidden. As far as I remember I was given the possibility to raze a city upon capture. I haven't tried to raze any city yet.
Thanks
Houman
Check out the CIV4GameOptionInfos.xml file in the XML/GameInfo folder.
my guess is that the lines:
<Type>GAMEOPTION_NO_CITY_RAZING</Type>
<Description>TXT_KEY_GAME_OPTION_NO_CITY_RAZING</Description>
<Help>TXT_KEY_GAME_OPTION_NO_CITY_RAZING_HELP</Help>
<bDefault>0</bDefault>
are the ones you are looking for.
Perfect_Blue Feb 22, 2006, 12:23 PM :drool: Anticipating.....anticipating.......
:cheers:
Nightravn Feb 22, 2006, 01:44 PM I would like to know if it is possible to add collateral unit damage to bombarding part of the siege equipment attack. Siege equipment would hurt the units in the fortification when they were destroying city defenses. Siege equipment should also have the option to bombard units besides just defenses.
Good Sauce Feb 22, 2006, 08:19 PM I would like to know if it is possible to add collateral unit damage to bombarding part of the siege equipment attack. Siege equipment would hurt the units in the fortification when they were destroying city defenses. Siege equipment should also have the option to bombard units besides just defenses.
combining collateral damage with bombardment would obsolete just about every unit in the game. it's important for balance that they be seperated, otherwise the game would be dominated by SODs of whatever artilliray unit is current
Lachlan Feb 23, 2006, 04:33 AM Don't turn on !
If not preplaced barbarian cities would disapear :( after conquest if ai didn't want it !
When the 0.65 will released ? I really want play this map !
Good job !
Sorry if i repeat but if YOU can raze cities, AIs can too !
Sould be bad if all these historicals names disapeared ? No ?
Houman Feb 23, 2006, 05:22 AM This needs further tests. I have seen AI razing cities just because these were barbarian cities. I have seen AI capturing Barbarian cities. Well, if we accept AI as a more or less intelligent competitor, then we should allow him to do what it thinks is good for him.
Do not forget, many historical cities were razed to the ground and were built up later.
BTW, I am working really really hard to release the next version even sooner. The immortal unit is almost done (even though it doesn't hold the real weapons of an immortal yet, but I have to wait for SDK).
Unit balancing is going well too. Counter units will work much better.
AI will be improved as well.
But it won't be v0.65 anymore but v0.7 straight away. Too many changes for a 0.01 step. ;)
The realism map has already been improved. It will rock!!!
----
Can someone help me finding the combat formula? I haven't searched for it yet, but maybe there is a formula out there, that could boost the Unit balancing a bit.
Thanks
Houman
Mikkeman Feb 23, 2006, 05:38 AM Hi
Im looking forward to the update. Thanks for the hard work Houman.
What comes to city razing, I think it should definetely be an option. Like Houman said many historical cities have been destroyed in course of history. That option would open another strategy also. Burning own cities that enemy doesn't get those. This tactic was very valid one in other civs.
Maybe Houman can include both versions for download?
Houman Feb 23, 2006, 09:45 AM Version 0.64 is released. Thanks to SuperFly for testing!!!
I hope there is no glitch, if so forgive me and let me know.
Working now on version 0.70.
Have fun,
Houman
Nightravn Feb 23, 2006, 10:25 AM combining collateral damage with bombardment would obsolete just about every unit in the game. it's important for balance that they be separated, otherwise the game would be dominated by SODs of whatever artillery unit is current
I don't think it would obsolete every unit especially if you limited the amount it can reduce a unit to, say like 40-50%. It would make them much more effective and would force people to attack them instead of just stacking in a city, which is more realistic as if you were attack by an army with siege equipment if you didn't take it out then they would precede to pound you into the dirt. I would also take away the regular attack and allow them to only bombard.
At least they should have the ability like planes and bombers to bombard units as well as defenses. I think this games is missing the element of ranged attacks. Archers and such should be able to sit were they are attack the adjoining square. Maybe with a reduced power but I think it would add a much more realisitic aspect to the wars. Instead of Just sitting there and waiting for them to attack you.
Perfect_Blue Feb 23, 2006, 02:11 PM I was curious to know if, when the religions are made more 'realistic,' will they be modified further to interact with the new resources and/or buildings?
I think it was Gekko's mod (might have been in others too, I don't know); for instance, hindus gained a bonus from hemp at their temples. Increased options such as the one mentioned made the game, to me, more interesting and specific in its consequence.
candeavladimir Feb 23, 2006, 03:26 PM Hello
I play civ4 especially in MP and I enjoy very much the realism mod. However when I try to play it in MP after 20 min I get the OSS desync message.
I try several times with the same result. Virtually the mod is not playable in multiplayer.
I am almost sure that this is not a matter of bandwidth because when I play a normal game I don’t get the OSS message instead I get sometimes for a few seconds a message that the computer is trying to reconnect a player then everything is ok. In realism mod in multiplayer this message does not appear instead the OSS message pops up.
I think this is happening because of the modified speed of the game (REALISTIC which is the only option while the normal game has several other options for speed) flow of in game time and perhaps the score log.
Please can someone give a look an maybe fix this or can you tell me what commands do I have to modify in Assets in order to deactivate the above modifications.
Thank you
Superfly Feb 23, 2006, 03:45 PM @candeavladimir@ I don't think that has anything to do with the mod. I get that message all the time, when playing MP (unmodded, shame on me).
Superfly Feb 23, 2006, 03:49 PM After having startet 10-15 games with the 0.64v. I think there's way too much jungle, and almost no plains. :(
Am I the only one who feels like that? On many of the maps, there's almost 40-50% jungle :mad:
Houman Feb 24, 2006, 03:44 AM @Superfly, I am sure the generator can be modified. However I am right now very busy with Unit balancing, World Map etc. ;) Can someone will me a hint where I have to look for Jungle generating variables?
@candeavladimir, this is not MOD related. The MP is a bit buggy.
@Perfect_Blue Yes the religion mod is already implemented for v.70. It is abbamouse realistic Religion Mod. I find it sofar the best and most realistic one. Religion will not only affect your certain Bonuses (Muslims don’t eat Pig and Wine, Jews do not eat clam, crab and Pig). But you will also get certain small different bonuses. And new religious units from Greenmod 2.10. Jihad fighter for Muslims, Crusaders for Christians etc. It will rock!!!! ;)
@Nightravn
The Bombardment for Siege is possible to mod. is very hard though However tons of other cons will be there too. You need two rounds to attack a city.
This needs more tests. Ideas are welcome, but I will implement it probably then for v0.71.
Have fun
Houman
Superfly Feb 24, 2006, 05:26 AM I modded it myself, this new mapgenerator seems more natural to me :D
I changed the desert % from 15 to 20, and the plains % from 15 to 35. I also changed the jungle % from 80 to 50. These settings generate some variable terrains, not just grasslands as previous.
Just replace the file in Assets\Python
Houman Feb 24, 2006, 06:17 AM Thank you Superfly. :) I will implement it in next version.
Houman
NoCk Feb 24, 2006, 08:57 AM @Lachlan & Soma
Thanks for following this thread guys. :goodjob:
Regarding the Realism Map; I have already taken the map and placed all the new resources. I am testing it right now. My idea was to put each new resource in its original place. e.g. Potato and Coffee comes from South America, Lemon comes from Iran while Cotton comes from India.
If anyone has more information where to place the following new resources according to their origin please help me: I know that nowadays every country has its own potatoes, but if we place each resource everywhere, AI won't trade anymore with you. So stick with the country of origin please:
Cannabis
Coffee
Cotton
Lemon
Pearls
Potato
Salt
Sulphur
Regarding forbidding other maps, well some people might to like to play generated maps rather than the Earth map. :) I know I don't understand them either. :D
Regards
Houman
Cannabis (Himalayas, India)
Coffee (Subtropical areas of Africa, origin is from Ethiopia)
Cotton (India, South Europe, Subtropical areas of the American continent)
Lemon (India, Spain, Italy, Arab countries)
Pearls (No idea, waters arround the Indonesian islands?)
Potato (North America)
Salt (Sahara, Africa)
Sulphur (Indonesia, Japan, Chile, Eastern Europe, Mexican Golf, Western parts of the middle east)
Thats what I found out using wikipedia :P
JasonX Feb 25, 2006, 09:34 PM What the IceBreakerMod thing? I havent been able to find any info on it but it sounds interesting. And what happened to the natural disasters idea? i thought it was pretty interesting.
Perfect_Blue Feb 25, 2006, 11:27 PM Not sure if these things have already been mentioned or what have you, but...
If two cities finish their production on the same turn and one has the option of building a wonder, one can assign city A to build said wonder, but when city B pops up, it has the option to build the wonder again, but in the description says there are 0 left.
The galley has disappeared (I think). After one gets the tech to research caravel it appears that the galley disappears. No transports=bad deal.
Lastly, I might only suggest looking into implementing the enhanced foreign advisor and the inquisitor unit. But those are just my preferences.
By the by, I'm having a great time with this mod! Thanks much :D
candeavladimir Feb 26, 2006, 02:44 AM Hello
So you are saying that the whole MP is bug but this problems appear only in a mod game. I don't have any problem playing a normal MP game. I did find the realistic speed mod and turned it back to normal but I didn't had the chance to test in in MP yet to see if my presumption was true.
Anyway if this bug is related to the game itself does it have anything to do with the 152 patch and if it does id the mod working with the original not patched game?
Jean Elcard Feb 26, 2006, 05:31 AM No City Razing defaulted to false.
Hmm ... I don't like city razing in the way it is implemented in vanilla civ4. It can destroy your whole game and is unrealistic at best. For me it seems very odd that it takes longer to destroy a village (terrain improvement) than a real city. Yes, you should be able to raze cities but you should have to do something for it. To raze a city with a size of 20 in one turn is just impossible. How about a change here. How about making the magnitude of destruction dependent on the number and strength of units you have based there and comanded to pillaging? Would this be possible?
candeavladimir Feb 27, 2006, 02:23 AM Hello again
I have a question You said you have modified the following instructions:
- NUKE_POPULATION_DAMAGE_BASE to 50, from 30. - Increased
- NUKE_UNIT_DAMAGE_BASE to 50, from 30.
I’ve looked for them but I couldn’t find the anywhere. I want to make some modifications and I need to know where these settings are.
Anyway here are some of my suggestions. Maybe you want to implement them in the following versions.
I think that the way nukes act in the game is somehow unrealistic For example:
1. Studying Manhattan Project allow construction of nukes. Completely wrong. The Russian didn’t get their nuke for another 5 year and most of Earth’s nations are not able to build nukes without research of their own.
In game there is no point for me to study this project and loose some good turns in a city since I will get the nukes anyway when the computer study the project.
I think that this project should be something like a national wonder allowing nukes for the civilization who study it or if this can’t be done due to the game engine an additional project or national wonder should be required by each nation (for example to build a plutonium processing plant generating a resource: Plutonium to be used in building an ICBM for the nations who missed the Manhattan Project)
2. In game it says that the nuke should ruin your whole day. This is not happening. A nuked city does not appear to care much of this. The bomb shelters diminish even more the blast effect. Since the game has only one unit for nukes an ICBM (which by the way usually carries 10 separates warheads each one of this capable of flattening a city and make it inhabitable for tenth of years) some modification should be added. Once the nuke falls it should:
- kill 70-90% of unprotected population and 50-60% bomb sheltered pop ( it is stupid that the actual bomb shelter setting protect buildings too).
- destroy 90% of the buildings in the city (in reality many building will still stand after the blast but they will suffer serious structural damage and the radiation will prevent any repairs (since the game does not put fallout in the city something should be done to prevent the city functioning after being nuked not having happy pop and producing units like nothing happened))
- kill 50-60% of military units
- make the inhabitants very sick (reducing to 0 the health of the city)
- I don’t remember now what tech makes the workers able to scrub fallout but if it should be the More Terraforming tech or a Future Tech (I don’t thing that nowadays anyone has an idea of getting rid of radiations)
My point: the city should become unusable for produce anything else than the necessary buildings to develop it again.
3. The SDI defense system should cost a lot as it to be build in no less than 20 turns in a big city ( look at the US missile defense project how costly it is and how difficult is to be implemented).
Houman Feb 27, 2006, 03:14 AM @Nock
thanks for your efforts. These information is very useful. We forgot one last resource: Musket. It is a damn important one though. Where should I place that?
@JasonX
http://forums.civfanatics.com/showthread.php?t=153566&highlight=icebreaker
@Perfect_Blue
- May you elaborate the city production issue a bit more? Sounds like a game engine issue rather than modding to me.
- Galley issue is valid. I will have a look on it. I suppose it is not possible to transport units with a caravel?
- I will have a look on enhanced foreign advisor and the inquisitor unit for further releases.
@candeavladimir
- Please test it first without the realistic mod in MP and report the result. ;)
At this stage it is really difficult why the MP is failing...
- The other one is a typo: You will find these values in GlobalDefines.xml:
<Define>
<DefineName>NUKE_UNIT_DAMAGE_BASE</DefineName>
<iDefineIntVal>50</iDefineIntVal>
</Define>
<Define>
<DefineName>NUKE_POPULATION_DEATH_BASE</DefineName>
<iDefineIntVal>50</iDefineIntVal>
</Define>
Your point about the ICBM is valid. Indeed the Atomic Bombs were always very underestimated in CIV series. I will see what I can do about it.
@Jean Elcard
Your point is valid regarding razing cities in more turns. Maybe it is possible to make it more difficult to raze a big city according to amount and units strength in the occupied city. If any one has an idea how this might be solved please let me know.
Again if anyone has already an idea how to solve any of these suggestions, please share it. :)
Thanks
Houman
Perfect_Blue Feb 27, 2006, 04:14 AM Hmmm, unfortunately I'm not sure what more to say. It doesn't seem to effect play, though I've never tried to choose one of the already chosen wonders again. I don't know if it's in the mod or not, but I never noticed that happening before I played with this one.
As for the ships, nah, the caravels only transport special units, and if you don't rush to optics (I think it is) you don't get privateers, which become the next transport until galleons. So it leaves one transport-less for a few decades usually, which can be rather painful, armies straining at their leashes and all ;)
Superfly Feb 27, 2006, 05:09 AM It seems that I missed out on the disappering galley during my test sessions :blush: Shame on me :mischief:
I agree on making the nukes more powerfull, but then I think we need to modify, the rest of the worlds diplo relations towards you. Using a nuke, should make all other nations stop trading with you, maybe even declare war on you :( That's how it would work in todays real world :nuke:
candeavladimir Feb 27, 2006, 07:51 AM Hello
Based on the information passed to me by Houman I've been able to modify the mod in the way I described in my previous post. The modifications are:
1. Introduced new resource :Plutonium
2. ICBM requires now Plutonium instead of Uranium
3. Introduced new wonder Manhattan Project (fission) generating 3 Plutonium 50% culture and +2 great scientist
4. Modified old Manhattan Project to First Nuclear Test (Nuclear Reactor) enables nukes, lowered cost (this is because it is stupid to build a project and take no benefit from it: everyone gots the bomb on your effort)
5 Every civilization has now to build a Processing Plutonium Plant (Nuclear reactor) (with Nuclear Plant as prerequisite)in order to obtain (1 plutonium) (except the one who builded the Manhattan Project wonder
6. Nuclear plant moved from Fission to Nuclear reactor (:) you realy need a reactor in a nuclear plant)
7.Scrubbing fallout moved to More Terraforming
8.Fallout probability increased to 70%
9. Bomb shelter reduced from 75 to 35% (in reality they are very few and builded for a reduced number of pop)
10. Nuke power increased as described in my previous post (testing on a 20 pop city resulted in
- city reduced to 1 to 3 pop without bomb shelter and to 8-9 with bomb shelter
11. Increased SDI cost
I've attached a zip file containing the modified files of the REALISM 0.64 mod
All the credit of the mod goes to its authors. If you consider the mod accurate you can add it to the following Realism versions. I did a lot of research on military and I can tell you I tried to make it as accurate as possible.
The files from the zip file should be extracted to the realism\assets\xml directory and the old files overwritten. Hope I've archived all the files :)
:nuke:
Houman Feb 27, 2006, 08:55 AM @Perfect_Blue, I remember having seen this problem. It disappears though after two turns, if I am not wrong. But I don't have much time to play. I am rather developing. Thats why the stupid questions: Does a Caravel transport a unit! ;) I will check this.
Regarding the Transport, What do you guys think? Shall stop making the Galley obsolote after discovering Caravel and let it vanish with Privateer?
or
Shall I make Caravel able to transport Units?
@SuperFly
No worries, you did a very good job on testing. ;)
Regarding the Nuclear affects. Stop trading, very bad mood toward you, would be appropriate. But starting war would be too much I suppose.
But since you always have tensions with your border civs, the very bad relations might start a war with all your neighbors. I need to have a closer look on it.
@candeavladimir
Wow very nice job. Thank you for all your efforts. I will include it for the next version. Only one thing doesn't make sense to me. As far as I know, Plutonium doesn't exist in the nature. Plutonium is enriched-Uranium. So such an additional bonus is not realistic.
I would rather make Plutonium as a produced-resource like Tuna-Fish or Books in the game. If you have the enrichment factory, you could produce Plutonium out of your Uranium and use it for ICBM.
What do you think?
Thanks
Houman
candeavladimir Feb 27, 2006, 09:14 AM I DO PRODUCE THE PLUTONIUM - Plutonium Processing Plant (and Manhattan Project as wonder)
You are right Plutonium is artificial made.
Thats why I produce it in the game (the Plutonium Processing plant which i've inserted to force every civilization to put some effort in developing nuclear weapons) you cannot find it on map.
I used the same script as the one for Muskets (which also cannot be found in nature :) ) I didn't cheched the script very well but I presumed that using the one for the muskets will prevent the resource from appear on map (if that was the problem)
But since I produce plutonium I think is realy realistic.
Ahimsa Feb 27, 2006, 09:27 AM Hoohah! This looks great - thanks to all who have contributed to this mod. This has to be the best game community I've ever seen. Big up yourselves!
Superfly Feb 27, 2006, 09:37 AM It's getting better and better :goodjob:
What we need now, is something like this: http://forums.civfanatics.com/showthread.php?t=159352 Don't know if it has to be in the mod, or I just can install it without inteferring with the Realism files :confused:
Houman Feb 27, 2006, 10:11 AM Shame on me, Musket is produceable. So there is no need to place it on the map then. :)
In that case everything is fine, good job candeavladimir. :thumbup:
@SuperFly,
It shouldn't interfere with Realism files. I will check for the post v.0.70 version. It really looks great though. :)
Houman
Perfect_Blue Feb 27, 2006, 10:15 AM What we need now, is something like this: http://forums.civfanatics.com/showthread.php?t=159352 Don't know if it has to be in the mod, or I just can install it without inteferring with the Realism files :confused:
Please don't, or if this does get put in the mod, make two seperate downloads. My comp couldn't handle that. The game doesn't run all that hot right now.:(
Nadin Bytefelt Feb 27, 2006, 10:41 AM Please don't, or if this does get put in the mod, make two seperate downloads. My comp couldn't handle that. The game doesn't run all that hot right now.:(
yes please dont. same motiv be me..
Fanatic Demon Feb 27, 2006, 11:44 AM I've been modifying with the Realism mod too. Durring play I found there were some major gaps between unit upgrading. I therefore added several units and technologies, balanced some over/under powered units and modified some upgrade paths to create better gameplay.
new units: War Galey(galey graphics) , Bombard(cannon graphics), Crusadier, Steam Transport, Corvette, Dreadnought, Motorised Infantry(artilery graphics) , Heavy Machinegun (machinegun graphics), Towed Artilery(artilery graphics), Mechanised Artilery (paladin), Dive Bomber(fighter graphics), Strategical Bomber(bomber graphics), TOW infantry(Bazooka graphics)
Because there aren't enough graphics available yet, I have to use existing ones. I hope the community will create them.
New technologies: Explosives, Propeller, Jetengine, Laser
I alterated some upgrade paths to create better gameplay
Modified upgrade paths:
WarGaley->Privateer->Frigate->ShipoftheLine->IronFrigate(=Ironclad graphics)->Corvette->Destroyer->Agris Cruiser
Is anyone intrested?
Houman Feb 28, 2006, 02:32 AM No Worries guys, ;)
I would never do something that would slow down the game. If tests show a downtime, then I won't integrate it. If it runs fine on stronger computers I would think about an add-on as an additional download.
@Fanatic Demon
May you please share your unit balancing ideas. I am working now since a week on it. Ifind the Combat Formula way too complicated to do it 100% accurate. I am afraid of rather unbalancing than balancing the Units. Im still working on it though.
Regarding new Units with Old Graphics. This won't add to the Game atmosphere, which is as much important as the game play it self. Maybe we could re-skin them at least.
Thanks
Houman
Houman Feb 28, 2006, 05:46 AM Unit Balancing:
http://img161.imageshack.us/img161/3394/screenshot7dq.th.jpg (http://img161.imageshack.us/my.php?image=screenshot7dq.jpg)
After one week of hard work, the Unit balancing is coming a step closer.
This is the list of the Units that will be changed. Blue means new, red means removed attributes.
The decisions are based on historical facts. However as you can see I have mainly updated the ancient, classical and middleage units. I am not an expert in the era after the gunpowder, so I haven't changed much in there.
If you have any questions or comments please let me know.
Regards
Houman
Crazy_Ivan80 Feb 28, 2006, 07:59 AM I've noticed that the normal musketman requires muskets to build but the french musketeer doesn't.
Mikkeman Feb 28, 2006, 09:39 AM I like the balances you have thought of. Excelent :)
Houman Feb 28, 2006, 09:42 AM @Crazy_Ivan80
The French don't need Musket. They use cheese instead! ;)
It is a bug of course. Thanks!
@Mikkeman
Thank you. I appreciate it.
Nightravn Feb 28, 2006, 12:29 PM I definitely like the nuclear changes but the question I have is do you require Uranium as a resource in order to produce the plutonium?
Also do you require sulfur and cotton in order to produce muskets?
bcr1776 Feb 28, 2006, 01:32 PM I would like to know if it is possible to add collateral unit damage to bombarding part of the siege equipment attack. Siege equipment would hurt the units in the fortification when they were destroying city defenses. Siege equipment should also have the option to bombard units besides just defenses.
This highlights the difficulty of "Realism". If an army arrived outside your walls with enough siege artillery to do substantial damage to your walls the city fathers generally opened the gates and waited for you to move on so that they could revolt.
bcr1776 Feb 28, 2006, 01:34 PM I wonder if the engine would support an offer of terms?
bcr1776 Feb 28, 2006, 01:35 PM Also do you require sulfur and cotton in order to produce muskets?
No, you need wood and iron to produce muskets. You only need powder and wadding to fire them.
bcr1776 Feb 28, 2006, 01:41 PM Speaking of wood.... that could be a tradable item to many parts of the planet, desert climes, Japan....Perhaps stands of tradeable timber could be on the map. You would not be so willing to chop those down!
Nightravn Feb 28, 2006, 02:58 PM No, you need wood and iron to produce muskets. You only need powder and wadding to fire them.
I understand that wood and iron are required to MAKE them in RL but I was asking in terms of the game. Are Sulfur and Cotton resources required in order to make the musket factory and is Uranium required for the Plutonium Refinery?
bcr1776 Feb 28, 2006, 03:04 PM I understand that wood and iron are required to MAKE them in RL but I was asking in terms of the game. Are Sulfur and Cotton resources required in order to make the musket factory and is Uranium required for the Plutonium Refinery?
:mischief: sorry, just a lame attempt at humor.:blush:
Cotton was so pervasive by the time muskets came on the scene it should not be a required resource. Gunpowder is a manufactured item, not a resource so perhaps we should require the components(?)
Charcoal, potassium nitrate and sulphur if my chemistry remains.
bcr1776 Feb 28, 2006, 03:09 PM As charcoal and sulphur are common, perhaps a source of potassium nitrate (saltpeter) would be a resource choice.
Nightravn Feb 28, 2006, 04:45 PM no offense taken... and the reason I ask about those particular resoruces as they are already in the MOD through the "green MOD" which does require those resources to utilized gunpowder units. I am trying to figure out if they are also required in this MOD.
I hope they are as they would definitely add realism to the game.
bcr1776 Feb 28, 2006, 06:29 PM easy enough to find out. Open world builder and see if they are available. No other reason for them to be there.
Houman Mar 01, 2006, 02:47 AM Interesting discussion.
As I told you I am not an expert in post-gunpowder era. I am aware that you would need several components in order to make gunpowder. However the production of a melee weapon such a sword or armor wasn't an easy task either.
You needed a blacksmith in order to melt down the iron or copper and work on a blade very hard. An armory for making leather, cloth and plates for a armor or helmet. You would need much more components than just a copper or iron in order to make Classical or medieval units.
So the thing is if we exaggerate the need for different types of components for a gunpowder unit, we should do the same for the pre-gunpowder units as well. However, sometimes the key lies in simplicity. Maybe we should stick to max 3 components for gunpowder. Musket and something else, whereby Musket is being produced from two different components (Which ones make suggestions please) but the components have to be common. AI is dumb enough. ;)
Any suggestions?
thanks
Houman
Nightravn Mar 01, 2006, 08:01 AM Houman did you incorporate the GreenMOD in it's entirety? By which I mean in the green MOD in order to make any Gunpowder units you need Sulfur as a resource and I think cotton too but not sure on that. Are those requirements in this realism MOD also?
I take it by your comments that they are not so in that case if we were to include a requirement for Gunpowder units then I think ONE maybe TWO should be in order but no more. I like the Saltpeter suggestion as it is a key component for making it. I don't think we want to make it to difficult but it seems silly that the game requires iron or copper for some melee units but no resources for gunpowder.
I also think that having Uranium as a resource should be required in order to make plutonium. Another suggestion could be to make a steel factory, like the musket and plutonium, in oder to produce steel for higher tech units like infantry, tanks, and planes. As for requiring multiple resources for melee units I think that would be to restrictive but maybe requiring building a blacksmith could be a possibility though for these lower strength units I don't think we want to hamper them to much.
Houman Mar 01, 2006, 10:07 AM @Nightravn,
No, Kristin only incorporated the new ressources in there. But I had a look on the Greenmod 2.1 files.
You are right a lot of things do not make sense. First of all. Most Gunpowder Units do not require any resources. Neither in Realism 0.64 nor in GreenMod. This is very unrealistic and I will change it for the next version.
*Note to myself* It would be nice, if I had the time to play the game once through by myself and I would have noticed it...*sigh*
GreenMod only requires Sulphur for Gunpowder but no Musket. (Again it requires nothing for Rifleman, weird)
We have no Saltpeter resource at this point. :(
I think it would be nice to require less resources for lower units and later in game you would need more resources for high-end units.
What do you guys suggest?
Maybe only Musket for early Gunpowder Units:
Musketman, French_Musteer
Charcoal + Musket for middle Gun Units:
Rifleman, English_Redcoat
Charcoal + Musket + Sulphur for highend Gun Units:
Mobile, Bazooka and Spec
Tanks:
MarkV --> Iron
Tank, German_Panzer --> Oil + Iron
Modern Tank --> Oil + Iron + Sulphur
Grenadier:
Grenadier --> Sulphur + Copper
Gunship:
Helicoper --> Iron + Oil
etc etc
Please help me out. I have very busy with other stuff. Otherwise we can't keep the release date.
Thanks
Houman
Houman Mar 01, 2006, 11:17 AM @Blue Blue
I just compared Caravel to Galley, I don't find the limitation that makes Caravel not being a transporter. Dooes anyonw knows the bit of code?
Thanks
Houman
Lachlan Mar 01, 2006, 11:53 AM You can have 2 ressources max for an unit :(
Superfly Mar 01, 2006, 02:15 PM @Houmann
I've loooked into the CIV4Unitinfo file, it seems to be the line in the caravel descripsion, that say specialunit_people, that need to be modded the same way the galley is. I listed the 2 descriptions below:
Galley:
<SpecialCargo>NONE</SpecialCargo>
Caravel:
<SpecialCargo>SPECIALUNIT_PEOPLE</SpecialCargo>
I'm pretty sure that if you change the caravel specs, to match the galley specs, then it will be able to carry the same. :king:
Nightravn Mar 01, 2006, 02:17 PM How bout something like this.......
Early Units- leave as is.
<Change Musket Resource to Gunpowder Resource. Requires Sulfur and/or Cotton (or make a new resource Saltpeter) to Build Gunpowder Refinery. >
Muskets Units- Gunpowder and Iron
<Need to Build Steel Factory which requires Iron>
Rifleman Units- Gunpowder and Steel.
Tanks- Gunpowder and Steel
<Armaments(or call it something else) Factory- Requires Gunpowder and Steel>
Modern Armor - Armaments and Oil
Mech Infantry - same
Fighter Planes- same
<Plutonium Refinery- Requires Uranium and Steel>
Nuclear Weapons- Plutonium
how are these suggestion?
Houman- BTW have you been able to look into to the artillery bombarding units or causing collateral damage to them when bombarding yet? If you can possibly point me in the right direction I can help with it. I know you are busy with the update so no worries if you haven't.
Superfly Mar 01, 2006, 03:52 PM @Houmann
I've loooked into the CIV4Unitinfo file, it seems to be the line in the caravel descripsion, that say specialunit_people, that need to be modded the same way the galley is. I listed the 2 descriptions below:
Galley:
<SpecialCargo>NONE</SpecialCargo>
Caravel:
<SpecialCargo>SPECIALUNIT_PEOPLE</SpecialCargo>
I'm pretty sure that if you change the caravel specs, to match the galley specs, then it will be able to carry the same.
I just tested it, and it works.:cool:
You should also change the amount of cargo, the caravel can carry. See line below
<iCargo>1</iCargo>
Houman Mar 01, 2006, 04:01 PM @SuperFly
Thanks I check it tomorrow. :)
@Nightravn
Your suggestions are nice, I will work on it then.
This is the siuation right now:
v0.70
Improvements:
- Update promotion&Traits v0.5 to 0.8 (DONE)
- Implement Realism EarthMap 1.3.2 + 8 new Resources (0 %)
- Implement Realism Religious Mod (DONE)
- Implement Nuclear Mod (DONE)
- Unit Balancing (50%)
- Modified Map Generator (DONE)
the desert % from 15 to 20
the plains % from 15 to 35
the jungle % from 80 to 60
Fixed Bugs:
- Caravel now transport units (0 %)
- Removing Musket Factory (0 %)
- Adding Steel Factory (Needs Iron and Charcoal) (0 %)
- Adding Gunpowder factory (Needs Steel and Sulphur) (0 %)
- Adding Armaments factory ( Needs Gunpowder and Aluminum) (0 %)
- Plutonium Refinery (Needs Uranium and Steel) (0 %)
ToDO List
- Improved City Razing
- New Skins for some Units
- Replacing the Immortal by the Real Persian Immortal
- Improved City Bombardment (With Collateral Damage)
- Adding enhanced foreign advisor
- Adding inquisitor unit
- Optional Regiments MOD
- Make Art/Interface/Buttons/TechTree/Zoroastrian dds
- Make Monastery dds for Zoroastrians
I need to have a closer look on Siege and bombardment. There is a bombardment thread somewhere though...
EDIT: Im afraid the Nuclear Mod has a bug. What can the screenshot mean?
Good night
Houman
KGrevstad Mar 01, 2006, 10:01 PM It's a lot of work, eh, Houman? :) I think you're doing a great job.
--Kristine
Houman Mar 02, 2006, 02:05 AM hehe Thank you Kristine, ;)
Yeah it is hell lots of work. If there wasn't KDiff3 editor, this job would have been impossible.
But I think after this version and maybe the next one, we would really be close to our official version 1.0.
Houman
Houman Mar 02, 2006, 03:00 AM @NightRavn
I found the error:
You have forgotten to specify the Plutonium Bonus itself in CIV4BonusInfos.xml
<BonusInfo>
<Type>BONUS_PLUTONIUM</Type>
<Description>TXT_KEY_BONUS_PLUTONIUM</Description>
<Civilopedia>TTXT_KEY_BONUS_PLUTONIUM_PEDIA</Civilopedia> <BonusClassType>BONUSCLASS_GENERAL</BonusClassType>
<ArtDefineTag>ART_DEF_BONUS_URANIUM</ArtDefineTag>
<TechReveal>NONE</TechReveal>
<TechCityTrade>TECH_FISSION</TechCityTrade>
<TechObsolete>NONE</TechObsolete>
<YieldChanges/>
<iAITradeModifier>15</iAITradeModifier>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iPlacementOrder>-1</iPlacementOrder>
<iConstAppearance>0</iConstAppearance>
<iMinAreaSize>-0</iMinAreaSize>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>0</iMaxLatitude>
<Rands>
<iRandApp1>0</iRandApp1>
<iRandApp2>0</iRandApp2>
<iRandApp3>0</iRandApp3>
<iRandApp4>0</iRandApp4>
</Rands>
<iPlayer>100</iPlayer>
<iTilesPer>0</iTilesPer>
<iMinLandPercent>0</iMinLandPercent>
<iUnique>0</iUnique>
<iGroupRange>0</iGroupRange>
<iGroupRand>0</iGroupRand>
<bArea>0</bArea>
<bHills>0</bHills>
<bFlatlands>0</bFlatlands>
<bNoRiverSide>0</bNoRiverSide>
<bNormalize>0</bNormalize>
<TerrainBooleans/>
<FeatureBooleans/>
<FeatureTerrainBooleans/>
</BonusInfo>
Tubak Mar 02, 2006, 05:09 AM Hi Guys,
I have been following this really closely and it looks great, i have been putting off playing it as i was doing really well in my current game, but as i am now getting the lack of video memory on that game i think i will start a new one and put your mod to good use.
Keep up the good work.:king:
Superfly Mar 02, 2006, 06:15 AM The resources, and the reqs. for using is becoming too unbalanced.
There's now 9 or 10 resources, that becomes avilable when calendar is researched, making all of us, beeline for it.:sad:
Houman Mar 02, 2006, 06:57 AM @Tubac,
Thank you for your kind words. I will also integrate a script that closes down all the unneccessary background services in Windows XP. This might get another 100MB of free RAM to use for the game. CIV4 is very memory hungry...
@Superfly,
Good point. Can you make any suggestion to distribute them a bit more?
Thanks
Houman
bcr1776 Mar 02, 2006, 07:10 AM Interesting discussion.
You needed a blacksmith in order to melt down the iron or copper and work on a blade very hard. An armory for making leather, cloth and plates for a armor or helmet. You would need much more components than just a copper or iron in order to make Classical or medieval units.
Houman
Well, the need for blacksmiths would be relative to the type of material being worked. Copper just needed someone who made a good leaf-blade weapon once and then got tasked to do it over and over.
Iron was the metal that began using expensive and special tools. Very hot fires required bellows, shaping and folding required anvils and very hard hammers, etc.
Steel for simple weapons such as swords and armour could be made the same way if charcoal was available (carbon for the steel and the much hotter fire).
Units such as legionaires, knights and others would need armourers.
Larger units forming armies from Loius XVI and Marlboroughs time forward need Amouries. They could not remain in the field without them. BTW they also need recruit depots. The much overused term "decimation" applies here. Any unit suffering losses surpassing 10% would likely render the unit "hors d'combat". NCOs dying must be replaced or you have a unit likely to break.
More modern weapons MUST have factories. steel plate for vehicles and arty is not hand formable. Steel tubing well enough formed for repeating rifles is also not available with-out pressing and rolling devises. However the factory need only be available somewhere in the civ.
MODERN Weapons require electricity and combustion at a minimum, electronics, radio, optics etc as they grow more effective.
That also begs the question "Where is the rubber resource". I think CIV Test of Time had it, also maybe CIV III(?).
bcr1776 Mar 02, 2006, 07:24 AM When a unit gains a speed promotion it's new speed is reflected in the units stats. Strength promotions are not. Is there a way to implement this?
bcr1776 Mar 02, 2006, 07:37 AM The resources, and the reqs. for using is becoming too unbalanced.
There's now 9 or 10 resources, that becomes avilable when calendar is researched, making all of us, beeline for it.:sad:
FfH introduces fermentation for wine +1 Happy (and ?breweries?(probably should have been a different kind of market) as a means of distributing it. +1 health, +1 Happy.
The other calendar driven resources likely have equivalents.
I can take a look?
bcr1776 Mar 02, 2006, 07:41 AM I also think you are doing a great job on this. I'm really happy to see that Kristine is maintaining an active interest.
What is a kdiff3 editor?
I'm still using edit2Plus.
bcr1776 Mar 02, 2006, 07:45 AM My area of expertise (such as it may be) is Marlborough to post-Napoleonic era warfare. I can provide research time if desired. I am not familiar with Python tho'.
bcr1776 Mar 02, 2006, 08:12 AM oops,did not mean to press the post button. Can this be deleted?
bcr1776 Mar 02, 2006, 08:18 AM FfH introduces fermentation for wine +1 Happy (and ?breweries?(probably should have been a different kind of market) as a means of distributing it. +1 health, +1 Happy.
The other calendar driven resources likely have equivalents.
I can take a look?
Sugar, Spice, Incense, Dye, Silk, Banana
Ok, IMHO, here's the problem.
It is not necessarily the Calendar advance that is the problem.
Sugar, Spice, Silk, and Banana probably need plantations, what is missing is the fact that they need other advances to be trade items.
Sugar and spice need a milling advance.
Silk needs weaving.
Bananas need refrigeration to be tradeable. Not so much for domestic use(?).
Incense and dyes are ancient arts. They need only gatherers. The most popular incenses were gathered from the desert by bedouin traders. The most valuable dyes came from Mediteranean sources, not really from jungles.
Shellfish provided favourite dyes to the civilizations bordering the Med.
A dye producing shellfish resource would be a good thing here.
Woad (the blue dye of the Celts) was traded widely before Indigo was discovered (here is your jungle dye).
Both of these were exhorbitantly expensive and produced great wealth for thier purveyors.
Nightravn Mar 02, 2006, 08:23 AM Houman- hmmm the Nuclear MOD is not mine... lol but thanks for the compliment.
I like those Modifications you have except the Gunpowder one requiring steel as that will cause it to come much to late and besides early muskets were made from iron. I would say that we should require Steel for Machine GUN and later. How about having Gunpowder just require sulfur or how about charcoal if you want two resources though coal dosen't show up until steampower so we would have to move it. Then have musket-man/rifleman require gunpowder and iron. Machine gun and infantry units will require steel and gunpowder. Modern units should require Armaments and Oil.
We could have sulfur and charcoal show up at gunpowder and obviously steel factory requires steel tech. Do the resources from GreenMOD show up in Realism MOD the same time as in salt with quarries(masonry), potatoes with farming. Then maybe we could move a couple of the calender resources to Guilds as that is when "trading" for those items would have been occurring.
If you need any help with this just let me know what I can do to help out other than give suggestions and more work for you. :)
Kushan Mar 02, 2006, 09:53 AM How about adding the Regiments mod to the next version?
Kushan
Perfect_Blue Mar 02, 2006, 10:35 AM ToDO List
- Improved City Razing
- New Skins for some Units
- Replacing the Immortal by the Real Persian Immortal
- Improved City Bombardment (With Collateral Damage)
- Adding enhanced foreign advisor
- Adding inquisitor unit
- Optional Regiments MOD
- Make Art/Interface/Buttons/TechTree/Zoroastrian dds
- Make Monastery dds for Zoroastrians
[/code]
I need to have a closer look on Siege and bombardment. There is a bombardment thread somewhere though...
EDIT: Im afraid the Nuclear Mod has a bug. What can the screenshot mean?
Good night
Houman
~clears throaght~
Drew77 Mar 02, 2006, 11:25 AM You should put more civs in the next version that would make the mod alot better and would make the game more fun to play. I hope you do this becasue I want more civs and this is only mod i play. Thanks a keep up the great work best mod out there I think:goodjob: :goodjob: :goodjob:
Crazy_Ivan80 Mar 03, 2006, 02:14 AM How about adding the Regiments mod to the next version?
Kushan
shouldn't that be optional due to possible strain on computers?
candeavladimir Mar 03, 2006, 05:12 AM @NightRavn
I found the error:
You have forgotten to specify the Plutonium Bonus itself in CIV4BonusInfos.xml
<BonusInfo>
<Type>BONUS_PLUTONIUM</Type>
<Description>TXT_KEY_BONUS_PLUTONIUM</Description>
<Civilopedia>TTXT_KEY_BONUS_PLUTONIUM_PEDIA</Civilopedia> <BonusClassType>BONUSCLASS_GENERAL</BonusClassType>
<ArtDefineTag>ART_DEF_BONUS_URANIUM</ArtDefineTag>
<TechReveal>NONE</TechReveal>
<TechCityTrade>TECH_FISSION</TechCityTrade>
<TechObsolete>NONE</TechObsolete>
<YieldChanges/>
<iAITradeModifier>15</iAITradeModifier>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iPlacementOrder>-1</iPlacementOrder>
<iConstAppearance>0</iConstAppearance>
<iMinAreaSize>-0</iMinAreaSize>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>0</iMaxLatitude>
<Rands>
<iRandApp1>0</iRandApp1>
<iRandApp2>0</iRandApp2>
<iRandApp3>0</iRandApp3>
<iRandApp4>0</iRandApp4>
</Rands>
<iPlayer>100</iPlayer>
<iTilesPer>0</iTilesPer>
<iMinLandPercent>0</iMinLandPercent>
<iUnique>0</iUnique>
<iGroupRange>0</iGroupRange>
<iGroupRand>0</iGroupRand>
<bArea>0</bArea>
<bHills>0</bHills>
<bFlatlands>0</bFlatlands>
<bNoRiverSide>0</bNoRiverSide>
<bNormalize>0</bNormalize>
<TerrainBooleans/>
<FeatureBooleans/>
<FeatureTerrainBooleans/>
</BonusInfo>
to Houman -- Thanks for incorporatingthe mod
To NightRavn -- Glad you like it.
Sorry I've forgot to archive the ..\terrain\CIV4BonusInfos.xml.
Now i've uploaded the correctet version. You made the exact settings for the resource in the file as I did
In fact you do require uranium as for the Plutonium processing plant you need the Nuclear Plant which requires uranium
Houman Mar 03, 2006, 05:34 AM Just wanted to let you know I am working vey hard on it.
Finally after so many days the Unit balancing is finished. :king:
If you have any suggestions or questions about it so please let me know.
I will get back to all your unanswered comments soon...
I will finish the Map on Satuerday...hopefully I can finish the MOD for this weekend, so that we can test it next week.
Cheers
Houman
bcr1776 Mar 03, 2006, 09:01 AM Hi, Perfect Blue.
A somewhat saner thread than the Isreali one.
Have any of my questions/observations any value? Or have I unwittingly stepped where I don't belong?
Kushan Mar 03, 2006, 09:05 AM Optional Regiments MOD
Sorry I missed that.
Kushan
Perfect_Blue Mar 03, 2006, 09:05 AM Indeed. No controversy here. Just gaming :)
Houman Mar 03, 2006, 09:55 AM Allright, now back to the comments:
@bcr1776
Thank you for all your suggestions. Indeed are your comments very helpful.
We badly need to start designing the idea of blacksmith, armories and etc war factories. One major problem here is the graphics for the building.
Maybe I could google around for pictures and just resize them and make dds out of them. Any better idea?
I was thinking according to your suggestions going this path:
Ancient Units do not need any extra factory.
Archers, Mali_Skirmisher, Chariot, Egypt_Chariot, Warrior, Incan_Quechua, Spearman, Hyapist, Aztec_Jaguar, Axeman, Greek_Phalanx, Persia_Immortal, War_Elephant, Catapult, Galley, Caravel, Galeon
Early Middle age and Middle age Units need a Armorers-Smith.
Longbowman, Crossbowman, Chokonu, Swordman, Pikeman, Rome_Praetorian, Maceman, Japan_Samurai, Crusader, Mongol_Keshik, Horse_Compan, Mujahid, Knight, Arab_CamelArcher, Spanish_Conquist., Private, Frigatte, Line, Ironclad
Renaissanse:
Musketman, French_Musketeer, Rifleman, English_Redcoat, USCavalry, Cavalry, Russia_Cossack,
etc etc.
My problem is that since I haven't played the game once through, the lack of knowledge which unit belongs actually to which period.
bcr1776, you could help me a lot, if you download the UniInfo.zip file from previous post and have a look on the excel file. There are all the Units. Could you group these units into these categories to know, which unit would need a armory, which one needs an updated armory etc etc.
Many thanks for helping me,
When a unit gains a speed promotion it's new speed is reflected in the units stats. Strength promotions are not. Is there a way to implement this?
No problem. I have implemented 0.8 Promotion Mod. This might be fixed now. ;)
What is a kdiff3 editor?
I'm still using edit2Plus.
Kdiff editor can actually do a comparison line by line and is very helpfula nd easy to use.
Sugar, Spice, Incense, Dye, Silk, Banana
Ok, IMHO, here's the problem.
It is not necessarily the Calendar advance that is the problem.
Sugar, Spice, Silk, and Banana probably need plantations, what is missing is the fact that they need other advances to be trade items.
Sugar and spice need a milling advance.
Silk needs weaving.
Bananas need refrigeration to be tradeable. Not so much for domestic use(?).
Incense and dyes are ancient arts. They need only gatherers. The most popular incenses were gathered from the desert by bedouin traders. The most valuable dyes came from Mediteranean sources, not really from jungles.
Shellfish provided favourite dyes to the civilizations bordering the Med.
A dye producing shellfish resource would be a good thing here.
Woad (the blue dye of the Celts) was traded widely before Indigo was discovered (here is your jungle dye).
Both of these were exhorbitantly expensive and produced great wealth for thier purveyors.
I see, but what shall we change?
Hi, Perfect Blue.
A somewhat saner thread than the Isreali one.
Have any of my questions/observations any value? Or have I unwittingly stepped where I don't belong?
I dont understand this. Do you mean me or blue? well, of course do your suggestions have a value. I appreciate any help. see above
@Nightravn
I like those Modifications you have except the Gunpowder one requiring steel as that will cause it to come much to late and besides early muskets were made from iron. I would say that we should require Steel for Machine GUN and later. How about having Gunpowder just require sulfur or how about charcoal if you want two resources though coal dosen't show up until steampower so we would have to move it. Then have musket-man/rifleman require gunpowder and iron. Machine gun and infantry units will require steel and gunpowder. Modern units should require Armaments and Oil.
We could have sulfur and charcoal show up at gunpowder and obviously steel factory requires steel tech. Do the resources from GreenMOD show up in Realism MOD the same time as in salt with quarries(masonry), potatoes with farming. Then maybe we could move a couple of the calender resources to Guilds as that is when "trading" for those items would have been occurring.
If you need any help with this just let me know what I can do to help out other than give suggestions and more work for you.
This is a very good idea too. But as I said, I am having poblems because I don't know the Tech Tree quite well. I don't know which unit depends on which tech etc. It is hard for me to distinguish them in era and tech.
I need help with that. We need to know which units needs what level of factory to be build + which unit needs which type of resource + generated resource by other factories. I need more than input, I need design. :(
@Kushan, Blue
I try to implement the Regiment Mod as optional for this version, but can't promise.
@candeavladimir
Thanks for the new version. i will have a look on it. BTW why is the Manhatten Project so cheap to build now? only 500?
Thanks guys
Houman
Tubak Mar 03, 2006, 10:13 AM Hi Houman,
Although i am interested in modding i dont think i would be up to the skill levels you guys are.
I would, however, like to offer myself as a tester though. I feel that i am a compatent player and am really good at fault finding/breaking things (my bosses keep asking me to test any new updates we have for our in house software, because they know i'll find the faults :lol: )
If there is any help you want give me a shout and i'll do what i can.
Houman Mar 03, 2006, 10:19 AM Hi Houman,
Although i am interested in modding i dont think i would be up to the skill levels you guys are.
I would, however, like to offer myself as a tester though. I feel that i am a compatent player and am really good at fault finding/breaking things (my bosses keep asking me to test any new updates we have for our in house software, because they know i'll find the faults :lol: )
If there is any help you want give me a shout and i'll do what i can.
Alright ;)
You are in for the next weeks beta test.
Houman
niust Mar 03, 2006, 11:10 AM HI, Houman
I got Earth_realism 1.4 map out, you can add the new resources on the Map and combined it to your mod for the 0.7 ver, if you wish.
Suggestions
Post Industrial era units should be across the board increase their strength to 150 % or more. so, this will help them fight ancient units realistically but not among each other. this help the more technological advance but less powerful Civ more. let's say musket or Longbow will not be able to fight modern infantry in significant way, even when they got 300 % city + wall + fortification defense.
add Formation Mod to your mod. it is not difficult but time consuming bit. I did if for my own private mod for only the ancient Foot units and Make game looks very nice.
Thanks for your effort . I will try your mod NOW-)
Crazy_Ivan80 Mar 03, 2006, 12:14 PM First of all: I'm thoroughly enjoying the mod. It's top notch.
as for the trade-items "problem": maybe it's a stupid idea but why not add additional technologies? That would draw out the era's thing a bit cause from what I can gather it appears pretty easy to fully research all techs long before the game ends?
Nightravn Mar 03, 2006, 12:33 PM Houman I will take a look at the Unitinfo excel file and group the units into the requirement groupings. Between me and BCR we should be abe to get it straight for you.
We might want to consider adding in the Secound Unique Unit Mod Component to this. It should add alot more Flavor and realism. (I know more work, again let me know where can help)
Here is the revised Unitinfo Excel File with requirement groupings...
Early Units have NO requirement other than what they normally have.
Armorer Group (not sure what to have them need maybe Iron)
Gunpowder Group (Gunpowder needs Sulfur)
Steel needs Iron and Coal
Armenants Group (Armenants need Gunpowder and Steel)* changed from previous list
Modern Arms Group (Modern Arms needs Gunpower and Aluminium)
Pultonium Group = ICBMs
have a gander and tell me whatcha think........
Perfect_Blue Mar 03, 2006, 01:11 PM Suggestions
Post Industrial era units should be across the board increase their strength to 150 % or more. so, this will help them fight ancient units realistically but not among each other. this help the more technological advance but less powerful Civ more. let's say musket or Longbow will not be able to fight modern infantry in significant way, even when they got 300 % city + wall + fortification defense.
Hmmm, just thinking about out-teched afghans beating off the soviets... I do see the issue of old units being able to destroy new ones, but I don't know. I just keep thinking of possibilities every time I get into one of those mis-matched tech fights. Ah ha, he brought muskets, but my archers are crafty and ambushed them from the trees, or what have you. So, I don't know. I can see the point, but I'm not really sure...
Maybe something like each next generation of units gets a bonus (25-50%) against their older counterparts. And maybe even stack the bonus, so those post industrial units would get something like 150% bonus against swords. Maybe something like that?? :confused:
bcr1776 Mar 03, 2006, 02:34 PM "I dont understand this. Do you mean me or blue? "
Houman: I was talking to Blue. Another thread got a bit crazy, and I was relieved that this one was so on point.
bcr1776 Mar 03, 2006, 02:36 PM I'll take a look at the units. Should not be hard to group them. As long as it only needs xml I might even be able to rough out the changes. Not hopeless at it, just VERY rusty.
bcr1776 Mar 03, 2006, 03:07 PM Nightravn,
I think you've got the grouping right.
Exceptions exist and you'll probably here about them.
Here is mine: The Roman Legion. I know the basic game has it as Praetorians (about as useful in the field as any other over-fed, under-trained group of palace guards are likely to be), but if UUs are coming then here is a chance to have a look at them. One, they were expensive. Not only did you have to pay them, you had to outfit and train them. Until the time of Gaius Marius you even had to get them from the ranks of Roman citizens. Remember most of Italy did not have citizenship then, only within a short distance of Rome.
So... They need a training camp! They need weapons, armor, blankets, flour and sandals... from an armory! They are also hard to get. They need to be limited in number at any one time.
They are unique in that until the time of Louis XIV, armies did not outfit themselves in this fashion, so we don't really need to visit this again until the Musketeers and Redcoats come along.
bcr1776 Mar 03, 2006, 03:37 PM First of all: I'm thoroughly enjoying the mod. It's top notch.
as for the trade-items "problem": maybe it's a stupid idea but why not add additional technologies? That would draw out the era's thing a bit cause from what I can gather it appears pretty easy to fully research all techs long before the game ends?
Weaving and milling come to mind, I don't think it's stupid at all but all I am doing here is making noise, I don't have to implement the changes!:lol:
candeavladimir Mar 03, 2006, 03:52 PM @candeavladimir
Thanks for the new version. i will have a look on it. BTW why is the Manhatten Project so cheap to build now? only 500?
Houman
Hello Houman
First I hope I finally put all the file in the zip archive
Second, you are refering to the
<Projectinfo>
<Type>PROJECT_MANHATTAN_PROJECT</type>
this realy cost 500 (750 hammers in the game). However this project is no longer called Manhattan Project but FIRST NUCLEAR TEST.
This is because I didn't had the time to look for a solution to remove it and make the nuclear weapons available to everyone. I still think that it is stupid to research something and invest a lot of time and get nothing since you make the nuke available for anyone on your work.
I would rather remove this completely (If you know how please do it if you want when you will include it in your mod)
Thats why I made it so cheap and I would have made it cheaper if I wouldn't have forgotten by doubleing construction speed of this project with plutonium
This is because I introduced a separate wonder MANHATTAN PROJECT (which cost 1500 (about 2700 hammers) which provides the +3 plutonium to the one who builds it and it would be logical that the builder of it have an advantage in quickly aquire nukes by studying FIRST NUCLEAR TEST
The other players have to build a Nuclear plant (which requires uranium) then a Plutonium Processing Plant (please dont alter the name I do believe thats the correct name look at the news about Iran thats what they are building Plutonium processing plants) in order to get 1 plutonium
I'VE OBSERVED A MINOR BUG - NUCLEAR REACTOR THECH REQUIRE ONLY REFRIGERATION (SHOULD REQUIRE REFRIGERATION & FISSION)
Please test the mod you will see that i've thinked of everything
You may find the values of the nuke damage a little bit higher but please do not alter them I assure you that the vallues are very realistic.
Since the game has only one unit for nuclear weapons and the real arsenal in the world is so powerful with fusion boms able to completely remove a city from map and make that spot of earth uninhabitable for hundred of years I do believe that I've put the right values.
bcr1776 Mar 03, 2006, 04:15 PM I was thinking according to your suggestions going this path:
Ancient Units do not need any extra factory.
Archers, Mali_Skirmisher, Chariot, Egypt_Chariot, Warrior, Incan_Quechua, Spearman, Hyapist, Aztec_Jaguar, Axeman, Greek_Phalanx, Persia_Immortal, War_Elephant, Catapult, Galley, Caravel, Galeon
Early Middle age and Middle age Units need a Armorers-Smith.
Longbowman, Crossbowman, Chokonu, Swordman, Pikeman, Rome_Praetorian, Maceman, Japan_Samurai, Crusader, Mongol_Keshik, Horse_Compan, Mujahid, Knight, Arab_CamelArcher, Spanish_Conquist., Private, Frigatte, Line, Ironclad
Renaissanse:
Musketman, French_Musketeer, Rifleman, English_Redcoat, USCavalry, Cavalry, Russia_Cossack,
Nightravn has a handle on the groupings, some units might see a benefit from some tweaking (see my diatribe on the Legions)
No problem. I have implemented 0.8 Promotion Mod. This might be fixed now. ;)
Thanks, I have a couple of other ideas here, but I would hate to watch you run screaming into the night....
Kdiff editor can actually do a comparison line by line and is very helpfula nd easy to use.
Thanks. Freeware? Cheap? Gasp?
I see, but what shall we change?
Can we use Crazy_Ivan's idea of inserting technologies that enable specialist buildings? To belabor the obvious, we have a Mill in the game already (2 in fact). If we have an additional technology of Milling we could require both to use sugar or It could be that sugar was revealed as it is now, but the mill had an additional value for sugar if available. Do it in the fashion that incense is an additional asset to temples.
bcr1776 Mar 03, 2006, 04:18 PM For silk: I don't know that a special building is required, but we could insert the need for weaving.
Perfect_Blue Mar 03, 2006, 05:02 PM A suggestion about units: I think there's a mod around for second UU's for each civ. Might want to check that out...
bcr1776 Mar 03, 2006, 05:05 PM A suggestion about units: I think there's a mod around for second UU's for each civ. Might want to check that out...
We could steal from EE3, Nice units there.
Nightravn Mar 03, 2006, 05:41 PM A suggestion about units: I think there's a mod around for second UU's for each civ. Might want to check that out...
That MOD is what I was referring to when I made the suggestion. Here is a link to it....... http://forums.civfanatics.com/showthread.php?t=156997
I understand that Pretorians were probably a Huge Investment in time, people and money and need a Huge support group to field but I didn't group them with the Armory Units as they are a replacement for swordsman which I don't think should be included in that group.
Most of the Armorer grouping units require Guilds Tech or are close to the same time period in the tech tree. My Thinking was that with Guilds you now have Armorer/Blacksmith Guilds to draw people from for your armory. I also tried to keep the grouping close in their combat strengths which is where the Pretorians are the ODD ball. If everyone thinks that they should go in then by all means lets do it, though we need to determine what it takes to make the Amory building and it can't be something that would delay the Pretorians from coming out when they do now.
Perfect_Blue Mar 03, 2006, 05:51 PM :blush: Sorry, didn't see that this had already been mentioned.
Houman Mar 03, 2006, 06:58 PM Alright, the progress is quite good.
However we need to set a list for the coming release. Otherwise the list will get longer everyday and we will never release it. hehe ;)
Thanks for the Excel file guys. I am analizing it at this moment.
I will get rid of Muskets and replace it by Black powder.
Black powder needs to be generated of course:
Black powder is a mixture of saltpetre, sulphur and charcoal with a ratio (by weight) of approximately 15:3:2 respectively.
As you see is Sulphur and Charcoal very low and unimportant compared to Saltpeter. I just rename our Sulphur to Saltpeter.
- Armorers needs Steel, that has to be produced by one Blacksmith in whole nation. Steel is made of Iron + Charcoal.
With Steel and Armorer Building we can build better Melee, Archery and Mounted units.
- The first Musketmen need Blackpowder and Iron. In Order to make Blackpowder we would need Saltpeter and Charcoal. The later Units need a Armament-Factory that processes the Blackpowder and Steel into a new ressource.
- Armored Units need beside Armaments also oil.
- Modern Units need Modern Arms that can be build in a Arm Factory. Later Modern Units need beside Armaments also Oil.
- Nuclear Submarine and Carrier require Modern Arms and nuclear reactor.
Do I understand you guys right, that we would need a Tech Building to produce certain Units and another Tech Building as producer of new ressources?
I need soem sleep now...
Good NIght
Houman
geebo Mar 03, 2006, 07:53 PM first off great work.. i was curious is it possible to change the distance of cities back to 2 plots? if so how do i do this..thanks in advance...
Nightravn Mar 03, 2006, 11:05 PM Alright, the progress is quite good.
However we need to set a list for the coming release. Otherwise the list will get longer everyday and we will never release it. hehe ;)
Thanks for the Excel file guys. I am analyzing it at this moment.
I will get rid of Muskets and replace it by Black powder.
Black powder needs to be generated of course:
Black powder is a mixture of saltpeter, sulfur and charcoal with a ratio (by weight) of approximately 15:3:2 respectively.
As you see is Sulfur and Charcoal very low and unimportant compared to Saltpeter. I just rename our Sulfur to Saltpeter.
Very Good
- Armorers needs Steel, that has to be produced by one Blacksmith in whole nation. Steel is made of Iron + Charcoal.
With Steel and Armorer Building we can build better Melee, Archery and Mounted units.
Armory Can't Require Steel as that doesn't come until after Gunpowder. So It should require Iron and then show up at Metal Casting.... There should be a Armory Building in each city in order for that city to produce those Units.
- The first Musketmen need Blackpowder and Iron. In Order to make Blackpowder we would need Saltpeter and Charcoal. The later Units need a Armament-Factory that processes the Blackpowder and Steel into a new resource.
Yes, Very Good except if we require Charcoal for Blackpowder then we have to move COAL from showing up at combustion to showing up at Gunpowder as Combustions is 2 tech further down the tree than Gunpowder making those musket units to late.
We probably should only require one resource for the making of Blackpowder as the units themselves will require things like Iron (for muskets and rifleman) or Steel (for Machineguns and Infantry)
Now to Make steel we will require IRON and COAL plus of course the Steel TECH.
- Armored Units need beside Armaments also oil.
Yes..... Armaments will be a combination of Steel and Blackpowder. This allows us to have unit Require more than two resources as they go up in power.
The first early units will require Zero or One Resource.... then we move up to units needing a resource and a building (armory).... then with Blackpowder they will start to require 2/3 resources (Blackpowder and Iron or Steel) then move up to 4 resources with Armaments (Blackpowder and Steel which is IRON and COAL) AND OIL for mechanized units like Tanks, Planes and Naval units.
- Modern Units need Modern Arms that can be build in a Arm Factory. Later Modern Units need beside Armaments also Oil.
- Nuclear Submarine and Carrier require Modern Arms and nuclear reactor.
Do I understand you guys right, that we would need a Tech Building to produce certain Units and another Tech Building as producer of new resources?
Yes, with a couple of modifications! :)
-I need some sleep now...
Good Night
Houman
Go Get some........ ;)
Superfly Mar 04, 2006, 03:18 AM @Nightravn: You don't need coal to make charcoal! :p
You can get charcoal, from burning normal wood. So, no need to change the appearing of coal.
http://en.wikipedia.org/wiki/Charcoal
bcr1776 Mar 04, 2006, 05:33 AM @Nightravn: You don't need coal to make charcoal! :p
You can get charcoal, from burning normal wood. So, no need to change the appearing of coal.
http://en.wikipedia.org/wiki/Charcoal
Agree, also some use of peat is found in the early North Sea areas! How they compressed it remains a mystery.
bcr1776 Mar 04, 2006, 05:39 AM I understand that Pretorians were probably a Huge Investment in time, people and money and need a Huge support group to field but I didn't group them with the Armory Units as they are a replacement for swordsman which I don't think should be included in that group.
Most of the Armorer grouping units require Guilds Tech or are close to the same time period in the tech tree. My Thinking was that with Guilds you now have Armorer/Blacksmith Guilds to draw people from for your armory. I also tried to keep the grouping close in their combat strengths which is where the Pretorians are the ODD ball. If everyone thinks that they should go in then by all means lets do it, though we need to determine what it takes to make the Amory building and it can't be something that would delay the Pretorians from coming out when they do now.
Yeah, that is a legitimate sticking point. Hmm, just a personal desire to see the Legions become what they were. Both the heart and soul of the Roman Empire and the ultimate cause of it's bankruptcy!
Oh well on to the next steps!;)
Superfly Mar 04, 2006, 11:41 AM @Houmann
You need to make the Sulphur/Saltpeter resource more frequently. This is now my fourth game in a row, without it :mad:
I modded it to appear like iron, same settings. They seem to be likely important, just to different ages in the game.
Houman Mar 04, 2006, 11:55 AM Thanks for your suggestions.
We are getting close to the final draft:
Ancient Units - No extra requirements
-----------------------------------------------------------
-----------------------------------------------------------
Upper Classical Units and Middleage Units - Need an extra Armourers Building (Needs to be designed) + Steel (Iron and Coal). Steel has to be produced in a Blacksmith (Needs to be designed)
---------------------------------------------------------------
---------------------------------------------------------------
Early Gunpowder Units like Musketman would require a FireArms_Armory (Need to be designed) + plain Iron and Blackpowder (Only Saltpeter) that can be produced in Blackpowder-Guild (Need to be designed).
At this time Knights and Steel-Melee-Units even Archers were still being widly used. Muskets were cheap and there was no need to be trained life long like the Archers, however the Muskets were inaccurate and still not a big challenge for accurate Archers. So they co-existed for a while. Thats while the Steel production in Blacksmith and use of Armourers still will go on.
------------------------------------------------------------
Late Gunpowder Units like Riflemen would need same building like above however instead of Iron they would need Steel. Gunpowder + Steel (Iron & Coal)
------------------------------------------------------------
------------------------------------------------------------
Early Machinery would require War Factory (need to be designed), which will replace the Armourer_Building. They would also need Armaments that will be produced in War Supplies Factory, which will replace the Blackpowder Guild. Armaments (Iron + Coal + Aluminium) and Oil.
-------------------------------------------------------------
Late Infantry needs only Armaments with same War Factory building as above to be produced.
-------------------------------------------------------------
-------------------------------------------------------------
Moderninfantry needs a new building called Defense Factory + same Armaments as late Infantry.
Modern Machinery need the same defense Factory + Armaments and Oil. However all these units require computer as Tech prereq.
Modern Nuclear Machinery is like above but would require Nuc Reactor instead of Oil.
ICBM would need Plutonium and Oil.
---------------------------------------------------------
---------------------------------------------------------
The only problem might be that new made cities or captured small cities in the borders won't be able to produce any units at all in the late game. We would need two new units. Militia and RPG-Militia. These Units are half as good as regular soldiers and can only be build, if they are connected to your capital, where you can support them with Arms.
---------------------------------------------------------
The other option through out the whole game is hiring merceneries. Mercs have their own arms so you don't need any resource or Factories to build them. BUT their upkeep is double. So you ran out quick out of money if you only hire Mercs. But fight as good as normal units and aren't that weak as Militias.
There is no need for Mercs until the early Musketman era. Because you still can fight well with normal melee , Knights and archer units against them.
We need Merceneries from Riflemen times up to modern times where melee and archers are quite outdated.
We have to bind these Mercs with the same tech that makes Riflemen possible to build. The next updated stronger Merc will be available when Infantry is invented and so on. Bazooka Merc will apear with the Tech that maes Bazooka available.
What do you guys think about this idea? In this way weaker players are able to build mercs and fight for resources.
Who can mod and give me a hand. I need the buildings above constructed.
We could also use Rubber instead of Alumium but designing an additional Resource can be tough. We need something that looks like an available ressource, that might be modified in a way that looks like rubber.
I could try that, but I need to know how rubber looks like. How did rubber look like in Civ3?
On the other hand Rubber would delay the release. Maybe we should go for Alumium instead.
EDIT: I am aware that these resources need to occur more often on the map. But thats no problem. But think about the strategical point of view. If there is war, how you would cut your enemy from resources etc...
Any more comments?
Thanks
Houman
Nightravn Mar 04, 2006, 02:13 PM I think we might be starting to get to complicated......
First off we CAN'T have the Armory require STEEL as that would make Knights and Macemen come out at the same time as Machinegunners.
I understand that you don't need COAL for CHARCOAL but if we didn't use that then we would have to make yet another Resource and I was trying to avoid making it toooooo complicated. Besides for the amount of Charcoal that we would need for the making of Blackpowder the only realistic source would be COAL.
I would say that as for Buildings only the armory would be required in cities to build those units... for blackpowder, steel, armaments and modern arms once it is made those resource would be available for every city that is connected to it. Just like it is for normal resources.
Every thing else looks good though if we don't require those later building in every city then there would be no need for Merc though I like the idea of them. If only we could have them attack and stuff with out you having to declare war. That is probably not possible at this time. Lets not get too complicated with these changes or we will never get it out like you say Houman.
A couple Ideas for city improvements that we could use for this... forges for the Armory and Factories for the others until we can design something else.
I would love to help but im not much of a designer though modding text I could do and of course I will help test it. I will probably adjust one of the bigger Earth maps for this for those who have systems that can handle something bigger the the realism earth.
Drew77 Mar 04, 2006, 03:17 PM I cant wait till the next verson this mod makes the game so fun to play. Keep up the good work cant wait.
JakeCourtney Mar 04, 2006, 05:19 PM Does this mod at anymore to the UN? or will it ever advance non-war enhancments? Does this mod plan to take advantage of the SDK when it becomes available?
Houman Mar 05, 2006, 04:57 AM Ok lets get back to answering Fan post. ;)
@niust
I can't believe it, you are back and alive? Dude. Good to see you again. We thought you had abondoned the RealismMap. No problem I will take the 1.4 version. However you made one mistake, The whole changes were done by boazman, who based his changes on elhoim's modification (page 4) NOT on tbmes11.
Unfortunatelly the Guys didn't work in a team so tbmes11's efforts are lost. :( You might want to correct this in your MapRealism thread.
@Crazy_Ivan80 Regarding making more technologies: Well, it is very time consuming. We are already a bit behind. Maybe in the future..with the SDK ;)
@Perfect_Blue
The Unit balancing has changed completely. Units that are two generation above the enemy, will be able to crush them.
@candeavladimir
Thanks for the explanation. No worries, I will take your values as they are for the Atomic Mod. I am sure you have tested them. I still have to find a way to kill the Manhatten Project then.
@Perfect_Blue
The second UU will be integrated in the next update.
@geebo
The distance between cities is really annoying if its 2. The enemy build cities next to yours and take your resources away. You have no choice rather than taking over piecefullt by culture or capture it. But even if you capture it, your cities are too close and can't grow as you wished too. So 2 is not a good option. Let me know later again, and I will let you know how to modify it for your own needs.
@Superfly
The Generator might need some tuning again regarding resources. However sometime syou have to fight for resources and won't get them straight away. ;)
But the realsmMap will be adjusted correctly.
@Nightravn
I suppose we have a building called Armory in the game that comes after Gunpowder. I didn't mean that building. I meant making a new building called XYZ for Knights, Maceman etc.
I am not sure iif I could make myself clear. I was thinking of building a new Building as pre-req for Knights etc. and building another Factory type ( just one for the whole nation) for generating the parts from other resources like Steel. Did I misunderstood your idea?
But however you are right, the Game might get too complicated. I suppose we should go just with need for more resources for Units that has to be generated.
So all we should do is generating a type of factory (max buildable onece in the whole nation) that generates the new resources out of available natural resources.
Is this ok?
@JakeCourtney
This mod is based on your good ideas. So anything is possible. And yeah we can't wait for SDK. ;)
Houman
Perfect_Blue Mar 05, 2006, 05:33 AM Sorry if I missed it, but is building/city destruction in here too? I know some mods created a demolition unit while others just had ctrl+x to destroy buildings or cities. Just curious because I negotiated peace for a city but now I just want to raze it ;)
jeffdawgfan Mar 05, 2006, 06:59 AM Houman,
Is it possible to add the regiments mod in with yours, giving credit of course. The combat has a little more eye candy that way. Just a thought. The other changes are going to be great.
geebo Mar 05, 2006, 07:33 AM thanks houman for replying... The only reason I wanted to move it back to 2 is because I've been playing the Earth Realism V1.4 map. With the map there are already plenty of barbarian states....so there is not much room to even build at all do to the barbarians states being so close... you get it? so if maybe you fix where the barbarian should be and move them when you release it with the map then its OK. but if not i would prefer 2 plots... thanks again houman and everyone for your hard work....
geebo Mar 05, 2006, 07:37 AM sorry for the double post... but and for the regiments i would say dont add it.. already it lags with my comp and i have 2.80 Ghz... so maybe you would want to make 2 versions. One thought for memory is maybe minimizing the size of the units by say 25%-30%. I personally have no clue how to do this, however you can find it in the Composite Mod by Exavier. It speeds up the game alot and is more realistic, where the units aint double the size of the city...anyway just my opinion...
Houman Mar 05, 2006, 07:56 AM I just have included the Improved Inquisitor Mod in GreenMod 2.10 and the Exotic Foreign Advisor.
Both mess up the Python codes a lot, and now Python fails. Damn...Any one good in Python and can analyze the CVEventInterface.py please?
EDIT: Found the error. No compiler error anymore. But I don't believe it works. ;)
Thanks
Houman
Perfect_Blue Mar 05, 2006, 08:58 AM sorry for the double post... but and for the regiments i would say dont add it.. already it lags with my comp and i have 2.80 Ghz... so maybe you would want to make 2 versions. One thought for memory is maybe minimizing the size of the units by say 25%-30%. I personally have no clue how to do this, however you can find it in the Composite Mod by Exavier. It speeds up the game alot and is more realistic, where the units aint double the size of the city...anyway just my opinion...
Actually, if you grab the blue marble terrain from the official place, there's a program called civ scale that comes with it. I've used that to shrink my units 60% (way too big originally; when I forced my girl to check out my new toy she was like,"What are those, giants?" Then I just knew:shake:), expand the sprawl of the cities across the map (my favorite), and remove the clouds.
I just have included the Improved Inquisitor Mod in GreenMod 2.10 and the Exotic Foreign Advisor.
Both mess up the Python codes a lot, and now Python fails. Damn...Any one good in Python and can analyze the CVEventInterface.py please?
EDIT: Found the error. No compiler error anymore. But I don't believe it works.
Thanks
Houman
Awesome, thanks for putting those in!
It sucks that they're such a pain. I really hope at least the inquisitor can be figured out. I miss those guys...:(
Houman Mar 06, 2006, 02:35 AM Good morning,
This is right now the situation:
v0.70
Improvements:
- Update promotion&Traits v0.5 to 0.8 (DONE)
- Implement Realism Religious Mod (DONE)
- Unit Balancing (DONE)
- Modified Map Generator (DONE)
the desert % from 15 to 20
the plains % from 15 to 35
the jungle % from 80 to 60
- enhanced foreign advisor (DONE)
- inquisitor unit (DONE)
- Implement Enhanced-Nuclear-Mod (DONE)
Fixed Bugs:
- Caravel transports Units (DONE)
- Minor CIVIpedia updates (DONE)
ToDO List
- Implement Realism EarthMap 1.4 + 8 new Resources (0 %) STATUS: Waiting Estimated amount of Work: Small
- Designing new Buildings for new resource-Generation (0 %) Estimated amount of Work: High
- Improved City Razing (0 %) Estimated amount of Work: Medium
- Replacing some Skins for some Units (0 %) Estimated amount of Work: Small
- Replacing the Immortal by the Real Persian Immortal Rescheduled for Next Version
- Improved City Bombardment (With Collateral Damage) (0 %) Estimated amount of Work: High
- Optional Regiments MOD (0 %) Estimated amount of Work: Medium
- Art/Interface/Buttons/TechTree/Zoroastrian dds (0 %) Estimated amount of work: Small
- Replacing the InGame ManhattenProject by
Enhanced-Nuclear_Mod ManhattenProject (0 %) Estimated amount of work: Unknown
Houman
Lachlan Mar 06, 2006, 06:01 AM @Houman : Why not once the map are finished, release a mid-playable version ? Like 0.675 for example ...
Because the map is the major improvment for me :goodjob:
Take care for overcomplicating the game !
Good continuation !
Superfly Mar 06, 2006, 07:04 AM @Houmann
How many games of [civ4] have you played over the last 2 weeks ?
If less than 3, I suggest that you play a few games, before working on this mod again :) We can't have you going :hammer2: over all this work, and forgetting the reason why. So, play a few games...
And let the rest of us know, if there's anything we can do to help
Houman Mar 06, 2006, 08:07 AM @Lachlan
I have to finish some more features. I am aware that I might have to reschedule some main features to the next version. But better you guys wait a week longer and would play a much more enjoyable mod. ;)
@Superfly
I haven't played ANY CIV4 game yet. :crazyeye: I started one but I stopped even before Swordman was invented. The vanilla game is far from being perfect. Thats why I decided to continue this mod and make it as the game should have been in first place. hehe ;)
I can start with the map, if we have found a good solution for the new ressources and buildings. I am not yet 100% convinced of our design. Meanwhile I work on other issues, until I get more suggestions about it. I think easier is better. But some more realism won't hurt either, especcially if it means war over ressources...
Cheers
Houman
P.S. My name is originally Persian and not German. Houman with one 'n'. ;)
Aber ist kein Problem. hehe
Houman Mar 06, 2006, 10:11 AM One more thing:
I have implemented the Exotic Foreign Advisor instead of Enhanced Foreign Advisor.
Which one do you guys prefer?
BTW I could also include the Enhanced Military Advisor. ;)
Drew77 Mar 06, 2006, 11:14 AM "BTW I could also include the Enhanced Military Advisor" This would be cool.
Nightravn Mar 06, 2006, 12:33 PM Ok lets get back to answering Fan post. ;)
@Nightravn
I suppose we have a building called Armory in the game that comes after Gunpowder. I didn't mean that building. I meant making a new building called XYZ for Knights, Maceman etc.
I am not sure iif I could make myself clear. I was thinking of building a new Building as pre-req for Knights etc. and building another Factory type ( just one for the whole nation) for generating the parts from other resources like Steel. Did I misunderstood your idea?
But however you are right, the Game might get too complicated. I suppose we should go just with need for more resources for Units that has to be generated.
So all we should do is generating a type of factory (max buildable onece in the whole nation) that generates the new resources out of available natural resources.
Is this ok?
Houman
I think we are are the same page but I think you are confusing STEEL with IRON for building Knights and MACEMAN . Having a Building called The Armory would be great as a requirement for those units. It would need to be built in a city in order to build those units there. It should require IRON and Metal Casting in order to build it.
Down the tech tree after researching the Tech STEEL we would then make a STEEL Factory which requires Iron and Coal. This would be a empire wide resource to use in units and even in some modern buildings.
Everything else looks good.
malga Mar 07, 2006, 09:00 AM I like your mod SO much!!!!!!!!
Can you add "2 unique units" and the "green mod" units in yuor next version?
It would be great!!!!!!!!!!
If you need some help, I have modified some of your files: with this patch your version works with these new units (more than 20!!!!!!)
And finally I have an ask for you:
I didn't like so much new resourses of GREENMOD 2.10... Please can you tell me witch files do I have to modify?
Because I just can't find them all!!!!!!!!
PLEASE ANSWER ME!!!!!!!!!!!!!!!!!
Perfect_Blue Mar 07, 2006, 09:16 AM How can you not like the new resources? Nothing better than selling 'old Toby' to everyone on the map. Of course they come to me smiling ;)
Houman Mar 07, 2006, 11:24 AM @Nightraven
Well, I wasn't confused by iron and steel. It is just that in early middleage, it was indeed possible to forge steel. even it was horribly expensive. Good quality swords were all made of steel and not of plain iron that wasn't even a big match for bronze. (Greeks e.g. never gave up their bronze swords despite their knowledge of iron swords.)
However as i said, this was very hard and expensive process. It would be unrealistic to have factories that make early middle age mass production of steel.
I have created the BlackPower_Smith (need a better name) and the Bonus Blackpowder, which can be built in the Blackpowder_Smith if you have access to Saltpeter (Former Sulphur) However I have set the Bonus req. for this building to Saltpeter. I don't know if this is the correct way. If you don't have access to Saltpeter you can't build it I suppose. However it should be more like you can build it, however the building won't produce the BlackPowder instead correct? Maybe our idea is not possible the way we thought :(
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_BLACKPOWDER_SMITH</BuildingClass>
<Type>BUILDING_BLACKPOWDER_SMITH</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_BLACKPOWDER_SMITH</Description>
<Civilopedia>TXT_KEY_BUILDING_BLACKPOWDER_SMITH_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_BLACKPOWDER_SMITH_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_FORGE</ArtDefineTag>
<MovieDefineTag>NONE</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_GUNPOWDER</PrereqTech>
<TechTypes/>
<Bonus>NONE</Bonus>
<PrereqBonuses>
<Bonus>BONUS_SALTPETER</Bonus>
</PrereqBonuses>
<ProductionTraits/>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>BONUS_BLACKPOWDER</FreeBonus>
<iNumFreeBonuses>1</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
<bTeamShare>0</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<bDiploVote>0</bDiploVote>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>0</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>100</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>0</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iAllCityDefense>0</iAllCityDefense>
<iAsset>2</iAsset>
<iPower>4</iPower>
<fVisibilityPriority>1.0</fVisibilityPriority>
<SeaPlotYieldChanges/>
<GlobalSeaPlotYieldChanges/>
<YieldChanges/>
<CommerceChanges/>
<ObsoleteSafeCommerceChanges/>
<CommerceChangeDoubleTimes/>
<CommerceModifiers/>
<GlobalCommerceModifiers/>
<SpecialistExtraCommerces/>
<StateReligionCommerces/>
<CommerceHappinesses/>
<ReligionChanges/>
<SpecialistCounts/>
<FreeSpecialistCounts/>
<CommerceFlexibles/>
<CommerceChangeOriginalOwners/>
<ConstructSound>AS2D_BUILD_FORGE</ConstructSound>
<BonusHealthChanges/>
<BonusHappinessChanges/>
<BonusProductionModifiers/>
<UnitCombatFreeExperiences/>
<DomainFreeExperiences/>
<DomainProductionModifiers/>
<BuildingHappinessChanges/>
<PrereqBuildingClasses/>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_FORGE</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<SpecialistYieldChanges/>
<BonusYieldModifiers/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
</BuildingInfo>
Armourer: (needed for better Infantry and Knights)
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_ARMOURER</BuildingClass>
<Type>BUILDING_ARMOURER</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_ARMOURER</Description>
<Civilopedia>TXT_KEY_BUILDING_ARMOURER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_ARMOURER_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_FORGE</ArtDefineTag>
<MovieDefineTag>NONE</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_METAL_CASTING</PrereqTech>
<TechTypes/>
<Bonus>NONE</Bonus>
<PrereqBonuses/>
<ProductionTraits/>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
<bTeamShare>0</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<bDiploVote>0</bDiploVote>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>0</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>100</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>0</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iAllCityDefense>0</iAllCityDefense>
<iAsset>2</iAsset>
<iPower>4</iPower>
<fVisibilityPriority>1.0</fVisibilityPriority>
<SeaPlotYieldChanges/>
<GlobalSeaPlotYieldChanges/>
<YieldChanges/>
<CommerceChanges/>
<ObsoleteSafeCommerceChanges/>
<CommerceChangeDoubleTimes/>
<CommerceModifiers/>
<GlobalCommerceModifiers/>
<SpecialistExtraCommerces/>
<StateReligionCommerces/>
<CommerceHappinesses/>
<ReligionChanges/>
<SpecialistCounts/>
<FreeSpecialistCounts/>
<CommerceFlexibles/>
<CommerceChangeOriginalOwners/>
<ConstructSound>AS2D_BUILD_FORGE</ConstructSound>
<BonusHealthChanges/>
<BonusHappinessChanges/>
<BonusProductionModifiers/>
<UnitCombatFreeExperiences/>
<DomainFreeExperiences/>
<DomainProductionModifiers/>
<BuildingHappinessChanges/>
<PrereqBuildingClasses/>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_FORGE</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<SpecialistYieldChanges/>
<BonusYieldModifiers/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
</BuildingInfo>
Steel Factory: Produces Steel out of Iron and Coal for Tanks, Areoplanes, Ships and bigger Buildings
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_STEEL_FACTORY</BuildingClass>
<Type>BUILDING_STEEL_FACTORY</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_STEEL_FACTORY</Description>
<Civilopedia>TXT_KEY_BUILDING_STEEL_FACTORY_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_STEEL_FACTORY_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_STEELWORK</ArtDefineTag>
<MovieDefineTag>NONE</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_STEEL</PrereqTech>
<TechTypes/>
<Bonus>NONE</Bonus>
<PrereqBonuses>
<Bonus>BONUS_IRON</Bonus>
<Bonus>BONUS_COAL</Bonus>
</PrereqBonuses>
<ProductionTraits/>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>BONUS_STEEL</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
<bTeamShare>0</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<bDiploVote>0</bDiploVote>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>0</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>200</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>0</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iAllCityDefense>0</iAllCityDefense>
<iAsset>2</iAsset>
<iPower>4</iPower>
<fVisibilityPriority>1.0</fVisibilityPriority>
<SeaPlotYieldChanges/>
<GlobalSeaPlotYieldChanges/>
<YieldChanges/>
<CommerceChanges/>
<ObsoleteSafeCommerceChanges/>
<CommerceChangeDoubleTimes/>
<CommerceModifiers/>
<GlobalCommerceModifiers/>
<SpecialistExtraCommerces/>
<StateReligionCommerces/>
<CommerceHappinesses/>
<ReligionChanges/>
<SpecialistCounts/>
<FreeSpecialistCounts/>
<CommerceFlexibles/>
<CommerceChangeOriginalOwners/>
<ConstructSound>AS2D_BUILD_FACTORY</ConstructSound>
<BonusHealthChanges/>
<BonusHappinessChanges/>
<BonusProductionModifiers/>
<UnitCombatFreeExperiences/>
<DomainFreeExperiences/>
<DomainProductionModifiers/>
<BuildingHappinessChanges/>
<PrereqBuildingClasses/>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_FORGE</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_FACTORY</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
<BuildingClassNeeded>
<BuildingClassType>BUILDING_STEELWORK</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<SpecialistYieldChanges/>
<BonusYieldModifiers/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>15</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
</BuildingInfo>
What do you guys think? Does it make sense? Shall I continue making the other buildings for Armaments as well?
Houman
Houman Mar 07, 2006, 11:30 AM @Malga,
LOL
be Patient my dear. I always respond to everyone, no need to shout. ;)
I always need a hand and would appreciate your help.
However we have a MOD philosophy of realism. It took me one week to balance all the Units we have here. I cannot add all the new Units all at once in this mod without new planing. Step for step we will do it for future. ;)
Removing the new resources from Greenmod is impossible to mention in one post. You have to do lots of changes to remove them. Please understand this is a mod based on many wishes. I cannot modify it everytime for one single taste. ;)
Kind Regards
Houman
Houman Mar 07, 2006, 05:35 PM I have tested the Steel Factory.
As intented it only can be build if all the req technologies as well as Iron and Coal are available and connected to the city. Then you would be able to build it.
Once you have built it though, you will always be available to generate Steel, no matter if you export your only Iron and only Coal or not.
The Reason for that is simple. The Factory is producing a FreeBonus called Steel. It doesn't really generate the two pre-req. Bonuses into the new Bonus.
This works fine with Plutonium, Tunafish or Books, because nothing gets generated in real.
But our idea cant work. The only Thing I can do is to build the Armourer and stuff, to make it harder building better units like Knights in any city. This will make it also more realistic, can the core Army comes always from the main country and not from the just conquered territories. Like a light version of ZOR (Zone of Recruiment)
I have to update all gunpowder units at least to require Saltpeter beside what they already need.
Well this is not such a bad news, since it will save some more time.
Perfect_Blue Mar 07, 2006, 08:33 PM Just a couple things I've been noticing while playing...
After the Great Wall goes obsolete all the cities that didn't already have their own walls have to rebuild them or go without. Seems odd that the walls should get built, then disappear, then have the option to be rebuilt when obsolete.
Some of the description boxes (the boxes that pop up when you mouse over something to build) are off. Gunsmith has the forge description, for one, but that's not as strange as Mass Media. The description's first four lines are;
+1 Visibility, +10% Withdrawl Chance, 1 Extra First Strike Chance, and +10% Strength. There were a couple of others I noticed, but forgot to write them down.
Also, another look might be taken at some of the units. For instance, the AI never (that I saw) built Zeppelins or Biplanes. Rather unfair to bomb the hell out of everyone and no one knows how to counter.
And during this game, I didn't research anything differently than I normally do, no extra focus or rush I mean, but 4 turns after I got riflemen I got Bazookas. Maybe just a fluke during this game, but maybe another look needs to be had at tech sequence/unit upgrading.
Sorry I didn't document any of this better; wasn't really looking for things, just that a number of things popped out at me as strange.
Superfly Mar 08, 2006, 01:16 AM @Perfect_Blue
Also, another look might be taken at some of the units. For instance, the AI never (that I saw) built Zeppelins or Biplanes. Rather unfair to bomb the hell out of everyone and no one knows how to counter.
This has not been the case in my games! The AI build a lot of Zeppelins (way to many :cry: ) and biplanes.
I still play wtih version I got from Houman for testing, dunno if there's any changes made to the "public" version.
candeavladimir Mar 08, 2006, 02:10 AM I have tested the Steel Factory.
As intented it only can be build if all the req technologies as well as Iron and Coal are available and connected to the city. Then you would be able to build it.
Once you have built it though, you will always be available to generate Steel, no matter if you export your only Iron and only Coal or not.
The Reason for that is simple. The Factory is producing a FreeBonus called Steel. It doesn't really generate the two pre-req. Bonuses into the new Bonus.
This works fine with Plutonium, Tunafish or Books, because nothing gets generated in real.
But our idea cant work. The only Thing I can do is to build the Armourer and stuff, to make it harder building better units like Knights in any city. This will make it also more realistic, can the core Army comes always from the main country and not from the just conquered territories. Like a light version of ZOR (Zone of Recruiment)
I have to update all gunpowder units at least to require Saltpeter beside what they already need.
Well this is not such a bad news, since it will save some more time.
Hi Houman
There is a problem , I don't know if someone have forseen it:
If you make a building produceing a resource (ex Plutonium) and use that new resource for building units (ex ICBM) the following problem occurs:
you are unable to apply the strategy of destroying on map the enemy resources in order to affect his ability to produce units.
So if i destroy his uranium mine he will still be able to produce ICBM :sad:
Do you get the point?
You have to include beside the new resource the base resource on the map in that unit requirements in order to prevent this.
In my opinion you should stop from your plan to make so many resource produceing buildings
The game is very realistic like it is now why build a steel resource since you have in the game the steel mill the factory and other building.
It is logic that those building produce steel even it does not appear in the game.
The units still require a base resource that can dissappear and the game make sense ( the power of production increases as if steel or othe high tech material would have been produced)
Crazy_Ivan80 Mar 08, 2006, 02:31 AM Also, another look might be taken at some of the units. For instance, the AI never (that I saw) built Zeppelins or Biplanes. Rather unfair to bomb the hell out of everyone and no one knows how to counter.
The AI builds and uses them. In both my current games I get bombed by the early air-units
Houman Mar 08, 2006, 03:13 AM @All
Thank you for your comments. I am glad that the AI is kicking your butt in the game. ;) Hey AI should have a chance too. We are not born to be heroes! haha . But seriously, there is always a way to counter. Build Biplanes against Zeppelins.
@Perfect_Blue
Thanks for the report. I will fix them.
@Superfly
No changes have been made to the public version. Every game is different. But bear in mind, that sitting in your cities during the siege won't help you much in the upcoming version. AI has much more Attack_City Units than before. :D
@candeavladimir
So if i destroy his uranium mine he will still be able to produce ICBM
Exactly. This is the problem I found out yesterday. I had a coal and Iron mine connected to my city. I could produce Steel, but then I have traded my only Iron bonus to AI. Obviously I didn't have the entire bonuses to produce the Steel anymore and yet the Steel got produced. This is a weakness of the Game engine. We need more XML tags in order to make this idea successful.
Even the SDK won't help us. Unless they update the game a bit in the upcoming patches to give us more possibilities.
But that’s fine. I won't build the Resource-Generator-Buildings anymore. Damn It took so many days to research and do and now I have to remove them. :( But its ok. That’s how a project works.
Your point with Plutonium and ICBM is valid. I have to make the ICBMs dependant from Plutonium and Uranium.
I have a question for you. I was analyzing the whole Manhattan project and your MOD. I suppose I could just delete the Manhattan World Project and only let your Manhattan_Building remain there.
Why do we need another Manhattan-World-Project, if doesn't make sense anymore? All it does now is sharing Bunkers for everyone. If I remove it, can everyone else still be able to research for Bunkers and build them?
I could also point the Video of Manhattan-World-Project to your Manhattan-Building.
Last question: Do we really need the Plutonium and the Plutonium_Generator_Building? Since the idea didn't work as intended?
If someone builds the Manhattan_Building ICBMs are available for him to be built. OR you could build a Plutonium_Generator_Building in order to build ICBMs. However you would also need Uranium for ICBM...
Problem: You could build the Manhattan Building without any access to Uranium and get 3 Plutonium resources. Not very realistic.
Solution 1): We make it mandatory to have Uranium in order to build the Manhatten_Building. Bad thing is: ICBMs still need Uranium and Plutonium and we can't make Oil compulsary any more for them. And once you are cut off from Uranium, you still would be able to produce Plutonium. Not very realistic.
Solution 2) We get rid of Plutonium. Make Uranium as it was intended mandatory for ICBMs + Oil. We rename the Plutonium_Generator_Building to something none-Generating-Building and make the building mandatory for building the ICBMs (Like Armourers for Knights) In that case everyone has still to build the Manhatten_Building or the new ICBM Building before creating ICBMs. I think this version is more game friendly and more realistic.
General Problem: Why should someone build the Manhattan_Building for 1500 instead of the ICBM_Building for 230? Maybe we should give the Manhattan Building free Bunker for all cities in your CIV? (Like Chinese Wall gives free Wall for all cities) We have to make it more attractive.
So what do you think?
Regards
Houman
candeavladimir Mar 08, 2006, 03:41 AM Yes it is better this way. No more resource produceing buildings
I didn't konw you can make a unit depending of a building instead of an resource but if you can this is the best way . But you should not exagerate in making to many buildings this it will only complicate the game :crazyeye:
The nuke however does requre this measure since it is so bad implemented in the game.
Deffinitely the SOLUTION 2 is the best.
I dont have now much time to write but I will think to the best realistic way and buildings names and I will write it today
Houman Mar 08, 2006, 03:58 AM Thanks Vladimir,
1) All Bonus_Generators will be removed then.
2) Following Buildings will be added:
Armourer - Needs Metal casting - For late Classical and Middleage units
GunPowder Supplies - Needs Gunpowder Technology - For early Gunpowder Units and Machinery
Armaments Supplies - Needs TECH_ASSEMBLY_LINE ??- For later gunpowder Units and Machinery
Modern Arms Supplies - Needs TECH_FLIGHT ?? - For modern gunpowder Units and Machinery
Regards
Houman
candeavladimir Mar 08, 2006, 12:57 PM Hi Houman,
I think you did a great job by removing the resource generators since the game engine was created to use bonus resources independed from the base resources on the map (like musical hits).
There is in fact another possible way. I haven’t checked it very well but something similar to a resource generated by a building and dependent of a resource is the ENERGY
- factory – depends of energy for increased production- energy generated by powerplant- require resource - ex coal
However I don’t know if this are scripts in the XML files or in the Python engine. Maybe you can think at this.
Regarding the NUCLEAR mod:
- first you should try to completely remove the Manhattan PROJECT ( the one who enables nukes and shelters) by setting the correspondent parameters (I think they are something like ENABLE_UNIT/BUILDIND_FOR_EVERYONE ) enabled from the beginning of the game (maybe in GlobalDefines if the engine accepts the command there).
If this doesn’t work you should
- let it named Manhattan Project or rename it to FIRST NUCLEAR TEST
- make it cost as little as possible
THIS PROJECT IS PAIN IN THE A.... IT IS COMPLETELY USELES THE WAY IT WAS ORIGINALY WRITTEN
- create a building or maybe better a National Wonder called NUCLEAR PROGRAM and make the ICBM dependent of it
- make this building dependent of Nuclear Plant or if National wonder, dependent of several Nuclear Plants
- NUCLEAR PROGRAM should be available with tech NUCLEAR REACTOR
REALISM : since the only nuclear unit in the game is a nuclear ballistic missile it makes sense that the First nuclear test or Manhattan project to be available with Tech FISSION because they tested a bomb there.
REALISM : in the old civ3 ICBM was dependent of Uranium and Aluminium. I think this is better since the ICBM user solid fuel similar with the booster rockets of the space sthuttle or liquid oxigen or other chemical but not oil based products ---- and has no need of Oil.
PROBLEM: The Nuclear Plant is useless since the game makes no other difference between the power plats than regarding environment (one cleaner than other).
RESOLVE: Make the Nuclear Plant creating an increase in the production of the city with an 25-30% similar to Forge or Factory. Like in the older civ2-3 game.
BRAINSTORM: can aerial units be created to have a very powerful bombard capability not using the nuke script in the game with high collaterel dammage and with the nuclear explosion annimation simulating nuclear bombardament. This unit could be used as nuclear unit until ICBM and later on the B2 Stealth Bomber in the game. This kind of unit will bring even more realistic WW3 fighting in the game.
I will try myself to create such a unit. Anyone who can help is welcome
This is all I could came up today.
Best regards
Vladimir
Lachlan Mar 09, 2006, 05:00 AM Houman, can you make planes do as in Civ 2 ?
In Civ 2 , planes attacked simply units and cities like a melee unit ...
If you extend the model of gunship to all air units ?
candeavladimir Mar 09, 2006, 06:12 AM In my last post on page 8 on 08 March I raised a lot of problems.
This is how I've resolved them:
FINNALY I GOT RID OF STUPID MANHATTAN PROJECT
(this was done by erasing it from the ...projects.xml and setting the ICBM and Bomb Shelter tags <special> to NONE )
REMOVED PLUTONIUM
ICBM Unit
Requires:
TECH: NUCLEAR REACTOR & SATTELITES
(the nuclear balistic missile program started in USA and Russia after the russians put Sputnik into space)
BUILDING: NUCLEAR SILO - NUCLEAR PROGRAM (National Wonder)(1 Nuclear plant)
( the ICBM unit requires the Nuclear Silo building. Beause of the fact that a building is required by a unit, you have to build that building in every city so I used a National wonder NUCLEAR PROGRAM to generate in every city a Nuclear silo (which is depending of the Nuclear program to be build). Due to this linked dependance in the game the ICBM and Nuclear bombers appear to be dependent of the NUCLEAR PROJECT in the civilopedia and thech tree.)
RESOURCES Uranium & Aluminium (ICBM uses solid fuel similar with the booster rockets of the space shuttle or liquid oxigen or other chemical but not oil based products ---- and has no need of Oil.)
Nuclear Bomber
Requires:
TECH: NUCLEAR REACTOR & Flight
BUILDING: NUCLEAR PROGRAM
RESOURCES Uranium & Oil
STRENGHT 1000
COST 810 hammers
RANGE 9
OTHER 100% City bombard & 85% Unit bombard up to 10 units
25% evading capability
Stealth Nuclear Bomber
Requires:
TECH: NUCLEAR REACTOR & Flight & Composites
BUILDING: NUCLEAR PROGRAM
RESOURCES Uranium & Oil
STRENGHT 1000
COST 1500 hammers
RANGE 15 (also modified on Stealth Bomber)
OTHER 100% City bombard & 85% Unit bombard up to 10 units
70% evading capability
PLEASE anyone know how to modify the art files in order to change the animation of the Nuclear bombers to appear like a small nuclear mushroom ?
NUCLEAR PROJECT National Wonder
Required for every civilization in order to produce nuclear weapons
Nuclear Plant
Added +25% production (to makeit more attractive because there was no point to build it since it produced the same amount of energy as a hydro or solar plant and had a Meltdown probability)
Bomb Shelters -35% nuke damage
(do you know any nuke bombshelter in your city in case of nuke attack? Don't think so...)
Bunker -50% bomb damage (too little capacity)
SDI -increased cost to 3000 hammers
Worker Modified scrub fallout to be availabe with MORE TERRAFORMING (there is no tech alowing cleaning of radiation)
The Nuclear bombardment ratio in the game have been modified in a realistic way so now when a nuke strikes:
- brings to 1-2 pop a previous 15-17 UNPROTECTED City
- brings to 5-7 pop a previous 15-17 PROTECTED City (Bomb Shelter)
- 70% fallout
I've played the modified game up to almost the end on a standard map with 8 computers.
In the end I've launched a full scale nuclear assault nukeing almost all the cities on map.
IT REALY BROUGT THEM TO STONE AGE
Looking at the map with the cities almost unpopulated, lots of fallout and a few modern military fighting fiercely , no posibility of building realy advanced units, it realy was like after a real nuclear war.
I've attached the final zip file of the mod.
Instalation: just unzip with path in the ...\mods\realism\assets\xml directory
Only for REALISM 0.64
Hope i've archieved all the files . If any error appear during mod loading it means I've forget to put a file. In this case post a reply
2nd EDITION
I found a bug regarding the required NUCLEAR PROJECT being a national wonder you couldnt build it anywhere else and so you were restricted in building ICBM in one city. I've corected it by introduceing the Nuclear Silo as I described in the first part of the post in the ICBM section
I've reloaded the corected version
Regards
Vladimir
Lachlan Mar 09, 2006, 07:38 AM @ Houman and all followers of this famous mod !
Houman, can you make planes do as in Civ 2 ?
In Civ 2 , planes attacked simply units and cities like a melee unit ...
If you extend the model of gunship to all air units ?
More idea : The Stealth Fighter could move 20 tiles with obligation to return to a friendly city before the end of turn, power of attack = 25 but vulnerability to SAM and can shut down Stealth Bomber (which can stay in air during only one turn before come back friendly city) ...
Sorry, i'm a few confusing, but i hope that you understand it :goodjob:
Houman Mar 09, 2006, 08:28 AM @Vladimir,
Sorry for the delay.
I have already solved the problems upon your suggestions. I will check your new MOD though if there are any difference and will let you know.
The way I solved it is that ICBM requires a Nuclear Enrichment Lab.
If you build the Manhatten Project, it will give you free Nuclear Enrichment Lab in evey city and makes you much stronger that way, rather than building single NELabs by yourself in each city.
The Manhatten Project is deleted too.
@Lachlan,
I will consider these ideas for next version. :)
Houman Mar 09, 2006, 08:35 AM GOOD NEWS
It is almost finished.
I can probably finish it on Friday. We have lots of new things!!!
I need 6 testers!!! But reliable testers no leechers who just want to play a beta. I need testers who follow my test plan and report me the bugs.
If you fail as tester, you will be on my blacklist. No further beta testing in the future. ;)
Tester 1) Play as Inca or Aztec - Strive for Buddism - Use Inquisitor
Tester 2) Play as Mesaponanian - Strive for Zoroastrianism - Use Inquisitor
Tester 3) Play as European - Strive for Christianity - Use Inquisitor
Tester 4) Play as Arab or Egypts - Strive for Islam - Use Inquisitor
Tester 5) Play as American - strive for Judaism - use Inquisitor
Tester 6) Play as Mongols - Strive for Taoism - Use Inquisitor
Everyone has to play on the given Worldmap.
Houman
Superfly Mar 09, 2006, 09:39 AM I just wanna play the Beta, please give it too me :lol:
:rotfl: :rotfl:
I'm not sure that I'm gonna have the time for testing, but I'll give it a try. I'll just cut some hours of sleep..:sleep:
Nightravn Mar 09, 2006, 01:29 PM Put me down for the Americans
candeavladimir Mar 09, 2006, 02:46 PM Hi Houman.
No problem I understand you have a lot of work.
I know you dont have time and you get a lot of sugestions but PLEASE take a little time and read carrefuly the post in which I explained in detail exactly what modifications i've done. This is for not loosing anymore time.
I did the same thing as you NUCLEAR PROJECT national wonder- NUCLEAR SILO in every city
Althow this is not so important and I dont want to impose my opinion I think the best names for those are:
NATIONAL NUCLEAR PROJECT and MISSILE BASE
those names make sense in the realistic way
I also added 2 units The Nuclear Bomber and Stealth Bomber
Please take note that I moved the SCRUB FALLOUT to More terraforming. This is very realistic and crucial for the realism of the game along with the fact that I've increased the fallout coverage.
Also take note of the increased nuclear damage in order to make the explosions more realistic.
As I've wrote in the last post I've tested the effects very carefuly and they are very realistic
Regards
Vladimir
Houman Mar 10, 2006, 12:29 AM Thanks Vladimir,
No problem, I will update the mod.
I have produced the new video for the new religion last night . It took all night. Only one task is left for today.
I might get the release done for beta testing tonight or tomorrow morning. (GMT 0) The American testers are lucky, they might still get it on 'Friday'. ;)
Regards
Houman
Houman Mar 10, 2006, 07:43 AM @Vladimir,
I am right now implementing the Nuclear final.
1) Why do you give a Nuclear Plant +25% more production. Nuclear Plants only produce power. Like any other source. The do not increase the production in the city. The only advantage of it is that you don't need oil or coal what is cleaner. I don't see any realism here.
2) Manhattan Wonder or Natioonal Wonder?
Solution 1) Maybe it would make more sense to make the Nuclear Silos builable even without the Manhatten Project. The Manhatten Project as a world wonder lets you make the Silos for free in EVERY city. That makes you strategically very powerful as the first one who accomplished Manhattan Project. However everyone else should still have the chance to build the silos - but more expensive and it has to be built in each city. Usually the border cities are weaker and has to build a Silo before ICBM makes it even harder. The one who strived for Manhattan Project will get a higher reward in this sense.
Your Solution) You make the Manhatten Project a national wonder and the Silos are dependent on it. In order to build the ICBM everyone has to strive for one Manhattan Project. After the completion each of your cities would get a free Nuclear Silo.
The problem with this solution is that the first one who invented the Manhattan Project won't be rewarded at all.
You know what I mean? I guess Solution 1) gives more the feeling of competition.
I liked your idea though with the nuclear bomber and nuclear stealth bomber. However the way you have programmed them...well..you made Terminators. One of them and you will the war. In reality these bombers are not that strong either. One of the older Stealth bombers got even shot down in Yugoslavia War and the Americans called it technical failure to not loosing their face.
There is a variable called <iNuke>-1</iNuke> If you set it to 1 or higher the unit should be able to do Nuke damage. I have to test this though.
However we need a different model or at least a new Skin for our new bomber. I am afraid we have to see them in the next version.
Despite that, I have taken all your Building Names and values but the discussed above.
Thanks for input
Houman
malga Mar 10, 2006, 10:49 AM @Malga,
LOL
be Patient my dear. I always respond to everyone, no need to shout. ;)
I always need a hand and would appreciate your help.
However we have a MOD philosophy of realism. It took me one week to balance all the Units we have here. I cannot add all the new Units all at once in this mod without new planing. Step for step we will do it for future. ;)
Removing the new resources from Greenmod is impossible to mention in one post. You have to do lots of changes to remove them. Please understand this is a mod based on many wishes. I cannot modify it everytime for one single taste. ;)
Kind Regards
Houman
SORRY for my bad post.. I hope you don't get angry with me..:cry:
Yust let me say that I don't want you to modify the mod FOR ME.. I only want you to write me NAMES OF FILES I have to modify..
I think it wouldn't be so difficult, because I don't think they are SO much..:goodjob:
Now an ask: why do you leave saltpeter now that you have sulphur from greenmod? In my opinion it's not so realistic..
I also have a mod idea: what do you think about nations whitch changes the leaders DURING the game? It would be very realistic.. For example every time that a nation changes its governement (or religion,social order) there is a 5% of possibility that the nations change its leader..So you can find a paceful nation whitch become aggressive, or an aggressive one who become paceful..
It would be very great; and also very difficult to do, I know..:(
MALGA
Drew77 Mar 10, 2006, 12:49 PM "More idea : The Stealth Fighter could move 20 tiles with obligation to return to a friendly city before the end of turn, power of attack = 25 but vulnerability to SAM and can shut down Stealth Bomber (which can stay in air during only one turn before come back friendly city) ..."
Sweet
Lachlan Mar 10, 2006, 01:01 PM Cool i gained a supporter :)
Did you played Civ 2 ?
candeavladimir Mar 11, 2006, 03:11 AM Hi Houman
I'm sorry I didn't reply you sooner I was busy hope you can still use my advice.
You are somehow right. Let me see if we are not confused about the oher ideeas:
MY IDEEA:
NATIONAL NUCLEAR PROJECT (national wonder) --- gives --- free NUCLEAR SILO
YOUR IDDEA:
MANHATTEN PROJECT (world wonder)--- gives for builder -- free NUCLEAR SILO in every city.
Everyone else has to build a NUCLEAR SILO in every city in order to build ICBM
YES I THINK YOUR IDEEA IS BETTER
-increase the cost of SILOS and make the dependable from a NUCLEAR POWER PLANT
NUCLEAR POWER PLANT
1 COAL PLANT - produces energy with COAL ---> POLUTION
2 HYDRO PLANT- produces energy requres river ---> CLEAN
3 NUCLEAR PLANT - produces energy with Uranium ---> CLEAN with RISK OF MELTDOWN
4 SOLAR PLANT - produces energy at no requirements ---> CLEAN
At this point there is no reason to build a nuclear plant. Why? Because:
I aply the following staregy:
I play with Mongols who get a +to health.
I Build coal plants and get no significant polution
Then I go for the THREE GORGES DAM ----> CLEAN ENERGY
Even if I cant build the 3GD the polution is insignificant and I can resolve and wait for SOLAR PLANT
A NUCLEAR PLANT is a major enterprise for any medium country it is build with great efforts and provides a lot of energy compared with the other plants. In the way the game is now you have only disadvantages from it.
I STILL THINK WE SHOULD MAKE IT MORE ATTRACTIVE BY ADDING YHE +25% BONUS
Regarding the bombers:
- they are not so powerful as you think. At one stryke it will damage a group of units to a max 84% to one unit other taking decreasing damage
- they are still very vulnerable to AA defense excepting the B2 (got one Nuclear Bomber shoot down by a sam inf who attacked the plane which passed by it and if you have 2-3 fighters over the city the bomber gets his arse kicked)
- this will stimulate the use of AA defense in the game
- We should however increase the cost of a Nuclear Stealth Bomber as in reality it cost 2 bilion USD a piece and yes as in reality it does brings hell when it comes
The unit is far from completed it was for demo purpose. I stil want to simulate a nuclear mushroom when it bombards and of course new textures are welcome.
By the way I know how to work in 3d Studio Max a little I understood it can be used for altering the units design. Can you tell me how?
HOPE YOU HAVENT FORGET TO MODIFY THE FILES (nuke power fallout etc)AS I ASKED YOU WHEN YOU HAD IMPLEMENTED THE MOD
Regards
Vladimir
Houman Mar 11, 2006, 09:46 AM @Malga nice idea. We will try it in the future releases. And yes I still love you. ;)
@Drew and Lachlan, I will see what can be done.
@Vlad, great!! We are almost there. I need now testers. :)
Houman Mar 11, 2006, 09:47 AM Info to Version 1.7 updated on Page 1
jeffdawgfan Mar 11, 2006, 03:41 PM If you are still looking for Beta testers I would be happy to do so. I am bed bound for two weeks following knee surgery and about to pull my hair out in boredom. I would be happy to test out.
Perfect_Blue Mar 12, 2006, 12:53 AM Yep yep, I see the new info...Where's the download link? I wanna play:cry:
Houman Mar 12, 2006, 05:53 AM Alright everyone,
Sorry if I don't quote you guys individually. I love you all and read your posts. The schedule is tight.
All those who volunteered for Beta testing, will receive a link in about 4-5 hours from now.
I have added BADR historical Flags & Colors this morning. :) I have improved it a bit too. The Persian Flag do not contain the Zoroastrian Symbol of Farwahar. I think it is important taking those historical Flags that do not associate the Country with a certain religion. Otherwise it looks weird in the game, if the player goes for Buddihsm and has a Zoroastrian Symbol on the flag. I took the oldest Persian Flag instead with a Golden Eagle on a white background. There is also an alternative Flag (Kaveh the Backsmith) banner in the folder, if you wish to change it. A problem are the Arabs. The Arab nation was pretty much unknown before Islam. I don't know how I could make a non-Islamic Flag for them...
@Vladimir,
I did some more research about it. Alright I made the Silos dependent on 1 Nuclear Power Plant in your whole empire. Thats enough to provide the enriched Uranium for making the Silos and later the ICBM.
If you go for Manhattan Project, you need the Nuclear Reactor in the same city before you can build the project. But then after completion you would be able to build for free a silo in each city for free. :) A silo costs 500 now Manhatten costs 1500. Maybe I should make Manhatten 2000. I don't know yet. Test will show, if Manhatten is too powerful I make it 2000.
I have also tested your idea with Nuclear Bombers. It is indeed possible to make the Airplanes nuke a city. But after the attack the nuke kill the AIrplane as well. haha So again not realistic. We can not develop other atomic weapons beside the ICBM. For this reason I chaged the pre-req-tech for ICBM from Satelite nack to rocketry. Until we find a solution. We would have needed new skins for the models anyway. So this goes to a future release.
Your other point about the Nuclear Plants. I see your point. I did the same in CIV II and waited for Solar Energy straight away.
I remember this topic being discussed in the university. In reality making such a Solar plant in order to satisfy a city's energy is almost impossible. Not every country has so much sun shine and the African countries are too hot. The temprature would destroy the solar energy pieces. SO you need cooling that again costs energy. Our technology is not there yet.
A way to make this more realistic is not iving the Nuclear powerplant 25% boost to production. This is alot and will unbalance the game. Rather I would make the SOlar Energy like in real life too expensive. Much more expensive than the nuclear power plant. This way the player has to think twice to pay the price for a healthy natural energy or a nuclear power plant. Having a Nuclear plant means having earlier on higher production with less dirt however with the risk of melting down. This is more realistic, since the power increases the production anyway.
This is what we have now:
Coal Plant cost 150
Hydro 200 (restricted to City with River)
Nuclear 250
Solar 300
I suggest making Solar 450. This is now the situation:
PLayer can build chip coal plants: problem too dirty.
Hydro is more expensive and a good idea, but the city needs a river. Most cities do not have this privilige though.
Later the player can build the even more expensive Nuclear power plant, which is clean. But it has a risk of meltdown.
Or he pays somuch as like a hydro and nuclear plant together for making a solar, that is clean and not dangerous. This is fair!
@All
The map is finished with new units placed on (in Native territories you would see Native Warriors + borigines in Australia. I did also some marginal terrain improvements + placement of 6 new resources in the world. It is nice for trading and makes it more interesting.
I just have to work a bit on one unit skin and two building skins and then I am finished. Boah...
Now I need to go and buy some groceries....
Cya soon,
Houman
Lachlan Mar 12, 2006, 06:36 AM Did you received my pm ? I will be happy :)
Houman Mar 12, 2006, 08:22 AM Lachlan,
if you play as Incan or Aztecs you are my man. ;)
I need someone to test the Native Americans.
Wiz Mar 12, 2006, 09:29 AM Sure, I'd love to test it for you. Native Americans sound fine!
Lachlan Mar 12, 2006, 10:48 AM Ok i will play Aztecs, i'm your man ;)
Level of difficulty wanted ?
Speed wanted ?
thamis Mar 12, 2006, 11:22 AM Is it ok for you guys if I release the file in RAR instead of ZIP?
WINRAR (http://www.rarlab.com/rar/wrar351.exe)is shareware and makes the file 2 MB smaller than ZIP, which is good for my bandwidth, when so many are downloading the mod.
What do you think?
Thanks
Houman
I can only recommend 7-zip (http://www.7-zip.org/), which (on ultra compression) makes the file another 33% smaller than WinRAR... and it is self-extractable.
Houman Mar 12, 2006, 02:36 PM Guys you blew up my Website. 5 GB are already transferred only for Realism Ver 0.64 :D
I have no more traffic bandwidth free for version 0.70. Stop downloading. hehe my provider is going to charge me now, damn...
@thamis, thanks for your tip. It comes very handy. :)
Everyone else who volunteered for BETA test is in. we should be now 5 or 6.
Sorry for delay. I have reskinned two new Missionary Units for Zoroastrians and reskinned already their huge Shrine too. Only one more building is almost finished and then we are there....damn I have to cook too, I am hungry... What a weekend, considering I met a hot blond girl two weeks ago, I should be working on a relationship, but what am I doing here? For god's sake... :D
Houman
thamis Mar 12, 2006, 02:51 PM http://www.filegone.com/ ;)
Houman Mar 13, 2006, 04:06 AM ok, finally it is inished. I still have to finish one or two buttons and work a bit more on some builing skins, but hey at least the beta testers can play the game.
Only problem, my providor has cut down my website. Bloody 1&1... the filegone.com takes ages and nothing is happening... :(
As soon as I have the file up I will send the file to the Beta testers...
Houman
Jeppson Mar 13, 2006, 07:56 AM when i play this mod and create a new world almost evevy tile is grassland.it only happens with this mod
Houman Mar 13, 2006, 08:27 AM Can anyone confirm this problem Jeppson has?
Thanks
Houman
Houman Mar 13, 2006, 08:51 AM Realism MOD 0.70 has just gone BETA 7 and has been sent to the testers.
Please test carefully and send me all the bugs clearly. Test the Religions and Inquisitors. Pay attention to AI and its strategy. Play in the usual game difficulty you are used to play.
Please do not forget reporting me good and bad news, I would like to release it before the Iranian New Year's Eve on coming Saturday as a spring gift to the whole community!
Good luck and have fun!
Houman
Lachlan Mar 13, 2006, 10:21 AM Problem downlaod rate is 300-400 octets/sec it would take 3 hours
Any problem for you ?
I Aztec !
AvianAvenger Mar 13, 2006, 11:16 PM when i play this mod and create a new world almost evevy tile is grassland.it only happens with this mod
I think i experience a simular problem, i set the world settings to random.. usually for a terra map, but all i ever get is the same temperate / medium sea level settings, every time. Im not sure if its the mod or the game... but i would really like those settings to be random.
---
First up... excellent mod, i egerly await the new version.
Here a few things that also annoy me, which you may or maynot want to take into consideration as well. (im on nobal difficulty)
- barbarians using technology that hasn't been researched by any civ yet, mainly chariots and swords man... when all ive got is a warrior or archer, in otherwords for uncivilised men they're sure are quite technologically advanced
- going broke so easily, i was having this problem a while ago where if i built more than two cities i started to go drastically broke... to the point where no one could get any research or work done, maybe workers should drain food rather than gold (or possibly have this as a boon for communism).
- religions, certain religions should not be so far down the research line... it would be good if all civs had a equal chance to research them, possibly have them with no pre-req's(& not a pre-req for other techs) & researchable at anytime
... anyway, thats just a few idea's ignor them if you want.
jeffdawgfan Mar 14, 2006, 08:00 AM Houman,
I am posting here so other beta testers can compare notes. If you would rather have them as emails please let me know.
Early impressions
First game...
Played Persians, got wiped out early by barbarians from babylon with archers in the first 50 turns of games. (admittingly I had sent my solitary warrior out for scouting and had unprotected city but thoguth was rather early for barbs to have archers.
Second game...
Playing Spanish, doing well...up to about 420 BC now and just discovered Christianity. Nearly have French cleaned up and I have Morrocco and Libya areas of North Africa. Following notes from this game.
*** Even though Spanish start with mystism and I made beeline for priesthood I was beat to Hinduism by a good 12 turns. Rome founded Buddism.
*** I started game on my 1.6ghz laptop with 1gb of memory. Was unplayable by 800BC. Turns were lasting a good 6-7 minutes even this early in game. I switched to my desktop (OPTY 165 at 2600mhz, 2 gb memory, NF 4 Ultra board) and at around 400 bc the game is alreday putting a strain on the computer. Turns 3-4 minutes. On version 0.64 it never takes more than about 45 seconds for a turn even late in game. Not sure why the slowdown. Possibly all the additional barbs and civs???
*** Somehow had contact with Washington in 628BC. Not sure how as only galleys were available. Maybe he had a galley at Iceland and Elizabeth had one in shetlands and they could see each other??? This needs to be addressed to prevent contact until caravels are available.
*** I like the promotions available in 0.64 but there are way to many now for very young units. It seems every unit out there has 3-4 promotions to start with. This defeats the purpose of going to Theocracy and Vassalage for me any way. I have to sort though my stack of units to see which to attack wiht now when before the optimum unit seemed to always show first. I also think the Ai doesn't know how to use some of the new ones very well. All of its units are geared for offensive tactics and are easy pickings when you are attacking the AI. I learned eary to sit in the woods and let them come across open ground to me. That is rather historical but AI units defending cities never seem to have defence promotions.
More to come....So far, except for promotion thing I like it though.
Lachlan Mar 14, 2006, 08:38 AM I'm playing aztecs but i see that ai turns are far more slow...
I play this map in regent level and barbarians are already mostly wipped in few regions
Houman Mar 14, 2006, 10:12 AM @AvianAvenger
Someone needs to have a look on the world generator. Perhaps this was modified by Jmy predecessor in a way to improve it. I hope it is not broken. Is anyone able to provide a fix? I really need a hand here guys.
The Barbarians are actually civilizations like in real life. If you check the definition Barbarians under the civilopedia it says the same. Greeks called everyone Barbarian who doesn't speak your tongue. In the realism game we made it even possible for them to research and build whatever they would like. Since they start usually with a little villiage and few units, they might have an advantage in the early game. This good from two points:
1) Players cannot expand so fast. They have to think and be careful. Like in real life! Since you cannot have diplomatic relationship with Barbarians. Thats the only difference between the, They are agressive and would always attack you. The times where you keep your city unattended and send your army to explore are over. ;)
2) Good commanders like Cyrus the Great were able to start or mobilize their Civilization against an existing and stronger Civ. And he was able to capture them. So did the Romans with Gauls and Germans etc. It is the challenge and the situation becomes even more challenging in the new Realism Worldmap. ;)
- Workers should drain food instead of gold? I need to think about it...
- Religions have completely changed in the next version. ;)
have fun
houman
Houman Mar 14, 2006, 10:33 AM @jeffdawgfan
Yes please share everything here. It is better to compare the results. Thanks for the detailed report.
- Shame on you, you played as Persians and left their Capitol undefended? ;)
I am glad the AI kicked your butt in this case.
- This bloody AI, it should be immpossible to cross the Atlantic ocean. It should even not be possible to do it from Greenland (on purpose) How did Washington get to Europe? :( You were playing our Worldmap right? Thats weird...
The slowdown wasn't an issue for me yet. Laptop 1.7Ghz, 1Gig Ram. You haven't played the World map before. Maybe this is a new experience. BTW CIV4 makes the whole CPU and Laptop quite hot. You need extra Laptop coolers or it will lag. Thats normal.
The bloody promotions...yeah v0.8 is totally overexaggerated. But there were some improvements (Fort) and bug fixes compared to v0.5. But you are right, we need to redo them. I will take care of them and delete the unrealistic ones and make them again as powerful as in 0.5. He made all the promotions 35-50% stronger. That unbalances the game again too much. :(
your last point is my fault. hehe. I have made AI more aggressive. 2/3 of Units that were before there only for counter attacks and attacks are now City attacks as well. It means, if it comes to War, AI will try to wipe you out. It seems you had a better strategy though. Do you think that the new changes makes it easier than before? Were you more challanged before than now? (Same difficulty level?)
Thanks for report
Houman
Houman Mar 14, 2006, 10:35 AM @Lachlan
Regent Level? Isn't Regent below Noble? I thought you are a Civ veteran! ;) Just teasing you. But Regent is really too easy, thats why Barbs are wiped out.
How are Americans an Incas doing?
Houman
Houman Mar 14, 2006, 10:43 AM @All,
I had to add two more things. But these are the last ones. I am not accepting anymore suggestions for next version. I need some sleep. :)
I have added the Second Unique Units for each Civ. :)
I only have to balance them out to match the other Units, give them the proper resources req. etc
Only problem: The Persian Knight and Teutonic Knight have both religious signs on their shield, cloth. I have to dye it, god damn it. That takes some time again.
The last improvement I am going probably to do is the Regiment mod as an OPTIONAL one. I provide two versions.
I have already reskinned the Magi and Dastur priests for Zoroastrians and reskinned the Zoroastrian Temple and Monastry too. The Cathedral was already done by Abbamouse. i have finished their Shrine as well. Only one single color improvement is left. Button for inquisition building is done too.
Last but not least, the new promotions are too much and too unrealistic. I need to iron them out. :( never ending story...hpefully i can finish it for this weekend as planned....
Houman
Lachlan Mar 14, 2006, 11:53 AM @Lachlan
Regent Level? Isn't Regent below Noble? I thought you are a Civ veteran! ;) Just teasing you. But Regent is really too easy, thats why Barbs are wiped out.
How are Americans an Incas doing?
Houman
No i play Noble :) But i talked of "Regent" for 50/50
My Aztec Empire is well develloped i have same level of tech of two others, pratically all my cities were founded with a Tenochtitlàn settler, i created a "Panama canal" with a city
My empire is the smallest score, i have not made a war for the moment, but my towns are well develloped
follow more later, i continue
jeffdawgfan Mar 14, 2006, 11:56 AM @Houman
I have been playing World Map and have played the 0.64 map also. Thus I do think the game is slowed down, but not unbearably so. I am playing the prince level and the Barbs are fairly agressive though by 420BC they are getting pretty thinned out. Egyptians, Russians, are the dominant ones at moment... pretty typical since they have much room to expand. Except for the promotions, it is going well. Being ex-military I always hated when units or soilders recieved promotions or medals for doing nothing:D
Lachlan Mar 14, 2006, 12:48 PM Sorry, it was more and more slow and difficult for my pc ! :eek:
I ship the saved game : i cant because file > 500 Ko :mischief:
I will replay later, pfff
With an another Civ if you permitted it
My PC is a PIV monocore 3.4 Ghz, 6600 GT 128 Mo and 1024 Mo DDRAM 533 Mhz Samsung, i don't understand !
Houman Mar 14, 2006, 01:08 PM Ok, I had a look on the promotions while sitting in the metro. Actually his idea isn't bad. He didn't throw everything together; the new promotions are going strict in one direction.
Combat, Attack (less defense), Defense, City Raid, City Garrison etc.
One thing I am fixing now are the values. They are way too high. This would bring up the civ2 effect where a Spearman could kill a Tank again. ;)
I am making them weaker like v.0.5. But there is nothing I would like to delete completely.
Having more Attack, makes you vulnerable to Attacks too (less defense in every tile).
Jeff, you as an ex-military: What would you suggest to make them more realistic? Have a look on the Promotions.txt in the Main folder. It lists all the Promotions, Traits and Perks with the values.
Remember I will make them weaker. 15% -> 10% etc.
Thanks
Lachlan, your computer seems to be strong enough. Why is it that slow? Have you installed the most recent Video driver and sound driver?
If you guys think the world map is too slow, then I should probably forget implementing the optional Regiments Mod. :(
Or we need a smaller world map...
Where are the other testers? Guys comments!!!
Thanks
Houman
Superfly Mar 14, 2006, 01:13 PM Someone needs to have a look on the world generator. Perhaps this was modified by Jmy predecessor in a way to improve it. I hope it is not broken. Is anyone able to provide a fix? I really need a hand here guys.
@Houman
Did you use the generator provided by me, in an earlier post?
Houman Mar 14, 2006, 02:04 PM @superfly,
Yes I have. Do you think its faulty?
Superfly Mar 14, 2006, 02:56 PM I had a look at the Map generator. It looks ok, and works fine for me. It gives a varied map. So I don't know why some of you have problems :(
AvianAvenger Mar 14, 2006, 03:41 PM Someone needs to have a look on the world generator. Perhaps this was modified by Jmy predecessor in a way to improve it. I hope it is not broken. Is anyone able to provide a fix? I really need a hand here guys....
My worlds generate fine, its just the random settings that doesn't seem to work.
- Workers should drain food instead of gold? I need to think about it
Or at least make them not be disabandoned whenever theres no money.
I think i just realised what it was that was costing me so much gold, i was playing around on lots of tiny sized map's. The upkeep/distance penalty is increased dramatically on the smaller maps. on a tiny sized map with two cities the maximun research without gold loss was about 65%.
Perfect_Blue Mar 14, 2006, 04:39 PM Alright, some initial things I've noticed then, as well.
When I modify the civ.ini to auto-run the mod, it works the first time and fails every time after. I get this error.
AppName: civilization4.exe AppVer: 1.5.2.1736 ModName: cvgamecoredll.dll
ModVer: 0.0.0.0 Offset: 0012447a
If played by going in and selecting the mod from the in game menu, it works fine.
Playing as the mongols, right from the get go Delhi's (India's capital) tiles were exposed to me. Not clearly, but that lighter fog of war (not the black stuff). 9 tiles and 1 more to the bottom right were showing, but no contact with India was made until a scout showed up a few turns later.
Just a note, on the world map there is a piece of road southwest (bottom left) of Karakorum (mongol capital). Nothing I really cared about, just noticed it.
As for the Barbs, their flag is blue now (not sure if that was intentional). I like their new setup, much more 'realism' :), but I have to agree with everyone, the traits are too much! I ran in to a barb warrior, right out of the gate (15-20 turns) and he had ~8~ promotions. Frigging 8 promotions!? Talk about making aggressive useless. Oh, and just to chime in some more on them, ;) they are way too overpowered. All posts considering toning them down would do well. The promotions are simply ridiculous. But man, I do love those barb civs.
As for other things noticed on the world map...It is an awesome map, but I too am experiencing slowdown problems, and its waaaay to early for that to be happening. I think it must be the barbs. And speaking of barbs, although I don't have to deal with it myself, I noticed South Africa has over 20 barb warriors just running amok. No other place on the map is like that, its still early, and all the other barbs are holed up in their cities.
Well...yeah. That's what I've got so far. The world map slowdown is a shame...maybe it can be modified for any number of civs; that way one could cut out an AI or two to make room for all those barbs? I don't know, but I do know that the map itself and the barb civs are really cool. My favorite feature thus far.
Least favorite feature; easy...those promotions! :P
Houman Mar 14, 2006, 05:26 PM @Perfect_Blue
Thanks for your report. Meanwhile a new version of the realism map came out. I need to place the 6 resources again etc anyway.
One big problem is, I don't know if you have the problem too or not, the player colors and flags do not get updated. For some odd reasons this only happens for generated maps but not the worldmap we are using.
It seems as the world map is storing the player color and all flags into the file. I have already asked the the guy from historical flags mod, yet no answer. It is a shame since the flags look really amazing...I dont understand what the problem is.
Barbs should have been black. Damn... :)
The biggest problem of the traits, comparing version 0.5 vs 0.8 is not the amount of them. They haven't significantly changed. The problem lies in two points:
1) The values are too high. Your unit could become a little god!
2) The random Nr that is being generated and given the units is too much. It should not give any promotions to any unit straight away. Why does it do that? I haven't figure it out yet, where in code I could modify that.
I have overcrowded Africa and South America a bit with more Barbs. It is unfair when the Egypts and Incas have almost a free continent for themselves for expand. In reality Africa wasn't empty to be just conquered. Neither was South America. Both Aztects and Incas have fought a lot before they could capture other tribes and expand thei Civilization.
It is true, the Barbs are more dangerous than normal players, since there is no diplomatic tactics given. You destroy them or they destroy you. :) It is nice for a change.
WHY!? Why isn't the Worldbuilder outside the game accesable? Whos bloody idea was that in Firaxis? Such a waste!! The problem we mainly have is that the map isn't compiled correctly. We modify it as Egyptians (First Civ to play) and save it then as a map.
We need good external map editors for that.
I keep working on the problems...
Thanks
Houman
Wiz Mar 14, 2006, 06:18 PM Good Day. Im your Inca tester! Lemme tell you...those barbarians are hetic as all hell. Come busting my chops...dealing with them. Anyhow..commentary.
Im Incas on the World Map, Cheiftan setting (I normally play warlord but was worried - yes I am a sissy)
Jungle removal seemed quite fast...4 turns.
There are alot of Barbs in SA. I like your reasoning, but with these random promotions some are REALLY overpowered. Most units I fight are overpowered with the new promotions.
When I've been warring with these Aztecs (whom I beat), I took their cities and recieved upwards of 400 gold a term. Interesting, not sure if that was your intent.
I managed to get Christanity. Jesus Mary and Joesph, the Crusader unit is powerful and looks awesome, overpowered tho? Not sure.
On a couple of turns I was supposed to lose gold...but never did. Might want to look into that.
I notice minimal slow down, but the map is EXCELLENT, and the mod so far (its 556 BC) is AWESOME.
AvianAvenger Mar 15, 2006, 12:38 AM WHY!? Why isn't the Worldbuilder outside the game accesable? Whos bloody idea was that in Firaxis? Such a waste!! The problem we mainly have is that the map isn't compiled correctly. We modify it as Egyptians (First Civ to play) and save it then as a map.
We need good external map editors for that.
It's more of a cheat tool than an editor, lol. I think they may have been trying to take off the idea of the in-game editor in Rome:TW.
Personally i would prefer a 2d editor outside of the program as well.
Are they're any external map editors out there? I've been trying to make some maps but the in game editors buggy... it leave unfavourable looking marks in the terrain (when messing around with coastlines & misc).
Houman Mar 15, 2006, 02:51 AM Alright guys,
NEW PATCH for Beta testers !!!!
I found the responsible piece of Python code for the Extra Promotions. From now no created unit will get random promotions. :)
Here is the patch for the Beta testers (Assets.zip), please copy the Assets folder into your Realism folder and overwrite the two files. You don't need to restart your campaign just continue your game as it was.
Please report the changes and your game experience. The Promotions are less strong and no unit will get promoted on creation.
I would like you also to test the Mujahid Unit. To have to convert to Islam (No worries just in game ;) ) and try out this unit.
The Mujahid Unit is less strong than a Cataphtract, however it is the only Unit in the game that can have the Fanatic promotion. This promotion makes him as dangerous as the Crusader with one main difference. While the crusader is specialized in taking and pillaging cities the Mujahid is specialized in killing enemy units.
Please try it out to play as Mujahid, and if possible try also to counter an AI with Mujahid units. It is possible to counter both units...no worries. But you have to find it out for yourself. ;)
Thanks for testing
Houman
Nightravn Mar 15, 2006, 08:01 AM ello mates.... American tester here.... things are going good but like the other testers said the promotions were a little whacked so I'm glad you fixed that Houman. As Georgy baby I found my self hemmed in by 2 barb cities that were not much of an issue until the Mighty Montezuma comes a knocking and takes both of those cites just as I was gearing up to do the same. What was slowing me down was that the copper was a little far way from my starting position and didn't get it until my third city. Lucky for me the turn I got it hooked up was the turn that good Ole Monty declares on me and not before. So I pop rush a Axe to protect myself and proceed to turn on the war machine and spank him royally. Several 100 years later I am proceeding to take his capital and have pretty much taken control of north America.
I founded the religion Buddhism and have access to the Inquisitor Unit which I will test out once I have some other religions around. The only issues that I have found so far is that the game is a little slow especially for the early years that is it and with some of the resource placement. The starting copper is a little to far off but it is not a deal breaker though what is a problem is that in the southwest US there are a lot of desert/deserthills and some peaks but no floodplains along the river and NO food resources making the area uninhabitable.
BTW what's with Barb warrior standing on Goody Huts? Talk about ruining a Scouts day and as anyone els seen any animals? Are the gone because we start with a bunch of barbs?
Washington has a lot of room to grow But allot of the land is semi-useless in that is either peaks, dessert or tundra. So naturally I am going to have to take over All the America's so after finishing of the Aztecs it is on to the Inca's.
P.S. Playing Noble Level.
Perfect_Blue Mar 15, 2006, 09:11 AM I haven't seen any animals either, now that you mention it.
Wiz Mar 15, 2006, 11:39 AM Playing, and still going wel. As an Incan alone on two continents I find it hard to gain other religons or use your inquistor...sorry.
If I could make one suggestion, it would be to somehow allow conquered cities to keep their buidlings. I mean, it makes sense. If you conquer a city with a harbor, you're not going to destroy the habor. Perhaps something like that could be worked out?
niust Mar 15, 2006, 12:09 PM Hi.. just to let you know the flag chang have to be done in the map file it self.... open by xml editor or whatever... and the flag name to the file that you want.... try it..;)
jeffdawgfan Mar 15, 2006, 06:59 PM Houman...
MUCH better after the patch with the promotions. That made a world of difference.
I started Spanish again after patch. At 100 AD I have all of Europe and England. This due in part to crusader unit as I was first to Christianity. I really believe the crusader is a little to strong and unbalances the game. At this point I run over anything in the way. As i also founded Islam no one has that unit to counter balance the crusader. I wonder, is it possible to fix game so a civ can only found one religion. I have founded 4 Hindism, Judism, Christianty, and Islam. I think crusader strength should be lowered to 7 or 8 vs the present 9.
AvianAvenger Mar 15, 2006, 07:14 PM I wonder, is it possible to fix game so a civ can only found one religion. I have founded 4 Hindism, Judism, Christianty, and Islam.
That's a good idea but i think it would be a little unrealistic, it would be better just to make it more unlikely to happen. (im still playing v0.64 so... that might already be done)
This is unrealated to the topic but is there a way to mod the city music so that you can still hear it when your zoomed out further? What file should i be looking in for this?
Perfect_Blue Mar 15, 2006, 07:17 PM If I could make one suggestion, it would be to somehow allow conquered cities to keep their buidlings. I mean, it makes sense. If you conquer a city with a harbor, you're not going to destroy the habor. Perhaps something like that could be worked out?
I would caution against this, mainly because
1) There would be no stopping a full-fledged war machine. Destroying the buildings forces one to slow down (just a little) and drops all those culture producers, which means if one wants expanded borders, one will have to build those buildings again. This leads to my next point,
2) If one weren't forced to rebuild those buildings, then one could continue pumping out troops. The great war machine continues. Imagine this coming against you, and maybe one can see why it wouldn't be a good thing.
3) Destroyed buildings account (imho) for a lot of things, such as....
a)Looting (those soldiers want something for their efforts)
b)Collateral damage (bombarding and fighting through the streets destroys the surrounding city)
and so on.....
In ancient times, if a fire started during a siege it could bring down a lot of a city. Even up until recently, large cities have been terribly succeptible to fire. Also, one could argue that modern armies don't pillage and loot and collateral damage has been minimized. Not trying to go political, so please, none of those inferences or judgements, but just look to the recent (ongoing, really) Iraq war, conflict, or whatever one wants to call it. Even with smart bombs and laser guided weapons, there's still a ton of collateral damage, both in human lives and buildings. Also, looting is still incredible. If not by the soldiers, then by people temporarily unfettered by the state (i.e. laws).
So, though I understand we all would like to keep those buildings, destroying them does reflect issues of balance and history. So anyway, just my two cents on that.
Maybe, if anything like this is to be considered, it should be done in a scaled down manner. Perhaps destroying only so many buildings, or certain types. I'm not sure about all the issues around that.
~~~~~~~~~~~~~~~~~~~
On the promotion patch.....THANK YOU. I really do love this new world map so far. Well, back at the real gaming. :)
Wiz Mar 15, 2006, 09:34 PM Your Points are well taken.
Perhaps there could be a balnce, maybe by way of some random calculations that around half of the buildigns in the city are destroyed and the others arnt and reamin functional.
Houman Mar 16, 2006, 01:12 AM Guys, this three weeks of hard work and lack of sleep has payed back. I got tonsilitis and feel sick. Damn it. But we are very close to the gold release, so I will have now some more sleep and go back to work in few hours.
@Nightravn
I am glad, you could counter the Aztecs, despite the fact that Axeman has no jungle bonus anymore. Good job!
The Barb on the goody hut, is representing a little Indian tribe that is protecting its villige against the white man, that thinks everything goody hut belongs to him. ;)
North America has a very diverse nature. Deserts, Mountains, Hills, Green and and and. The Map is trying to represent this diversity according to the satelite pictures. Regarding the game play and fun aspects: All the American Cultures, Native and White, have the advantage of being isolated and far from the wars in Asia, Europe and Africa. These cultures can expand fast and safe. Thats why I think they don't need so much tweaked ground as such the Europeans for example. There is enough room to expand anyway and keep everything in balance.
Regarding the animals, they are definitely there in Asia (North East). But you are right, in the final Version, you won't be fighting the Barbs but also wild animals. Especially the Americans and Africans will have fun. ;)
@Niust, GOD BLESS YOU mate. Finally a solution!!!!!!
@Jeff, I am glad the patch has fixed that issue. :) If you feel the promotions still need a bit of ironing, so let me know please (Regarding their values)
And regarding the Crusader...yeah you are right. The Crusader is too overpowered. I wish I could give him the City Attack power only if the other side is not Christian. Same with the Muslim Mujahid only bonuses for attacking "heterics".
Meanwhile I will make the Crusader weaker. mabe as strong as the Roman Praetorian...with different Bonuses...Power:8
You are right about the fact, that it is quite annoying if you have discovered all the religions and nothing is left for the rest. But you would play Monarch and one below, you won't be that fast in research anyway. I find it for myself the game the most realistic in Monarch difficulty.
@Avian
Interesting...I have no idea though where it could be found. If I find it by chance I will let you know...btw is it possible to zoom in the city? Sorry for the dumb question, I never really played the game yet. :sad:
@Perfect_Blue
I am glad you liked the promotion patch. ;) Your point, regarding the city looting, is absolutely valid. There is just just problem mentioned before. You get way too much money if you take a city. Is that normal? Is that the same way in Vanilla? Or have my forerunners programed it that you get more money? Is it maybe because all this buildings get sold and you get the cash? The thing is...I don't know if this is realistic or not yet...but if you take a city and get 300 gold thats enough money to have 100% scientific research for the next 20 turns...I need your game experience in this matter guys, since I dont have any.
@Wiz
A good point...IF the function of "razing the buildings by capturing the city" is part of the Realism mod, then I would find it in the python code and might be able to do something about it. If anyone knows any tips, I am glad to hear it.
I need some recovering sleep now,
Have fun
Houman
Lachlan Mar 16, 2006, 02:37 AM @Houman, i have made few starts of game with few civs but the barbarians towns were fastly wiped out, AI was not slowed ...
I played Emperor.
I want strong Barbarians ! For challenge !
Why not an immobile militia for the first unit for the 18 civs = anti-rush !
Perfect_Blue Mar 16, 2006, 02:41 AM Just a couple more things....
1) Mathematics description is incorrect (I think), it says it gives +15% withdrawl, +10% strength, -10% defense on all terrains
2)Playing as the Great Kahn, I realized my aggressive bonus wasn't applying to my cavalry. My Keshiks start out more poorly trained than foot soldiers. Imho, the aggressive bonus should be broadened, at the very least to cavalry.
3)On a ~realism~ note; I got Buddhism with literature, but wasn't required to have meditation. Is it a balance thing? Because, as we all know, if this is to try and emulate reality moreso, then Buddhism should definately be linked to meditation as well (at least as a pre-req, anyway).
4)When I went to research monotheism it said it gives no bonuses. Does it still grant Judaism? Seems like an oddball, as it seems most techs allow you some new ability or actually help you in some way.
5)I noticed the Cataphract gets a 30% bonus against commandos...Commandos??? Is this right?
6)The barbs are just great! I love this map. I saw my first barb stack, an actual stack (5 chariots, 1 warrior, 1 archer) invading China. Awesome
N. American barbs seem to get crushed quick, quick compared to S. America, Africa, and Asia (in my experience).
7)Issy is grabbing both Hinduism and Judaism consistently. I know she's a religious hog, but is there any way to part those two techs a bit more, to give some other player a chance?
8)A Tibetan warrior killed my peaceful scout! That's just not right...pacifists, I think not :P
9)Correct me if I'm mistaken, but the attack bonus promotion (+% attack, -% defense across all terrain types) is not accurately mirrored by the defense promotion. The defense promotion gives you a +% defense across all terrain types, but no -% for attack. If there was some balance consideration here, sorry for bring it up; but if not, then the attack and defense promotions should probably be mirror opposites, so easy defense promotions aren't favored.
Anyway, just grabbed Buddhism (it's on the way to Taoism) and getting ready to try my first inquisition. Here's to it ;)
Oh, and about the pillaged gold, if I remember right (been a while since I played vanilla :)) this mod gives one much more gold than one would otherwise get. It does allow one to keep science cranked, but from my point of view, it seems to be a good thing. The small amount of gold one used to get was too small to even upgrade 1 unit. That never made sense to me; I sack a city and can't even get enough loot to upgrade 1 unit? So, I see the increased loot as a good thing. A reward for successfully warring; and as you semi-alluded too, it could be seen as a balance for all those burnt buildings.
Anyway, wooh. Glad I got that off my chest :D Great work Houman! Sorry to hear about you being sick, but the mongol hordes will not tolerate delay! Forward! Burn and move, burn and...well, you know :satan:.
Ah, my quip on immobile militia- Is it a unit one starts with? If so, what happens if one wants to settle somewhere besides the starting point? And beyond that, well, what sort of stats were you envisioning, Lachlan?
Nightravn Mar 16, 2006, 08:07 AM Houman- Yes the America's do have a very diverse nature, but that doesn't mitigate the fact that the section I am talking about in basically uninhabitable. Where in reality there are 10's of millions of people living in the area of Nevada,Arizona,New Mexico and northern Mexico. I am not saying it needs to be change drastically but I believe one or two food resources/floodplains are in order to make the land useful.
Also I believe the northern mountain range needs to be tweak just a hair as there are some areas that you can not get to and in order to get to Alaska you have to go all the way around in front of the rockies to the northern part of Canada and that is very unrealistic.
I am not talking major changes here just one or two little tweaks to make the area more realistic and playable. I am going to make a few modification and I will post the map to see what everyone thinks. I am by all means Not trying to make North America unbalanced. As for the warriors guarding goody huts well it takes one aspect of the Scouts abilities away from them. Remember there is always a chance that the villagers will be hostile and spawn a warrior so maybe that chance can be tweaked up a bit.
I agree with Blue that the Barbarians are too weak to start with and were a Push over for both me and Monty. They definitely need to be a little stronger. Once there are animals that might also help the situation a little. BTW in game it is around 500bc and Monty no longer exists and I control all of central and north America. I have My armies posed to take S. America and I just met the Japanese. Life in My America is Good!! :)
Lachlan Mar 16, 2006, 08:37 AM Yes, anti-rush unit, 5 Power 0 Movement, 1 "Militia" in each capital
==> 18 militias in the 18 capitals of the World
This unit should be an early Machigunner unit type with no movement
In "Rhye's of Civilizations Expanded" Civ3 Mod this system was adopted successfully .
jeffdawgfan Mar 16, 2006, 10:49 AM Well, I felt guilty for the AI. As stated before I was playing the Spanish. I founded Christianity and got the Crusader unit. I would definately reduce this unit strength to 8. By 520 AD I had taken all of Europe and Africa except for the jungles of the Congo where Cleo and Mansa were hiding out. Just when the other civs had started getting Maceman to slow down the crusaders I got the Conquestador and the game was turning into a route. I have notice that the game actually spe up as i went. I am positive that the inital slowdown was due to all the Barbs....which is ok I guess as it balances the game. Whoa be to those with marginal systems though.
Houman...comments before I try a different civ
Why when Caravels appear can we no longer build galleys? That is ok but if we eliminate the galley then the caravel needs to have two cargo space since they were at least as big as the galleys were.
Caravels can no longer enter other civs territorial waters without open borders. I LIKE THIS CHANGE!!!..Always hated enemy snoopy around my ports. If galleys cant enter neither should caravels. Suggestion though.
Make the privateer a true privateer. Eliminate their cargo capacity and let them enter all waters. Is there a way to make them "un-flagged" so that they can attack at will without revealing nationality or starting a war???
English flag is balck and white while barbs is blue and white??? Black cross of St George?
Finally....comment on religions. Why don't the Aztecs/Inca's have a religion based on ....Quazecoatal (not sure of that spelling) but Inca's/Aztec/Mayans all had a religion that was bloody but worked for them. I have not used and Inqusiator because on the Noble level I scarfed all the religions for myself. i liek the income form the holy sites!!!
I would like to see the regiment mod added for eye candy.
My opinion so far........The best mod to date!!! You have done some good work and really thoughtnsome things out. My next game I will take to modern times on a harder level and see how things work there. Up to time of gunpowder it works well though.
PS....For my two cents worth i like North america as it is. If you have ever driven thought the south west it is noting but mountains and wasteland except on the rivers and the irrigated areas.
jeffdawgfan Mar 16, 2006, 10:52 AM Pardon my spelling on previous post guys. I just had knee surgery on both knees a few days ago and pain meds make my fingers fumble.:crazyeye:
Perfect_Blue Mar 16, 2006, 11:13 AM Finally....comment on religions. Why don't the Aztecs/Inca's have a religion based on ....Quazecoatal (not sure of that spelling) but Inca's/Aztec/Mayans all had a religion that was bloody but worked for them. I have not used and Inqusiator because on the Noble level I scarfed all the religions for myself. i liek the income form the holy sites!!!
Well, Quetzalcoatl was really only an Aztec divinity. Although I agree that it would be nice to give S. America some religion, certainly the Maya, Andean peoples (Inca), and the Aztec had rather different religions, and while there was some syncretism, each group was clearly distinct. I, for one, would be interested in S. American religions, but I think one would have to be made for each group (excluding the Maya, who are not in the game). Also, it could potentially unbalance N. America. America doesn't start with a religion, and would be forced to adopt one of the S. American religions, which wouldn't seem to have any historical mirror.
Lachlan Mar 16, 2006, 11:34 AM Yes, anti-rush unit, 5 Power 0 Movement, 1 "Militia" in each capital
==> 18 militias in the 18 capitals of the World
This unit should be an early Machigunner unit type with no movement
In "Rhye's of Civilizations Expanded" Civ3 Mod this system was adopted successfully .
Sorry but anybody has made a question to this subject
Nightravn Mar 16, 2006, 01:07 PM PS....For my two cents worth i like North america as it is. If you have ever driven thought the south west it is noting but mountains and wasteland except on the rivers and the irrigated areas.
I have driven through that part of the States(from Florida to Oregon actually) and you are very much correct in that it is pretty much desolate except along rivers and such which is exactly my point about having a "couple" of flood plains/food resources along the river there. That area contains millions of people so it is something that needs addressing.
That area is also KNOWN for the floods it gets during the monsoon season. This is taken from Wikipedia about the US....
"The Southwest and the Great Basin are also affected by the monsoon from the Gulf of California from July-September, which brings localized but often severe thunderstorms to the region."......... and
"Localized flooding can, however, occur anywhere, and mudslides from heavy rain can cause problems in any mountainous area, particularly the Southwest. Large stretches of desert shrub in the west can fuel the spread of wildfires. The narrow canyons of many mountain areas in the west and severe thunderstorm activity during the monsoon season in summer leads to sometimes devastating flash floods as well"
Anyways this is IMHO so take it for what it is worth.... :)
Houman Mar 16, 2006, 02:24 PM 1) Mathematics description is incorrect (I think), it says it gives +15% withdrawl, +10% strength, -10% defense on all terrains
Which promotion does that?
2)Playing as the Great Kahn, I realized my aggressive bonus wasn't applying to my cavalry. My Keshiks start out more poorly trained than foot soldiers. Imho, the aggressive bonus should be broadened, at the very least to cavalry.
Good point. I have to check this out.
3)On a ~realism~ note; I got Buddhism with literature, but wasn't required to have meditation. Is it a balance thing? Because, as we all know, if this is to try and emulate reality moreso, then Buddhism should definately be linked to meditation as well (at least as a pre-req, anyway).
The reason behind that is Abbamouse Mod. He did a very good job on the time table, when a religion was discovered.
5. NEW IN VERSION 1.6 The technology tree has been slightly altered. While it looks like there are many changes, most of them are simply the result of switching Monotheism and Meditation around to give a more realistic chronology to the emergence of religion. Basically, Hinduism, Judaism, and Zoroastrianism should emerge early in the game, followed by Buddhism and Taoism a bit later, and then finally Christianity and Islam. This better reflects history than Buddhism being the first religion founded every game. I also tried to prevent "knowledge" of another faith's founding tech from being necessary to found a religion that didn't actually interact with or follow from the earlier faith -- there's no reason a civ should have to "discover Hinduism" first in order to found Judaism. Here is the detailed list of changes:
I. To make it more likely for Hinduism to emerge first, Polytheism's cost has been lowered to 80 instead of 100.
II. Monotheism and Meditation swapped places on the tech tree, which means:
A. Monotheism: Now leads to Priesthood and Meditation. Does not start a religion or enable any civics.
B. Meditation: Now leads to Philosophy and Monarchy. Founds Zoroastrianism.
III. Some of the functions of Monotheism were shifted to Priesthood -- it now founds Judaism and leads to Monarchy, Code of Laws, and Theology. It also enables the Organized Religion civic.
IV. Buddhism is now founded with Literature.
V. Code of Laws no longer founds a religion.
He is trying to make religions independent from each other. But connecting Meditation and Buddism wouldn't hurt the realism. Since Zoroastrianism, that comes into the game with meditation, has influenced the northern Buddhism historically. I will think about it.
4)When I went to research monotheism it said it gives no bonuses. Does it still grant Judaism? Seems like an oddball, as it seems most techs allow you some new ability or actually help you in some way.
See above. ;)
5)I noticed the Cataphract gets a 30% bonus against commandos...Commandos??? Is this right?
Yeah..they hate Commandos. ;) No it is a bug. I don't know yet why. The XML file says Catapult and Trebuchet. I don't know why it is understood as COmmando. :(
6)The barbs are just great! I love this map. I saw my first barb stack, an actual stack (5 chariots, 1 warrior, 1 archer) invading China. Awesome
N. American barbs seem to get crushed quick, quick compared to S. America, Africa, and Asia (in my experience).
You are right. I will address this issue.
7)Issy is grabbing both Hinduism and Judaism consistently. I know she's a religious hog, but is there any way to part those two techs a bit more, to give some other player a chance?
Is Issy Isabel? Hmmm, well we cannot force AI to do things. ;) The problem is again the time when a religion has occured historically. See above..I will see what I can do...
8)A Tibetan warrior killed my peaceful scout! That's just not right...pacifists, I think not :P
In this game they have realized that being pacifist means loosing your country. Finally they got it. ;)
9)Correct me if I'm mistaken, but the attack bonus promotion (+% attack, -% defense across all terrain types) is not accurately mirrored by the defense promotion. The defense promotion gives you a +% defense across all terrain types, but no -% for attack. If there was some balance consideration here, sorry for bring it up; but if not, then the attack and defense promotions should probably be mirror opposites, so easy defense promotions aren't favored.
Point is valid. I will fix that.
Anyway, just grabbed Buddhism (it's on the way to Taoism) and getting ready to try my first inquisition. Here's to it ;)
Good let me know please. :)
Oh, and about the pillaged gold, if I remember right (been a while since I played vanilla :)) this mod gives one much more gold than one would otherwise get. It does allow one to keep science cranked, but from my point of view, it seems to be a good thing. The small amount of gold one used to get was too small to even upgrade 1 unit. That never made sense to me; I sack a city and can't even get enough loot to upgrade 1 unit? So, I see the increased loot as a good thing. A reward for successfully warring; and as you semi-alluded too, it could be seen as a balance for all those burnt buildings.
I was thinking the same thing. These two issues balance out each other., which is nice. :)
Anyway, wooh. Glad I got that off my chest :D Great work Houman! Sorry to hear about you being sick, but the mongol hordes will not tolerate delay! Forward! Burn and move, burn and...well, you know :satan:.
hehe The mongols will get a new unique Horse Archer. You will love it even more.
Have fun
Houman
Houman Mar 16, 2006, 02:30 PM @Nightravn
@Jeff
No problem I will add few flood plains to that part of USA. I have no idea about it, I never been there. All I know about USA from own experience is Wisconsin and a bit of Illinois and Iowa. ;)
I will make the barbs in North Amrica defitely stronger + Animals.
@Lachlan,
The problem with fixed units is that from a strategically point of view, you might like to build your capitol somewhere else. One way to address this problem would be to include an Archer. Archers are very tough in Cities and provide the perfect defensive. So rushing would be useless.
@Jeff
@Perfect Blue
A new religion? wow well, even I would love to include another religion, but it is tough as hell to do that. Takes a lot of time...I might consider this for the future.
@Jeff, hope you feel better soon. I know how you feel, I had two hernia surgeries 2 years ago. The worst thing for me was the lonelyness. I hope you are married and have some kids around. ;)
BTW I will fix the crusader. Caravels will get more cargo. I will try to extend the Provateer a bit. Let see what can be done...
The colors are all wrong due a mismatch between the fixed colors in Map file and new historical mod. WIll be fixed! ;)
@All
The update is going great. I have added the second Unique Units successfully. Right now it is alot of pain to balance them out and include them in to our Mod. I have also balaced out the Tanks etc. I have ironed out both religious symbols from the Teuton Knight and Persian Knight.
Rabbit, White has done an excellent work and finished the real Immortal Unit for the Persians that will be a footsoldier from now.
The Unit balancing will still go on. I have also to reskin the Mausolom Wonder.
Regards
Houman
Perfect_Blue Mar 16, 2006, 04:06 PM The problem with fixed units is that from a strategically point of view, you might like to build your capitol somewhere else. One way to address this problem would be to include an Archer. Archers are very tough in Cities and provide the perfect defensive. So rushing would be useless.
Hmm, this might (possibly) nerf the Inca, Mali, and Aztecs. What good are those early (and arguably weaker) UU's if you can't use them to rush? Building an archer only takes a few turns anyway. Besides, haven't the warriors gotten a city defense bonus? How many anti-rush balances are appropriate?
Personally, I feel the current system is working fine. You can stop an early rush, you just have to invest a couple more turns in units; that's part of the point of decision making in this game, buildings or units, what do you need?
Anyway; again, awesome work Houman. You're a machine. You make the Horde proud :king: I'm am very eagerly awaiting the second UU expansion!
AvianAvenger Mar 16, 2006, 06:29 PM @Avian
Interesting...I have no idea though where it could be found. If I find it by chance I will let you know...btw is it possible to zoom in the city? Sorry for the dumb question, I never really played the game yet. :sad:
When you zoom in with the mouse wheel they start to play the civ's theme music (the music that came on the extra cd, i think). Rather than that boring background noise.
Should take some time off and play till your eye's bleed... then you can go back to work feeling good. ;) :D
Dont you just hate time barrier's?? Its the 17th here.. hehe, I WANT THE NEW VERSION DAMMIT. :lol: :lol: :lol:
ToV Mar 16, 2006, 06:57 PM I like this, however, I have to disagree on one thing: UNIVERSAL SUFFERAGE does not give war wariness. FREE SPEECH does! It is free speech that increases war wariness. (I suggest +50% for free speech). We got through World War I and II without protesters! The system of electing officials to govern does not, by itself, cause war wariness. CIV III was dead wrong. lease changes this.
zagaz Mar 17, 2006, 04:46 AM Great MOD! I just have a general question about maps. How does one start a game with the world map, is it through load a scenario? Also, which map does one use? I have seen quite a few world maps in the Pre Made Maps. This goes for other MODS out there with custom maps either created by the modder for the specific mod or used because of it's accuracy and depth(i.e. The Ancient Med)
Keep up the great work, to all Moders, you guys have rekindled my interest in Civ 4, I had played vanilla and had moved onto other games but your creativity, hard work and inspiration have brought me back to the game and I really appreciate how you can make the game so much more interesting and once again fun to play. :thumbsup: :worship: :thanx: :clap: :hatsoff:
Perfect_Blue Mar 17, 2006, 07:25 AM I like this, however, I have to disagree on one thing: UNIVERSAL SUFFERAGE does not give war wariness. FREE SPEECH does! It is free speech that increases war wariness. (I suggest +50% for free speech). We got through World War I and II without protesters! The system of electing officials to govern does not, by itself, cause war wariness. CIV III was dead wrong. lease changes this.
WWI and WWII both had protest movements associated with them (I assume you're speaking of America, of course). Its just that instead of letting people march, or putting them in 'freedom pens' they were simply called traitors and arrested.
Nightravn Mar 17, 2006, 08:37 AM Houman- I went a head and did a few changes to the map like I was talking about. I added a couple of floodplains, tweaked the northern mountains, threw a few deer in tundra area of Canada and a couple of fishies. I also added a another warrior and archer to the Native American's.
I restarted to see how the changes would work and so far the Barbs are doing much better and didn't fall to Monty's early rush. It took several axeman from me to take them out. Of course Monty is predictable and Declared on me again but has been pretty ineffectual with his archers against my axeman. The barbs are making northern cities left and right so I am contending with them. I am trying to consolidate the north before taking on Monty.
Something I think we should look at is the city placement restriction which is now 3 instead of 2... that doesn't effect the Armericas or Africa much but it does the Europeans countries as Spain only as one city and most of the others only a couple. It might be something at least with the earth map that needs to be changed back to the original.
I am including the world save which the changes I made. I only did them in north America with the exception of removing the barb warrior from the goody huts which by the way didn't make much difference and barbs would spawn in and go stand on them anyways.
Orion66 Mar 17, 2006, 09:48 AM Hi :D
So we have 17th of March :D
Can we get the mod today guys ? :D :D :D
:goodjob:
:D
Houman Mar 17, 2006, 09:54 AM @NightRaven,
May you please apply those changes to the new version of the map 1.4.1:
http://forums.civfanatics.com/attachment.php?attachmentid=119752&d=1142450011
That would be very helpful and would speed up the release.
Thanks
Houman
BTW: DOn't worry about the Barbarians, I still have to add them here as well as other stuff. Just do the terrain changes please. Cheers
israfil Mar 17, 2006, 11:07 AM I like this, however, I have to disagree on one thing: UNIVERSAL SUFFERAGE does not give war wariness. FREE SPEECH does! It is free speech that increases war wariness. (I suggest +50% for free speech). We got through World War I and II without protesters! The system of electing officials to govern does not, by itself, cause war wariness. CIV III was dead wrong. lease changes this.
I certainly agree. I would suggest that universal sufferage adds overall productivity and economic activity, and have nothing particular to do with war.
- Israfil.
israfil Mar 17, 2006, 11:15 AM That's a good idea but i think it would be a little unrealistic, it would be better just to make it more unlikely to happen. (im still playing v0.64 so... that might already be done)
This is unrealated to the topic but is there a way to mod the city music so that you can still hear it when your zoomed out further? What file should i be looking in for this?
I agree that one religion per civ is unrealistic. Buddhism was founded in India in a Hindu culture. Christianity was founded in a Jewish nation (though under Roman occupation). The fact that these religions are connected means that these religions are bound to be founded by the same or related people.
I agree with making a bit harder to do, for game balance, but historical accuracy would increase the likelihood that related religions are founded by the same (or descendent) civlizations. mind you, historical accuracy would have Arabia having a much higher likelihood of founding Islam, Persians; Zorastrianism, Indians Hinduism/Buddhism, etc. So here game balance and playability should probably trump historical accuracy.
Israfil.
Houman Mar 17, 2006, 11:35 AM Wanted to know you guys I am working without break on the Unitbalancing. Adding one unit can be some amout of work but adding 19 new Units, is huge amount of work.
Meanwhile I am also adjusting the AI toward the Units. It is important that AI understand the importance of certain Units. In that case, it will strive to building them or avoid wars with others who have those units. It will add a lot more of realism.
STay tuned...
Houman Mar 17, 2006, 01:08 PM Regarding the Siege weapons issue we discussed before:
It is not possible that the siege weapons bombard a city while the units get collaretal damage. Instead they attack the city liek normal units.
You know from the beta test, that only mounted units have anti-siege combat values. What if I give all the Siege weapons 50% withdraw bonus. In that case they could retreat if an attack didn't work out and still stay alive. In that case the enemy in the city walls has to counter attack or face the attack next round. I suppose this is a nice work around..what do you think?
israfil Mar 17, 2006, 01:26 PM Regarding the Siege weapons issue we discussed before:
It is not possible that the siege weapons bombard a city while the units get collaretal damage. Instead they attack the city liek normal units.
You know from the beta test, that only mounted units have anti-siege combat values. What if I give all the Siege weapons 50% withdraw bonus. In that case they could retreat if an attack didn't work out and still stay alive. In that case the enemy in the city walls has to counter attack or face the attack next round. I suppose this is a nice work around..what do you think?
Not a bad idea, but only if the successful retreat implies no damage to the siege unit. The key thing about a siege unit is that it is a ranged weapon that isn't directly attacking, and therefore wouldn't be harmed during its attack. The only way it would be harmed is if it's position was rushed by some other military force, or if it was targeted by another ranged weapon.
To me the counter-attack you mention above is the best way to have it happen. If it can damage/destroy a range unit in the city/square it's attack before that unit can counter, then it should get away scott free. After such an attack (on the next turn) other "defending" units could be called into play. I think basically the way bombardment used to work in Civ3 is a better model.
Israfil.
israfil Mar 17, 2006, 01:42 PM Hi,
I was looking through some other mod fora and saw this one. The IceBreaker mod (http://forums.civfanatics.com/showthread.php?t=153566) is a not just about ice and ships but about both dynamic shifting ice in water and handling ice on land a bit better. I think it might be a nice "realism" addition. Thoughts?
regards,
Israfil.
Perfect_Blue Mar 17, 2006, 02:01 PM Um, yep....
History: v0.64
- Desert percentage changed, from 5 to 15, original value is 35.
- Increased BASE_REVOLT_FREE_UNITS to 2, from 1.
- Increased NUKE_POPULATION_DAMAGE_BASE to 50, from 30.
- Increased NUKE_UNIT_DAMAGE_BASE to 50, from 30.
- Increased minimum city distance to 3.
- Increased max national wonders per city to 3
- Added Promotion and Traits mod v0.5
- Returned the original 25% bonus against Cavalry for Rifleman and Redcoat
- Changed movement Privateer to match that of Caravel, which is now 5.
- Added Snaitf's Great General mod, adapted as per Exavier, not giving soldier specialist for Palace and Barracks
- Fixed links for the Lost Wonders movies
- Added French translations from dbkblk of Lost Units, Lost Wonders, Nuclear Reactor, Nuclear Sub and Carrier, Gunsmith.
[B]- Added the IceBreakerMod, v1.0
- Added new resources from GreenMod 2.10
israfil Mar 17, 2006, 02:31 PM Um, yep....
Heh... Oops. I haven't gotten far enough to notice yet. I blame the realistic time scale. <hangs head in shame...>
israfil Mar 17, 2006, 02:52 PM Hey all,
So I was thinking, since these mods are now all XML or python files, it would make sense to put it into some source-control. It might help manage multiple people working on it, as well as releases. I have a CVS and SVN server available to me, and I'd be happy to create a module for Realism. The other option would be to start a sourceforge project that can be used for any number of MODs.
regards,
Israfil
Perfect_Blue Mar 17, 2006, 03:05 PM israfil- Jeez! How could you be so blind!?!? ;) For shame indeed :p
~~~~~~~~~~~~~
Houman- It is with deep regret....
Eh, the Inquisitor doesn't seem to work.
1) The button (as well as the button for nuclear silo) are present, but no pic; just blue square.
2) Once the inquisition is built in a city it does not go away (from what I've noticed, and I watched it for over 30 turns).
3) The inquisition does not destroy non-state religious buildings.
4) The inquisition does not even get rid of the offending religion(s).
5) The inquisition can be built in a city that has no religion beyond the state religion, and has the same -2 happiness effect.
6) The inquisition can be carried out in enemy/foreign cities.
I've now watched a Buddhist and Taoist inquisition and they both fail to do anything, except construct a building that produces -2 happiness and never goes away. I've seen the inquisitors in action in other mods, so I know they can work. I think it may have something to do with how you split them up.
The individualized versions are more interesting/accurate, but perhaps there's an error somewhere, but I'm not sure.
Also, the inquisitor/inquisition has an entry in the civolopedia, but it's blank.
israfil Mar 17, 2006, 03:12 PM Hi,
So in doing all the save/reload stuff involved with testing, I'm noticing that shift-F5 specifically, and saving generally generates a total application crash about every 10 saves or so. It seems to mostly happen when saving over the same file (hence the shift-F5, or when you are saving a small change in the same year.) Anyway, I was wondering if anyone else was noticing it.
Cheers,
Israfil.
Houman Mar 17, 2006, 03:47 PM @Sorry guys, I will respond to individual posts later, we have here a red alert. :(
@Blue
The Inquisition doesn't work? :( I know the button have no grafik, I have fixed them already for this coming version. But the functionality neither? damn
I took the inquisition from Greenmod 2.1. Some said his inq. is working the best way. I don't know. Which inq. mod have you founf the most interesting and realistic solution?
Thanks
Houman
Perfect_Blue Mar 17, 2006, 04:28 PM I'm pretty sure I was playing Greenmod, latest version thereof. Inquisition killed offending religions and their buildings instantly, then there was a -2 happiness for fifteen turns I believe, basically the same type of effect as a basic whipping action. I actually can't remember if it placed a building or not, but as its the one you incorporated it must have had it.
Now, tested with Taoism and Buddhism at least, the inquisition just adds unhappiness and doesn't do anything about non-state religions. Also, it shouldn't be allowed in enemy territory or state-religion (only) cities. I'm pretty sure that's how it worked in Greenmod. It was very effective.
Sorry I can't be more technical about xml or some such. All I know is I watched the inquisition go for 30+ turns and do nothing but -2 happiness.
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