View Full Version : [Warlords] Epic mod
zappara Jun 28, 2007, 12:28 PM Warlords: Epic -mod
Download here (version 1.1) (http://forums.civfanatics.com/downloads.php?do=file&id=6282)
Mod Features:
* 133 New techs
* 75 New buildings
* 46 New Wonders
* 53 New unit classes
* 17 New Improvements for terrain/resources
* 14 New resources
* 4 New Projects
* 4 New Citizen types
* 3 new religions
* 2 New Map sizes: Giant (54% bigger than Huge), Gigantic (50% bigger than Giant ie. 134% bigger than Huge)
* 1 New Civilization: Hittites
* Ethnically Diverse Units
* Ethnic Diverse Citystyles
* New Civics with 3 new categories (Education, Healthcare, Cultural Values)
* New promotions (for air units too)
* New unit categories, modern units are superior to ancient units
* New unit flags for Civilizations
* Sevopedia
* Upgradeable improvements
* Many other gameplay changes
Installation Instructions
========================
1. Locate your Civilization 4 installation folder from your hard drive.
2. There go to subfolder named Warlords and under Warlords go to subfolder Mods.
3. Unzip the mod to this Mods folder. Zip file contains the needed folder structure for the mod files so make sure your archiver program is set to unzip files with the folders.
4. Start your Civ 4: Warlords normally and from start menu click "Load a mod". Choose Epic mod from list and click ok.
5. When game has reloaded itself with the mod, you can start playing.
1. Info
===========
This mod is my attempt to enhance Civilization 4 to a whole new level. Ever since Civilization 1 I've liked this series a lot but during Civ 3 I found mods Double Your Pleasure and bit later Rise and Rule which made the game be so much more fun than before that when finally Civ 4 was released, I felt disappointed as it didn't offer as much as did DYP or RAR. Civ 4 had some new elements like religion and civic system (like in Alpha Centauri) but I wanted more techs, more units, more complexicity so I began working on my own mod. I started by going through most of the popular mods and check what's been done already and then by using those mods loosely as my guide, I created this mod.
This mod is specifically designed for myself and I continue to make changes to the direction that I feel like is correct and which make me like more this game. Aim of the mod is to be more accurate historically which is why the whole tech tree has been redone and many new techs has been added. Some tech changes are still in consideration. New techs meant much more room for new buildings and for new units and adding those was my next step. Once I had added most techs, units and buildings it came clear to me that I need to redo unit categories, promotions and change many unit abilities so that more modern units are really superior to older unit types. I limited the maximum amount of World Wonders to 3 per city as in real life all the great wonders are scattered around the globe. Player has to choose more carefully what to build where and because of new limit, the wonders spread out more and don't pile up into few big cities.
I used most of my freetime past six months to make this mod so there are numerous changes compared to original game but I didn't keep record of every little change. I use Civilopedia all the time to keep up with the changes, though civilopedia is lacking pedia, help and strategy info for almost all new things but at least the basic info is informative enough.
There are still many balancing issues left - I just haven't had enough time to test my mod more than couple times since the whole game takes so long on marathon mode.
There are some things still on my to-do list but many of them require SDK skills which I don't have so it may take some time before I can add those changes. If you got good SDK modding skills and want to help me, please let me know. ;)
Near future techs also require some attention, that is the part of tech tree that I'm not 100% done yet as it's been bit difficult to do research on what might be really discovered during the next 100 years. In this part I used Galactic Civilization and Alpha Centauri games as guides so if you've played those games you'll notices similarities in techs names. To keep it bit more realistic, I've gone through dozens of science articles and science websites to look info about near future techs. At this point these techs are mostly empty but that'll change in later versions.
I always play my mod on Marathon game speed and on huge map so the changes are aimed for these settings. I prefer making custom game and use Smartmap mapscript for making good continental maps.
No other language support than English at the moment.
So what's been added to the mod (Version 1.0beta):
New Techs
http://img168.imageshack.us/img168/498/epictechtreelowresnl1.th.jpg (http://img168.imageshack.us/my.php?image=epictechtreelowresnl1.jpg)
Slavery -> enables slavery
Naval Warfare
Trade, +1 trade routes
Ritualism, obelisk, prereq for mysticism and slavery
Weaving
Seafaring, harbor
Sculpture
Athletics
Military Training
Stirrup
Fundamentalism
Heraldry
Leadership
Elephant Riding
Horse Breeding
Weaving
Dualism
Glass Blowing
Clockworks
Usury
Chivalry
Metallurgy
Naval Tactics
Cavalry Tactics
Grand Strategy
Navigation
Mercantilism
Marxism
Photography
Realism
Labor Union
Thermodynamics
Theory of Relativity
Automatic Weapons
Psychology
Stockmarket
Quantum Physics
Agricultural Engineering
Sanitation
Armored Vehicles
Motion Pictures
Civil Engineering
Amphibious Warfare
Guerrilla Warfare
Machine Tools
Submarine Warfare
Compulsory Education
Mass Transit
Aviation
Mechanized Warfare
Radar
Sonar
Electronics
Modern Physics
Organic Chemistry
Aerodynamics
Naval Aviation
Manufacturing
Laser
Biological Warfare
Vertical Flight
Tourism
Microchip
Nuclear Power
Legalized Gambling
Modern Seismology
Guided Weapons
Computer Networks
Modern Health Care
Supersonic Flight
Space Flight
Globalization
3D Modelling
Superconductivity
Space Stations
Modern Warfare
Communication Networks
Recycling
Cloning
Gene Manipulation
Artificial Organs
Cryogenics
Hypersonic Flight
Space Colonies
Insterstellar Travel
Automated Traffic
Sky Roads
Nanotechnology
Nanobotics
Artificial Intelligence
Ship Building
Architecture
Perspective
Waterworks
Paved Roads
Absolutism
Free Artistry
Juris Prudence
Social Contract
Invention
Matchlock
Refining
Explosives
Logistics
Entertainment
Magnetic Levitation
Superstring Theory
Theory of Everything
Quantum Computers
DNA Computers
Nanoelectronics
Self-Aware Machines
Androids
Mesh Networks
Smart Dust
Anti-Aging Medicine
Regenerative Medicine
Homo Superior
Environmental Economics
Ecological Engineering
Unmanned Air Vehicles
Human/Machine Interface
Implants
Optical Computers
Biological Networks
Superstrong Alloys
Nanomining
Digitalized Property
Antimatter
Terra Computer
Sentient Earth
Weather Control
Planetary Economics
---
total 132 new techs Some near future techs are still missing new button graphics.
New Buildings
Archery Range, +3 xp archery units
Accelerator
Amusement Park
Arena
Armourer
Artist Guild
Bath House
Bazaar, +15 commerce in city
Brothel
Butchery
Casino
Commercial Airport
Commercial Port
Computer Network
Customs Office
Deep Space Research Institute
Doctor's Office
Fisherman's Hut
Food Processing Plant
Garrison
Glasssmith
Guild Hall
Healer's Hut
Hellenic Cathedral
Hellenic Monastery
Hellenic Temple
High Walls
Hotel
International Port
Jewellery
Lab
Local Courthouse
Manufacturing Plant
Meeting Hall
Military Airbase
Movie Theatre
Museum
Nanofactory
Naval Academy
Oil Refinery
Opera House
Orbital Factory
Orbital Hotel
Park
Performing Arts Center
Police Station
Port, +25% commerce in city
Press Agency
Protestant Cathedral
Protestant Church
Sacrificial Altar
School
School of Scribes
Sewer System
Shipyard
Skyscraper
Space Laboratory
Toll House
Townclock
Vacation Resort
Water Treatment Plant
Weapon factory
Zoroastrian Cathedral
Zoroastrian Fire Temple
Zoroastrian Monastery
= 65 new buildings I've reused existing building graphics for most new buildings as there's only a limited amount of community made building graphics available.
New Wonders
Alhambra
Aqueduct of Pont du Gard
Central Bank (national)
Cure For Cancer
Edinburgh's Castle
Edison's Workshop
Einstein's Laboratory
Human Genome Project
J.S. Bach's Cathedral
Labor Union (national)
Leonardo's Workshop
Medical Research Institute (national)
Modern Art theatre
National Courier System (national)
National Hockey League (national)
Newton's University
Olympic Games
Palace of Potala
Plato's Academy
Radio Telescope
Royal tournament
Secret Army Base (national)
Silicon Valley
Silk Road
Statue of Champion (national)
Sun Tzu's Art of War
Supercollider
District Court (national)
Supreme Court (national)
Theatre of Dionysus
The Statue of Zeus
The Sphinx
Theory of Evolution
Treasury (national)
Universal Translator
= 35 new wonders
New Units
War Galley (Naval Warfare)
Trade Caravan (Trade)
Entertainer (heraldry)
Freight (combustion)
Elephant Rider (Elephant riding), can build some improvements
Chivalry (Chivalry)
Crusader (Fundamentalism)
Bazooka (rocketry)
ACV (nanobotics)
ACV SAM (nanobotics)
Ancient Cannon (construction, unique for china)
Cataphract (horse breeding)
Early Tank (armored Vehicles)
Strike Fighter (supersonic flight)
Guerrilla (guerrilla warfare)
Hoover Tank (skyroads)
Humvee (globalization)
KA50 Gunship (modern warfare)
AH64 Gunship (modern warfare)
Man'o'war
Ship of the line
Privateer
Mobile howitzer
Mobile SAM
Nuclear Carrier
Nuclear Submarine
Police Squad
SAM infantry
Siege Tower
Stealth Fighter
Transport Helicopter
Wardogs
Dreadnought
Battlecruiser
Sloop
Sloop of War
Royal Sloop
Brigantine
Brig
Brig of War
Fluyt
Heavy Armor (T95)
Light Tank
Seaplane
Cruiser
Modern Infantry
Heavy Tank
Armor
= 48 new unit classes
+ Ethinacally diverse units (121)
+ numerous modern time national units
I think the total amount of new units with new graphics is somewhere around 170-200 at the moment.
New unit categories
Wooden ships
Steam ships, bonus against wooden ships
Diesel ships, bonus against wooden and steam ships
Nuclear ships, bonus against wooden, steam and diesel ships
Early fighter units
Early bomber units
Bomber units
Jet Fighter units
Supersonic units
Stealth units
Wheeled units, bonuses against non-armored units
Tracked units (former armor units), huge bonuses against non-armored units
Submarine, bonuses against other ship categories
New Projects
Hubble Space Telescope
International Space Station
Encyclopedia
New Resources
Ammunition
Ancient Temple
Coffee
Cotton
Glass
Hemp
Lemons
Pearls
Potatoes
Salt
Silk
Sulphur
Oil Products
Textiles (not used yet)
New Religions
Protestantism
Zoroastrianism
HellenismI have plans to add many more new religions once I have time to learn to edit gamefont.tga files.
New Civics
http://img95.imageshack.us/img95/9397/civicsqm1.th.jpg (http://img95.imageshack.us/my.php?image=civicsqm1.jpg)
Barter (economy)
Global Market (economy)
Cybernetic (labor)
Affective Autonomy (culture values)
Conservatism (culture values)
Egalitarian Commitment (culture values)
Harmony (culture values)
Hierarchy (culture values)
Intellectual autonomy (culture values)
Mastery (culture values)
Apprenticeship (Education)
Heritage (education)
Ignorance (education)
Military training (education)
Private schools (education)
Public schools (education)
Virtual Schools (education), study in virtual schools with the help of computers (this is common method nowadays, at least here where I live :)
Instant Learning (education), download content directly to your brains/implants
Majority Rule (Government), Ancient Greek Democracy where men directly voted on actions (not universal suffrage)
Capitalism (Government), corporation(s) lead the country
Telepathic (Government), future gov. type where mind enhancing implants are common
Martial Law (legal)
Herbalism (health care)
Government Funded H.C. (health care)
Private Healthcare (healthcare)
Regulated healthcare (healthcare)
Subsidized H.C. (healthcare)
Universal Antidote (healthcare)Civics probably receive few more additions later...
New worker actions
Fort->Barricaded Fort->Fortress, Fort can be built outside your cultural borders
Suburb (upgrade Town), works as city for defense purposes
Cultivate new forests
Desert Windmill
Soylent Green Facility
Ancient Temple
Terraform sea/land
Waste Refinement Factory
Shaft Mine, upgrade for Mine once Combustion researched (combination of steam power + explosives, steam pumps were used to to pump toxic gases and water out of the mine shafts)
Safari (on elephant on modern times)
Silk Farm (before plantations)
Cotton Farm (before plantations)
Groundwater Well -> desert can be converted to produce some food on modern times. Check Libya's fields on Google Earth ;)
New citizens
Slaves (req Civic slavery or slave market) -1 food, +3 hammer
Noble (req Heraditary rule), +2 gold, +1 culture
Celebrity (req certain buildings on modern times), +8 gold, +1 happy
Global define changes
---------------------
Start year set to 6000BC
Commerce Percent change increment 5% instead of 10%
Initial trade routes in cities 0 until tech Trade is discovered.
Food comsumption per population 3 (orig. was 2), farms produce more food to compensate this
Max trade routes per city increased from 8 to 12
Rivers can be closer to each other
Barbarians can get 20 experience (orig. was 10)
Max World Wonders per city has been set to 3 (was unlimited)
Max Team Wonders per city has been set to 3 (was unlimited)
Base city food requirement for growth increased from 20 to 22 (cities grow bit slower)
Fresh water gives now 1 health (orig. was 2)
Dirty power gives -4 health penalty to city (orig. was -2)
Other Changes
----------------
Mine +2 prod -> +1 prod, +1 prod with roads and railroads, +1 prod with modern seismology, +1 commerce with railroads
Lumbermill +1 commerce with ecology, +1 prod with railroad, ecology and mass transit
Barricaded fort +30% def, +1 prod, +1 commerce with usury
Fortress +40% def (think medieval castle), 1 commerce with tech usury and civic vassalage, +1 prod with hereditary rule
Farm, +1 food with biology, agricultural engineering, gene manipulation and machine tools
Fishing Boats, +1 commerce and food with tech sonar
Offshore platform +1 prod and commerce with modern seismology
Pasture +2 commerce with gene manipulation, +1 commerce with refrigeration
Plantation +1 commerce with agricultural engineering, +2 commerce with gene manipulation
Well +1 prod and commerce with modern seismology
Winery +1 food and commerce with agricultural engineering
Farm basic food prod 1 -> 2
City plot food 2 -> 3
cottage and Town food prod +1
Oil and Coal health -1
Market +25% commerce -> +20% commerce
Harbor +50 commerce -> +25% commerce, moved to Seafaring
Jungle movement 2 -> 3
Jungle growth 16 -> 20
Jungle cut time 400 -> 800
Jungle cut production 0 -> 50
Forest growth 8 -> 16
Forest cut time 300 -> 500
Oasis appearance 500 -> 1000
Road Build time 200 -> 300
Railroad build time 300 -> 400
Desert move cost +1
Tundra move cost+1
Snow move cost +1
Elephant units are able to build some improvements like roads and forts and clear out forests
Roman Swordsman unit is able to build roads and forts. This unit starts with promotion March (heals unit while moving)
Arabia builds Ansar warriors instead of Crusader. Note that while crusader is melee unit, ansar warriors are mounted and Ansar warriors don't need all the same resources as crusaders need.
China has Ancient Cannon unit instead of Catapult. Unit abilities are the same for both units.
Most resources no longer give +1 happiness when improvement built on to them. Instead you need to have a building in your city that makes use of those resources and then you get happiness from them.
Stealth is a hidden TECH, can be found only by building certain building.
Christianity can have 6 missionarys instead of 3.
Buddhism, Hinduism and Judaism do not receive missionary when founded
All Gunpowder units are Troop units that can be transported on certain armored vehicles on land (unit has text: Carries Troops).
Game turn amounts changed for all game speeds (mod designed for marathon game)
Unit XP giving buildings are now:
Barracks = land units +3 xp
Stable = mounted units +3 xp
Ger (Mongolia, replaces stable) = +6 xp mounted
Garrison = gunpowder, wheeled, tracked units +2 xp
Archery Range = archery units +3 xp
Meeting Hall (req level 4 unit) = Recon, melee and water units +3 xp
Drydock = water units +2 xp
Naval Academy = +3 xp water units, Free navigation I promotion in this city
Royal Tournament (national wonder) = mounted units +4 xp in that city
sun Tzu's Art of War +1 xp all units
3. Things to do (some will just stay as ideas)
===========================================
- ranged bombardment: missiles, better artillery
- disasters: plague, volcano, hurricanes, earthquake
- ecology system: sea currents that affect ship movement, drought, floods, deserts that expand over time, moving sea food resources
- properly working helicopters (fly over lakes, coast)
- buildings that need electricity (power) as requirement for any production, including science, health, food, hammer, culture, happiness, commerce
- production lines
- civil war that divides your empire to 2 different civilization
- more resources: saltpeter, rubber, tea, tar, perfumes, jewellery, plastic, olives
- more religions
- roman units: scorpio, onageri, ballista
- ancient steam power, romans had flamethrowers, secret tech maybe?
- add shrines to new religions, make great prophets build them
- add religion specific crusader units
- immigration
- local resources (food gets spoiled on long trade trips, needs techs like refrigeration to expand trade distance for food resources)
- include techs: cement, brick making, seismology (was found at medieval age), vaccination, concrete, federalism, social democracy, ergonomics etc...
- civic specific buildings
- sieges, having troops near enemy city prevents enemy units exiting city and enemy units entering the city outside, only way is to fight through siege units, sort of zone-of-control.
- angry city after x turns adds angry citizen unit to one of the city plots. This unit is barbarian unit so it would pillage your improvements and/or attack their previous city. Simulates rioting citizens.
- add new resource/religion icons to gamefont.tga
4. Mods combined fully or partially
=======================================
Ethnically Diverse units
Modern Warfare
Nautil's air units mod
Greenmod 2.10
Sevopedia 2.2
Total Realism 2.1
Caravan mod
Civics'n'Stuff
Civ4 Community Core Project
Techwindow
Improved Leaders & Civics
Visa (some graphics and promotions)
Not Just Another Clock Mod v0.4w
Ethnic Diverse Citystyles mod
The Lost Wonders of Civilization v1.3
SDK changes from Civ4 Community Core Project are included, SDK changes from any other mod have not been included. I have no skills or tools to make SDK changes to this mod on my own so I decided to use CCCP.
5. Mods that I have used as a guide when making my own mod
============================
RAR 1.04 for Civilization 3
Sevomod
Visa
Eusubius World Religion - Revival mod
SD-Religion
6. Known bugs
===============
- missing religion icons gamefont.tga, bug affects city screen and main screen but doesn't affect gameplay
- Civic screen doesn't show info from active civics, but hoovering mouse over Civic's picture in middle of the screen you can see the missing info (Requires SDK changes to dll file to fix it)
- Flying units don't work as they should (CCCP bug)
7. Credits
==========
Kal-El + others - RAR mod for CIV3
White Rabbit - for Ethnically Diverse Units
Snafusmith - for Modern Warfare Units
Master Lexx - for Greenmod
Nautil - for air units mod
Sevo, Vovan, Progor, Gaurav, Fitchn - for sevopedia mod
Houman, Mexico, Nightraven, Israfil, Phatlip - for Total Realism mod
Keldath, Mrgenie, TAFirehawk, Rockinroger - for Visa mod
Eusebius - for Eusubius World Religion mod
SirRethcir, Roamty - for new techwindow
Mentat99 - for Improved Leaders & Civics
Stone-D - for SD-Religion mod
Sharick - Future Tank model
Rufus T. Firefly - for Civ3 icon graphics
TheLopez - for modified Dawn of Man screen and for Not Just Another Clock Mod v0.4w
Snipperrabbit!,Yodapower, Storm Grunt, Sniraxis, Frenchman, Chamaedrys, ohcrapitsnico - new button graphics
GeoModder - Ethnic Diverse Citystyles mod
Authors of Civ4 Community Core Project
All the various authors who made the new fantastic graphics
Plus all the other respective authors who have helped in mods mentioned above.
=============
So, here we are finally in the end. How this mod sounds so far? I'm open for suggestions, criticism and comments. I'm currently converting my mod for BtS expansion and it will be bigger... :)
Donkey Puncher Jun 28, 2007, 12:43 PM :woohoo: :woohoo: :woohoo: cant wait to play it dling now
Donkey Puncher Jun 28, 2007, 12:59 PM downloaded the mod to warlords mods folder but it does show up to click on to play
zappara Jun 28, 2007, 01:13 PM downloaded the mod to warlords mods folder but it does show up to click on to playI checked it myself and noticed that the zip file was missing the first folder name (Epic) from it's folder structure which obviously means that the installation instructions in the readme won't work correctly. Doh, my bad.. sorry about this.
Correct way is this:
1. Locate your Civilization 4 installation folder from your hard drive.
2. There go to subfolder named Warlords and under Warlords go to subfolder Mods.
3. Create subfolder named Epic under Mods.
4. Unzip the mod to this Epic folder. Zip file contains the needed folder structure for the mod files so make sure your archiver program is set to unzip files with the folders.
5. Start your Civ 4: Warlords normally and from start menu click "Load a mod". Choose Epic mod from list and click ok.
6. When game has reloaded itself with the mod, you can start playing.
darkedone02 Jun 28, 2007, 01:14 PM I'm downloading this to see if it's better or similar to History of the Making mod. It's best that you included some mod components, like the revolution mod, barbaric civ, and other mods.
Just for some mod tips
-Clear almost every bug in the system
-Release small patches that contains small stuff, that includes bug fixes, Icon changes, and so forth.
-always keep your mod under development
-always hear out the people
-make your mod have some "smoothing" music for the players to "engage" into this mod.
If you follow my tips, your mod will improve greatly, if you need help on mod questions, ask the professionals like keal, the mod pimp.
Edit: I got an idea, see if you can borrow and make unique city art to every civilization in the game, from classical to modern age. WL: Extended or some other mod have a great city art, so I like to see if your skills can make something better.
darkedone02 Jun 28, 2007, 03:15 PM Here is the List of my suggestions and bug that I've found.
Suggestions:
-a soundtrack
-Favorite Religions for every Civ
-customized tips during construction of the map
-Sorted Buildings in the world builder menu (ctrl + w) (need to know which building is for that religion on your customized religion)
Bugs:
-protestantism religion in the civilopedia don't got a description.
-There is a empty description in the custom games gameplay below slow cultural gain.
-Religion Icon on the cities are not appearing.
-protestantism don't have a monestary, or a major building like Confucianism and taoism have, that also includes other customized religion.
zappara Jun 28, 2007, 04:00 PM Bugs:
-protestantism religion in the civilopedia don't got a description.
-There is a empty description in the custom games gameplay below slow cultural gain.
-Religion Icon on the cities are not appearing.
-protestantism don't have a monestary, or a major building like Confucianism and taoism have, that also includes other customized religion.
1. I'm aware of missing civilopedia descriptions - actually most new things don't have yet pedia, strategy, quote or help infos. Biggest reasons for this has been lack of time and the lack of internet connection at my home. Pedia will be updated at some point - so far my main focus has been on adding new stuff and playability.
2. That empty description is CCCP feature that wasn't finished (I had nothing to do with it). I'll have to wait for BtS version of CCCP before that gets fixed (SDK change required to DLL).
3. The reason why religion icon (hellenism) isn't appearing is related to the GameFont.tga issue, those icons are inside those files and I don't know how to edit those files yet. I've tried it but it just made the game crash always so I kind of put the religion issues on wait until I learn to edit those font files. I have plans to add many more religions to this mod but it stays on hold until I can add all aspects of religion objects to the game.
4. Protestantism not having monastary relates to the problem above. I've also been thinking to make different religions a bit different than others to make them more unique. You probably noticed new world wonders that get benefits only when having certain religion in city?
I belong to one type of protestant church and there's like one or two monasterys in the whole country here but huge amount of different kinds of church buildings. So I think church is much more important than monastary for protestants. If you can come up with good substitute for monastary for protestants, I'm all ears :) Would Chapel be ok (don't know if it's the correct english word for it), which would be kind of church building, just smaller one?
Thanks for your feedback :)
Lachlan Jun 28, 2007, 04:39 PM I began to play your mod :)
darkedone02 Jun 28, 2007, 05:16 PM Well, I also have a nice idea, see if you can make a random building name generator, like when I build the granery, it be named "Danny's Storehouse" or something similar to that. There is a random unit name, but we do need a random building name. see if your mod skills can do that.
HoopyFrood Jun 28, 2007, 09:25 PM Wow man, DLing right now. This mod looks amazing I hope it works well =). Also, I saw the Sentient Earth tech, that looks sweet! haha.
Shattered Jun 29, 2007, 02:28 AM This is awesome, can't wait for some patches to come out so you can implement some of your "in progress" material.
keldath Jun 29, 2007, 06:21 AM hi,
very nice idea, very detailed mod,
its looks awesome i must say.
good job mate, i just hope it works on mp play :0
Donkey Puncher Jun 29, 2007, 10:32 AM did what you said and it worked thanks
one bug I saw was joan of arc was pink
evrything else so far is working enjoying the heck out of the mod:goodjob:
HoopyFrood Jun 29, 2007, 02:09 PM Damn dude this is great, kinda sucks that BTS is gonna be out so soon. You gonna adapt your mod to that one? That would be sweet.
P.S. I especially love the background information for each technology, I'm sure you know some of them are missing though but the ones you do have are very interesting!
Dancing Hoskuld Jun 30, 2007, 03:31 AM Excellent. The three wonder limit per city makes it a challenge. The only change I would make is to change the religious shrine built by profits from a world wonder to a project. This will stop the disappointment of not being able to build the shrine :)
I have noticed a possible bug - I got Zoroactrism but was not able to build a monestry, missionary or Holy Shrine.
alms66 Jun 30, 2007, 11:58 AM I'm still downloading it, but a few things from your OP...
1. Protestantism is not a religion. At best, it should be a technology which represents the splitting into several different denominations of the religion of Christianity.
2. Hellenism is also not a religion, unless this represents the Greek/Roman pantheon - then ok, but why not include other polytheistic ancient religions if you'll include this one? Egyptian religion for instance?
3. Why does Chrisianity get 6 missionaries? Historical reasons I'd guess, which is fine, but Islam also had/has just as much of a missionary approach. You should consider granting it more missionaries as well, perhaps?
Impaler[WrG] Jul 01, 2007, 05:38 PM Wow theirs a ton of material here, I like a lot of it particularly the nice Icon buttons used on many techs, but think a lot needs to be cut or condensed as their are too many empty techs and superfluous buildings.
First things first the tree needs to be done in such a way that it wont require vertical scrolling, I really find that makes it very very difficult to follow, stick with horizontal only scrolling and longer length if necessary.
Throung the early and mid game I'd only drop a few techs here and their but the futuristic portion needs a lot of work, I really love future era stuff (SMAC man to the Core!) but its 90% empty and it focuses a little too much on Nana, Genetics and Digital techs without enough social/intellectual movements.
Many techs that are empty could be fleshed out with effects from the CCCP, things like Commerce and Yield modifiers for Techs and Specialist, and more pre-requisites for Promotions would help as well. Probably a third should get the ax and the rest fleshed out.
strategyonly Jul 01, 2007, 06:15 PM Might i also suggest you get rid of that ridiculous blue star flag for America? thx
mice Jul 02, 2007, 03:31 AM ;5629562']
First things first the tree needs to be done in such a way that it wont require vertical scrolling, I really find that makes it very very difficult to follow, stick with horizontal only scrolling and longer length if necessary.
I agree with this. I can't play mods with any vertical scrolling for very long.
Apart from that , it plays well, although I agree with Impaler that less can be more with mods.
strategyonly Jul 02, 2007, 08:20 AM Put you on the Warlords MOD list, thx for contributing!!
onedreamer Jul 02, 2007, 11:30 AM A couple of things, since until now ppl have been posting only marginal comments:
The civic Harmony and the unit Trader are utmostly overpowered. They need to be toned down by a great deal, like at least halved.
zappara Jul 03, 2007, 10:52 AM Well, I also have a nice idea, see if you can make a random building name generator, like when I build the granery, it be named "Danny's Storehouse" or something similar to that. There is a random unit name, but we do need a random building name. see if your mod skills can do that.Sorry, I can't. I did mention I can't add SDK changes myself since I have no programming software or knowledge (It's been over decade since I studied basics of C++ and Delphi and haven't used them since). Same goes with python changes, I can do slight adjustments to screens for example but that's about it.
did what you said and it worked thanks
one bug I saw was joan of arc was pink
evrything else so far is working enjoying the heck out of the mod:goodjob:Joan of Arc? Isn't she Great Leader or something? Shouldn't be problem there... When I've added new units I've tried to test them all in worldbuilder and when I've noticed pink graphics ie. textures missing, I've disabled those units. This happened with roman quereme unit and with some other units. Once I figure out correct settings for those art files, I can add them to the mod.
Damn dude this is great, kinda sucks that BTS is gonna be out so soon. You gonna adapt your mod to that one? That would be sweet.Yes, I'll adapt this mod to BtS. Disasters are one thing that I want to have in my Civ games. :)
Excellent. The three wonder limit per city makes it a challenge. The only change I would make is to change the religious shrine built by profits from a world wonder to a project. This will stop the disappointment of not being able to build the shrine :)
I have noticed a possible bug - I got Zoroactrism but was not able to build a monestry, missionary or Holy Shrine.At the moment they can't build missionarys (I'm not sure this religion had missionaries the same way as other newer religions had). For Holy Shrine I haven't found yet a historical place/building that would fit.. Though I've thought that maybe The Hanging Gardens could be changed to their Shrine since originally it was located on the same area at that time.
I'm still downloading it, but a few things from your OP...
1. Protestantism is not a religion. At best, it should be a technology which represents the splitting into several different denominations of the religion of Christianity.
2. Hellenism is also not a religion, unless this represents the Greek/Roman pantheon - then ok, but why not include other polytheistic ancient religions if you'll include this one? Egyptian religion for instance?
3. Why does Chrisianity get 6 missionaries? Historical reasons I'd guess, which is fine, but Islam also had/has just as much of a missionary approach. You should consider granting it more missionaries as well, perhaps?I'm aware of the fact that protestantism isn't one religion but group of religions that divided from christianity (Martin Luther being one of the historical persons that caused this). Hellenism is there to represent Greek Gods and their worship, I had planned also to add Roman religion with their worship of Jupiter and other gods, Vestal Virgins with their temples and so on. I was going to make full religion overhaul (egyptian, mayan, african etc. religions) once I've figured out the icon issues as mentioned before.
;5629562']Wow theirs a ton of material here, I like a lot of it particularly the nice Icon buttons used on many techs, but think a lot needs to be cut or condensed as their are too many empty techs and superfluous buildings.
First things first the tree needs to be done in such a way that it wont require vertical scrolling, I really find that makes it very very difficult to follow, stick with horizontal only scrolling and longer length if necessary.
Throung the early and mid game I'd only drop a few techs here and their but the futuristic portion needs a lot of work, I really love future era stuff (SMAC man to the Core!) but its 90% empty and it focuses a little too much on Nana, Genetics and Digital techs without enough social/intellectual movements.
Many techs that are empty could be fleshed out with effects from the CCCP, things like Commerce and Yield modifiers for Techs and Specialist, and more pre-requisites for Promotions would help as well. Probably a third should get the ax and the rest fleshed out.
Uh, removing vertical scrolling would be huge task but I'll consider it and do it if I find enough time for it.. more un-slept nights coming.. ;) Future era techs are indeed empty at the moment and there will be added more stuff to them later. I know it's missing social and intellectual things for now but I hope to change that too later. I've been working from Ancient techs towards modern times when filling out the techs.
A couple of things, since until now ppl have been posting only marginal comments:
The civic Harmony and the unit Trader are utmostly overpowered. They need to be toned down by a great deal, like at least halved.Thanks, civics need balancing still, I agree.. keep these info bits coming and I'll make changes. :)
Freakwave Jul 04, 2007, 10:08 AM Playing on a large earthworld map. Rescourses are crammed. this mod is for bigger maps? if so my computer has trouble enough as it is :crazyeye:
Some bugs:
Government funded H.C. shows text bug (when the game asks for civic change).
Naval academies are being built in land locked cities by the AI. Restrict this to coastal cities?
I get crashes in the late game. At two occasions i can say what it was. First confirmed is when i try to build a military airbase. Second was a FW 109 fighter.
Didnt select other types of aircraft to test those, now i think of it, i am able to build all nation specific aircraft of that techtype, maybe thats the culprit.
Wardogs dont upgrade? didnt check sevopedia.
Thats it. prob wont test (this version) anymore since those crashes are a turnoff. Last time i crashed it was at the start of my turn out of the blue, cant give you more specifics there.
hope this helps
cya
Karsa Orlong Jul 04, 2007, 10:15 PM Warlords: Epic -mod
Download here (version 1.0beta) (http://forums.civfanatics.com/downloads.php?do=file&id=6009)
There are still many balancing issues left - I just haven't had enough time to test my mod more than couple times since the whole game takes so long on marathon mode.
I to like to play the maraton games on huge maps but there is some great problems that Civ 3 & 4 doesn't solve, particulary the massive logistical nightmare when the game become is large and particulary when you enter the later ages. I wondered if you could do something about that? I have made a list over changes I'd like to see.
1. There are too many units allowed on the map as the game enters the medium and later game periods. That makes the game slow and tedius. Both when the computer players have hundreds of attackers that it moves every turn it takes a lot of time and when you yourself has endless amounts of units it's such a time consumer without a corresponing level of fun.
* One solution would be to either drasticly increase the upkeep the more advanced a unit is. The upkeep of a battleship should be a tiny bit more than a stone age warrior....
* Another solution would be to bring back the shield and food upkeep. I really liked it as the more units you had the less production capacity you had. It balanced the game in a very good way. More advanced units should require a higher upkeep. That way you could have many cheap units for the cost of fewer advanced units.
2. Make a feature where you can specify how many units of each type your cities shall produce when using governors. I usually don't the governors because they build the most useless units squandering loads of resources. I'd like a column of current producable units with the number of actual units you have of each type in the next column and a third column where you input the number of units you want of that type. Then the governor of your cities can look at this list to see what military units are most needed and also stop producing them when they have reached the wanted number of units.
3. Enabeling the removal/hiding of production choices. Many times there are units or buildings that I just don't want to produce. A palace for instance, or older unit choices that are or will soon be obsolete. Some lesser usable wonders may also be placed there so that they don't constantly be suggested for production.
By allowing those pieces to be moved to a holding list(for retrieval if you change your mind), you will have a shorter list of producable items allowing quicker selection. It will also prevent governors to produce those unwanted units.
4. Perhaps most important of all is the religious missionaries and convertions. In the earlier Civs you got a logistical nightmare with the multiple caravans needed from every city and moved as far as possible. It was removed to make it more playable(at least I assume that was the reason) but here we have Civ IV introducing the same nightmare in an even larger scale. 7 religions for each city and they have a less than 100% chance to succeed. That's a lot of units and management!
One solution is to make religious convertion an ongoing production like research, culture and money. You chose a city and set it to produce convertion of religion X (you must of course have a monastery or the appropriate civic) and also set the target nation. The target nation can be your nation or other nations.
* Convertions toward your own cities: full effect
* Convertions toward cities of other nations where you have open border: 50% effect.
* Convertions toward closed border cities: 10% effect.
The more and better cities you set to convert, the faster the convertion happen.
The effectivity of the convertion should be a mix of the city(ies) production value plus their culture output per turn. A very cultured city should have more effect it seems to me.
5. Make the automated workers look at the city in which radius they are working when they decide what improvements to make. A city with so low food production that they can't grow large enough to use all tiles should favour food production. Also the workers should chose tile improvements according to what tags are set for that city. The tags for the governor doesn't work since small cities will be set to growth and perhaps production which will change later when it has grown large. A new set of tags for workers are needed. Production or Income seems to be enough? Either the workers develop the city's tile for max production, max income, or a balance between the two.
6. Make another build option where the production output is diverted to aiding other cities producing their building. That way a highly developed city can boost the development of a new settlement. I'd prefer a tag that can be set for all receiving cities which will then share all the production from those cities that are giving away they production output. Actually two tags, one for receiving aid and one priority tag which will cause that city to receive a far larger share(or perhaps all it needs to complete it's build).
* Cities building wonders should not receive any production aid.
* Some part of the production given should be lost, perhaps 10%, maybe more in order to prevent abuse. For instance if someone send all their production to a city which produce very highly experienced units it might be a problem. On the other hand, that is maybe the way military training works in the real world so it might be wanted? How many training centres do USA have for fighter pilots and fighter production for instance?
* A city should only be allowed to give or receive production aid if they can trace a safe route to the Palace. If you want be more advanced, The Forbidden Palace or Versaille wonder could work as hubs as well.
* Resources sent across water...that might be a problem. Perhaps make them raidable or just deduct a 50% penalty or just plain disallow it.
7 Make a standard production que for max development speed. It must contain all buildings in the game so that they are added to the production que as soon as you research new advancements. When you have many cities it is tedious to chose production for each single one and the governor's choices leaves something to be desired. Either that or make making queues(sp?) easier.
Does the city governors chose production based on the tags chose for working tiles? If you have a city which has the growth and production tagged, will the city governors then focus on growth and production buildings? If not, it should.
8. With open and peaceful civics settings, the losses of large amounts of lives in war should cause a nationwide loss of morale(like USA in Vietnam or Irak). I guess that means the loss of an infantry unit is worse than the loss of a fighter unit in Civ.
This seems to cause the problem of infantry being even less useful than they are today. A solution could be to make conquered cities require infantry units to keep the peace. For instance give conquered cities one extra unhappy per city size until the war is over when it is halved. Then reduce the remaining unhappy faces by one per 5 years(or turns)? That would slow down agressive conquest by a very superior nation, particulary in the later (and one extra unhappy per city size. They'd have to pour loads of infantry into the conquered cities for a very long time.
Razing cities should be considered an atrocity by all nations including your own nation if you have an open and civilized nation. A democracy shouldn't be able to survive a war where the military are massacring a city that is already conquered. Bombing a city to ruins should also be a problem but not close to the problem of a massacre.
9. Civic settings that could be hurt by large combat casualities are democratic settings, peaceful religions, open society/media freedom.
Hmm, there should be some open siciety/free media civic which caused a significant reduction in corruption, a large science boost but an increase in population unhappiness from war and war casualities. Open society should cause large long lasting nationwide unhappiness if abandoned. Once people get a taste of free spreach they really won't be happy going back to a heavily sensured media civic. Stalinesk deportations to 'Siberia' which casued huge losses in population(didn't he deport and kill 20 million of his own population?) might be needed to bring order to such a drastic removal of civil rights. so you don't want to do that unless you are a crazy military dictator hell bent on world conquest(which players often are :eek:).
10. Another thing regarding wars. Wars won should strongly increase morale(by morale I mean mean reduction of unhappy faces or increase in happy faces in your cities). So if you have wars against 3 different countries, winning against one of them should boost morale significantly. Of course it must depend on how large that state was compared to you and the other enemies when war was initiated.
* Winning against Luxenburg when you're still at war with France, Great Britain isn't much to celebrate.
* Winning against Luxenburg if you're a 100 times larger country isn't much to celebrate either.
* Winning against a nation which has very contrary civics/religion will give a higher morale boost.
* Winning against nations with similar civics/religion give low morale boost.
* Initiation war against a nation with very contary civics/religion give a lower morale penalty for open and peaceful societies.
* Initiation a war against a nation with similar civics/religion give extremely high morale penalties not only for your nation but for all nations with similar civics/religions.
11 Maybe all states should have a favoured religion at all times? If you look at the world today there are few nations that don't have a domination religion. ... large secondary religions could be a major problem and cause your country to split apart, like india once split into Pakistan, India and Bangladesh. There are loads of examples of other countries with rebellious religious minorities.
Perhaps each city should have a dominating religion and if this is at odds with the main religion in the country or the country's attitude toward this religion, that city might rebell.
12. Make the movement of units and AI player faster! Don't care how but I want ultra fast piece movement whether it's units or changing the city's work tiles. I think more than half the playing time goes to waste because of slow responses, movement and AI turns. The less time wasted the more intense the game experience will be!
I'm not convinced that this point 11 it is a good idea but I'd really like point 1-10 and particulary point 12 to be implemented....
I can hope at least :rolleyes: :lol:
Cheers,
Andreas
Lachlan Jul 05, 2007, 05:27 AM Civics function ? because i see nothing in civics screen, because no description for civics:(
HoopyFrood Jul 06, 2007, 02:43 PM Civics function ? because i see nothing in civics screen, because no description for civics:(
Yea, I noticed that too. You have to actually select the civic and then hover the cursor over the main icon to see its effect. Hopefully that will be fixed?
Also, I encountered a crazy glitch just now. I loaded my game at 700BC and all of the sudden all buildings require only one turn to build. I went along with it and two turns later I built the Pyramids which gave me a ridiculous amount of gold. Here are links to the screens I took:
http://i90.photobucket.com/albums/k277/ThomusMaximus/Civ4ScreenShot0001.jpg?t=1183750807
http://i90.photobucket.com/albums/k277/ThomusMaximus/Civ4ScreenShot0002.jpg?t=1183750838
http://i90.photobucket.com/albums/k277/ThomusMaximus/Civ4ScreenShot0003.jpg?t=1183750860
Also, here is the save file prior to the glitch. Check it out.
http://forums.civfanatics.com/uploads/118970/Me_BC-0700.CivWarlordsSave
zappara Jul 07, 2007, 03:41 PM Playing on a large earthworld map. Rescourses are crammed. this mod is for bigger maps? if so my computer has trouble enough as it is :crazyeye:
Some bugs:
Government funded H.C. shows text bug (when the game asks for civic change).
Naval academies are being built in land locked cities by the AI. Restrict this to coastal cities?
I get crashes in the late game. At two occasions i can say what it was. First confirmed is when i try to build a military airbase. Second was a FW 109 fighter.
Didnt select other types of aircraft to test those, now i think of it, i am able to build all nation specific aircraft of that techtype, maybe thats the culprit.
Wardogs dont upgrade? didnt check sevopedia.
Thats it. prob wont test (this version) anymore since those crashes are a turnoff. Last time i crashed it was at the start of my turn out of the blue, cant give you more specifics there.
hope this helps
cya
Most new civics don't have other text elements added except object name. Pedia, help and strategy will be added in some future release.
Naval Academies will be coastal buildings on next version, thanks for reporting it.
FW109 and few other planes had small typo problem in XML file. I fixed those and those units should work correctly on next version.
Wardogs don't have upgrade - I couldn't figure to which unit they could be upgraded as they're trained animal unit and I don't know if those kind of units were actually used much in wars in classical/medieval times.. If you can give ideas for good upgrade paths please let me know or if you know historical info about those kind of units, I'd like to see weblink for it. :)
I'll try to post small patch next week with these fixes and with some small changes based on people's posts here.
Yea, I noticed that too. You have to actually select the civic and then hover the cursor over the main icon to see its effect. Hopefully that will be fixed?
Also, I encountered a crazy glitch just now. I loaded my game at 700BC and all of the sudden all buildings require only one turn to build. I went along with it and two turns later I built the Pyramids which gave me a ridiculous amount of gold. Here are links to the screens I took:
http://i90.photobucket.com/albums/k277/ThomusMaximus/Civ4ScreenShot0001.jpg?t=1183750807
http://i90.photobucket.com/albums/k277/ThomusMaximus/Civ4ScreenShot0002.jpg?t=1183750838
http://i90.photobucket.com/albums/k277/ThomusMaximus/Civ4ScreenShot0003.jpg?t=1183750860
Also, here is the save file prior to the glitch. Check it out.
http://forums.civfanatics.com/uploads/118970/Me_BC-0700.CivWarlordsSave
That Civic issue is known bug and was mentioned in readme. I hope to get it fixed - I've been looking for python solution for it but seems that it also requires some changes to DLL file. I've seen one mod that had as many civic categories and it had required SDK changes to the DLL file. I don't know yet what features BtS CCCP's DLL will have so I don't know when this problem can be solved. Maybe some python wizard could help me out with this to see if this bug can be solved just with python changes? I had on idea maybe it could be possible to make summary of selected civics' effects to one text area instead of showing effects for each selected civic separately ie. combine all the bottom text areas to one big text area and sum up all the active civics on that text area. Python gurus, would this be possible?
The other crazy clitch is most likely caused by Hammer Overflow (cut down trees for example). On city screen, move your mouse pointer over the hammer amount and it should show where you get the hammers. Building hammer % bonuses stack with the overflow from previous turn (or it seems so). So yeah, I've encountered similar situations in my test game, now that I think of it.
HoopyFrood Jul 07, 2007, 06:10 PM The other crazy clitch is most likely caused by Hammer Overflow (cut down trees for example). On city screen, move your mouse pointer over the hammer amount and it should show where you get the hammers. Building hammer % bonuses stack with the overflow from previous turn (or it seems so). So yeah, I've encountered similar situations in my test game, now that I think of it.
What about the amount of gold? I went back to an earlier save and it plays fine from there so it's no big deal, I'm just curious.
Freakwave Jul 08, 2007, 05:49 AM Did some searching on wardogs. Since they are a melee unit, you could have them upgrade to another higher ranking melee unit at a reasonable cost of course. On the site below, USSR in ww2 used them in an anti tank role. Some 300 German tanks were destroyed that way (explosives on their backs) The project was abandoned however since they also turned on their own tanks. Other role might be to snif out spies? since espionage will be enhanced in BtS might be an option.
http://en.wikipedia.org/wiki/War_dog
Hoopyfrood reminded me; When you chop a jungle tile you get 150 hammers (with mathematics) forest will yield you much less. Seems way to much. Or maybe it was so big since i normally dont play epicspeed games.
Have you thought about including speed mod? In your mod you can play with superbig maps. It would greatly shorten waiting time beteen turns. Could be alot of work though.
bb :)
zappara Jul 08, 2007, 06:30 AM What about the amount of gold? I went back to an earlier save and it plays fine from there so it's no big deal, I'm just curious.My first thought was that AI player completed pyramid at the same time as you but he got it and your production was converted to gold since you wouldn't be able to complete it. I got now your save file and I'll check it today evening when I get home and see if I can find what caused the gold issue.
Did some searching on wardogs. Since they are a melee unit, you could have them upgrade to another higher ranking melee unit at a reasonable cost of course. On the site below, USSR in ww2 used them in an anti tank role. Some 300 German tanks were destroyed that way (explosives on their backs) The project was abandoned however since they also turned on their own tanks. Other role might be to snif out spies? since espionage will be enhanced in BtS might be an option.
http://en.wikipedia.org/wiki/War_dog
Hoopyfrood reminded me; When you chop a jungle tile you get 150 hammers (with mathematics) forest will yield you much less. Seems way to much. Or maybe it was so big since i normally dont play epicspeed games.
Have you thought about including speed mod? In your mod you can play with superbig maps. It would greatly shorten waiting time beteen turns. Could be alot of work though.
bb :)Thanks for the weblink - it helps me design upgrade line for wardog units. :) Those anti-tank dogs and spy reveals would be good (upgrade to riot police), perhaps upgrade to explorer type units as well.
I'll have to check those chop amounts. Reducing chop amounts would probably solve the huge hammer overflow issue.
I haven't had much time to check other mods, only those that I've downloaded, since at the moment I don't have net connection at home - I'll have to wait few weeks to get the connection and then I can really start digging up these mod forum sections. But I'll download Speed Mod now and see what it holds inside and see if it's something that I'd like to include into my mod. :)
Register666666 Jul 08, 2007, 05:59 PM The mod looks awesome, dling now.
I thought I asked this before (guess not on this thread)
How come capitalism is under government civics?
Isn't capitalism an economic civic?
blackknight0000 Jul 10, 2007, 05:46 AM Hi. Was wondering if anyone knows how to fix the bug that makes all the buildings and wonders build in one turn......???
Nice mod by the way....
IbnKhaldun Jul 11, 2007, 01:46 PM Fantastic mod zappara! Keep up the great work (Great Artist style)!
I have been playing a game and was wondering if you would be interested in some feedback? I would be happy to post my thoughts here or in a private message if you would prefer.
zappara Jul 12, 2007, 09:42 AM I have uploaded v1.0.1 patch for the mod now. Check the first post on this thread for download link and installation instructions. I've tried to fix most issues that have been mentioned here before and add some new things from my to-do-list. I finally found instructions how to edit gamefont files but after 15+ hours of editing them, I didn't get them to work yet correctly. I followed to the instructions to the word but don't know why the new edited font file won't work - so no new religion icons yet... I have to read more help files how to edit those gamefonts.
This patch has these changes:
version 1.0.1beta
-----------------
Changes
- Fanatic promotion requires now Attack2 promotion and doesn't give Immunity to first strikes. Other effects are bit smaller too and promotion is no longer available to all unit types.
- Kamikaze promotion limited to same unit types as Fanatic promotion.
- Catapult units require now Mathematics instead of Construction
- Glasssmith now requires Stone and Salt.
- Harmony Civic no longer give happiness from Forest. It still give happiness from Jungle
- Caste System Civic gives now 1 Free Specialist per city (was 2)
- Caravan unit cost 50->60, BaseHurry 25->12, BaseTrade 50->25 (benefits halved)
- Freight unit cost 150->200, BaseHurry 100->50, BaseTrade 150->75 (benefits halved)
- Plato's Academy Great wonder requires now School of Scribes buildings instead of - Libraries, Wonder can be built now earlier
- Naval Academy can be now only built on coastal cities
- Hinduism Spread factor 150->120
- Hellenism icons changed to icons in Warlords atlas
- Fockewulf 190A set for Viking and Celt Fighter unit. German used it too in WW but Luftwaffe had other choices as well so this unit is not used for germany here.
- Forest Cut base production 30->20
- Jungle Cut base production 50->30
- Icon for Sun Tzu's Art of War
- Globe Theatre national wonder moved to Free Artistry
- Mastery Civic no longer give 10% commerce bonus
- IL2 and P38 early bombers upgrade now to Bombers instead of early jet units
- Entertainer unit ignores terrain movement costs now
Python changes
- cityscreen resource/citizen display adjustments
Added
- Marsh terrain graphics, only accessible in Worldbuilder, not used yet on mapgenerators (requires python changes?)
- New unit flags for Civilizations
- Wardog pedia
- Icon for Museum
- Icon for Bazaar
- Icon for Silk Farm improvement
- Icon for Medical Research Institute
- Icon for Automated Traffic tech
- Icon for Space Colonies tech
- Pedia text for some techs
- Treefarm Improvement (req. Environmental Economics), produces food, hammers, commerce from forest
- Strategy text for all Civics
Mods Combined
- Not Just Another Clock Mod v0.4w
Bug Fixes
- aircraft icon bugs (FockeWulf190a etc)
- Military airbase icon bug
========================
I have already started making next patch version and currently it has Ethnic Diverse Citystyles included, first Air unit promotion lines (lot of work here still to do) and some new buildings and wonders as well small changes to civics.
HoopyFrood Jul 13, 2007, 12:20 AM Sweeeeet! Still playing my game on the first ver. =)
Freakwave Jul 13, 2007, 05:08 PM I'll look into it soon. Why did i think it was a good idea to delete some old save games last week.. ill start on modern and see how it goes... Nice to see stuff being added that ppl suggest! :D
HoopyFrood Jul 15, 2007, 12:26 AM I just had a crazy idea... Would it be possible to have the game generate another planet so there can be multi-planet civs? You could take the game even further in the future and since there's telepathy, sentient planet-nets would be a cool tech. I don't know if this is possible at all. Just a thought that occurred to me. Running two or more planets at once seems a bit crazy but w/e.
zappara Jul 15, 2007, 08:04 AM Have you thought about including speed mod? In your mod you can play with superbig maps. It would greatly shorten waiting time beteen turns. Could be alot of work though. Combining Speed mod would require SDK changes ie. new dll file and since I'm using dll from CCCP, I can't add speed mod (yet). After this mod is converted to BtS expansion, I might consider combining mods like speed mod but for that I would require help from programmers.
The mod looks awesome, dling now.
I thought I asked this before (guess not on this thread)
How come capitalism is under government civics?
Isn't capitalism an economic civic?Capitalism isn't here exactly the same thing as you might think. In this mod it represents corporations which have taken over the government - you as a leader have "bought" the government ie. you are a merchant leader. This hasn't happened in our real world even though some mega corporations have enough wealth to buy states.
Hi. Was wondering if anyone knows how to fix the bug that makes all the buildings and wonders build in one turn......???
Nice mod by the way....Could you post the game settings you used when this happened? Game speed, world size, difficulty especially. Playing this mod on other game speeds than Marathon will probably cause buildings to be built in just few turns.
Fantastic mod zappara! Keep up the great work (Great Artist style)!
I have been playing a game and was wondering if you would be interested in some feedback? I would be happy to post my thoughts here or in a private message if you would prefer.Yes, please. Any feedback is welcome :) Post your feedback here and I'll read them and make the needed changes to the mod.
I just had a crazy idea... Would it be possible to have the game generate another planet so there can be multi-planet civs? You could take the game even further in the future and since there's telepathy, sentient planet-nets would be a cool tech. I don't know if this is possible at all. Just a thought that occurred to me. Running two or more planets at once seems a bit crazy but w/e.I've been toying with this same idea as well for some time now. Space exploration will take us to Moon again around 2020-2030 and to Mars some time after that so it would be interesting if Moon and Mars could be added to the game as new game areas to conquer when the required techs are founded (like Might of Magic had 2 world maps and teleports to go between them). My dream Civilization game would have whole solar system to be explored and conquered... I don't know if anything like it would be possible to make with Civ4 engine.
I have now 1.0.2 version almost ready, actually it was ready but I just noticed that Ethnic Diverse Citystyles had texture bugs. I downloaded newest EDC and I have to add those fixed textures to my mod and then run some tests and re-pack update zip file. After tests I can upload it - probably early next week.
Impaler[WrG] Jul 15, 2007, 09:34 AM Speed mod by Kael is Native to BtS (the WL version is actually the port)
zappara Jul 17, 2007, 05:48 AM Patch 1.0.2 is now available for download (http://forums.civfanatics.com/downloads.php?do=file&id=6157)!
I really love those ethnic citystyles, civilizations look even more unique now. Big thanks for Geomodder for combining all different citystyles and releasing them in one mod. It was easy to combine the mod to my own mod. :) For this version I also made Air unit promotions and those need some testing now - I may have to add adjustments to them on next couple versions to get them balanced nicely. I added to this version one new civilization: Hittites and I plan to add them more but I'll have to check what they're going to add to BtS expansion so that I don't add same civilizations.. I have no clue what other features BtS is going to have except disasters, corporations and some new civilizations so I haven't made yet any decisions what to add to this mod's BtS version. First BtS version will probably just have BtS features added to this mod.
For this version patch 1.0.2 I added some new buildings, new units and made some changes. Noticed also that worker improvements for new forests and terraforming didn't work correctly so I fixed those (hopefully without bugs).
version 1.0.2beta
-----------------
Changes
- spearman bonus requirements are now stone, copper or iron (was copper or iron)
- happiness and health effects removed from slaves specialist (weren't functioning correctly)
- happiness effect removed from Celebrity specialist
- Cybernetic Civic moved to tech Human/Machine Interface
- Telepathic civic moved to tech Sentient Earth
- Early Fighter interception % dropped from 50 to 20 due to new air unit promotions
- Early Fighter-bomber interception % dropped from 25 to 0 due to new air unit promotions
- Early Jet fighter interception % dropped from 60 to 30 due to new air unit promotions
- Jet fighter interception % dropped from 70 to 40 due to new air unit promotions
- Supersonic planes' interception % dropped from 77 to 47 due to new air unit promotions
- Supersonic planes' evade interception % dropped from 15 to 0 due to new air unit promotions
- Stealth bomber evasion chance dropped from 60 to 50
- Stealth fighter interception % dropped from 85 to 55
- Stealth fighter evasion chance dropped from 30 to 20
- Air units can use Fanatic, Kamikaze promotions
- all bomber units can use Barrage I and Accuracy I promotions
- Most air units can get Blitz promotion (req. Refuel in Air promotion)
- Unit: Wardogs strength 4->5, upgrades to Guard dogs, req. now copper or iron (these units had spiked collars and chain mails etc.)
- Unit: Police Squad's dog changed to bigger dog
- Building: Archery Range obsolete at Rifling
- Building: School of Scribes obsolete at Education
- Building: Colosseum obsolete at Realism
- Building: Military airbase +3 xp to air units
- Building: Coal plant and Shale plant health now -6 (4 dirty power + 2 new), Oil plant is cleaner power plant (-4 health)
- Building: Customs House: -15% trade route yield changed to +25% and +25% commerce bonus removed
- Building: Recycling center no longer remove all unhealthiness from buildings, instead it gives +2 health and +1 happiness to city
- Building: Protestant Church cost 60->80, Can turn 1 citizen to priest
- Building: Skyscraper bonuses changed, was way too overpowered (bonuses will be changed later to <LocalSpecialistCommereChanges> tag, when it has been fixed in CCCP)
- Building: Sacrificial Altar (not aztec's) renamed to Ceremonial altar.
- Space Ship: SS Casing moved to tech Superstrong Alloys
- Space Ship: SS Life Support moved to tech Ecological Engineering
- Tech: Future tech requires now techs Cryogenics, Weather Control, Sentient Earth and Planetary Economics
- Tech: Gene Manipulation doesn't give anymore +1 health in all cities
- Civic: Paganism gives +1 happiness from Ceremonial Altar
- Civic: Theocracy commerce bonuses changed to new tags added by CCCP mod
- Hellenism icons reverted back to v1.0.0 settings (was missing one icon file in 1.0.1)
Added
- Android Worker city specialist (+10 hammer)
- Building: Android Factory, gives 1 free android worker
- Building: Bioenhancement Center , +2 free experience all units
- Building: Protestant Chapel, can turn 1 citizen to priest, spreads protestantism
- Thought Police civic to legal category
- Sensors I-III promotions, req tech Smart Dust
- Air unit promotion line: Rookie, Veteran, Ace and Top Gun Pilot
- Air unit promotion line: Interception I-III (+icons)
- Air unit promotions: Extra Fuel Tank, Refuel in Air, Napalm bombs, Precision bombing (+icons)
- World News Network Great Wonder, req. tech Mass media
- Shopping District building, req. tech Entertainment
- Oil Power Plant (dirty power with oil), costs more than coal plant but less unhealthy
- New Civilization: Hittites
- unit: Remote Controlled Bombers (Unmanned Air Vehicles tech), short range but devastating power
- Unit: Trained dogs, upgrades to Wardogs, req. tech Animal husbandry, str 3
- Unit: Guard dogs, upgrades to Police Squad, req. tech Absolutism, str 7
- Few names added to Great Person lists
Python changes
- fix for cultivate new forests / terraform improvements
- cityscreen resource display adjustments again
Mods Combined
- Ethnic Diverse Citystyles mod 0.92
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I'll probably make at least one more patch for Warlords since I'm not sure when BtS is available here in stores. For the next version(s) I'll try to fill up the rest of near future techs, add the New World Wonders that were chosen recently and make small adjustments here and there. I have about 30-40 ideas for different new buildings, just need to decide which ones of them to use and what effects they will have. One version will be dedicated to total religion revamp but that might be delayed to BtS versions.
aender Jul 18, 2007, 04:40 PM am having major prob with game crashins as soon as theocracy is used....i crashed several tyimes when changing to it....then reloaded and gave the tech to isabella and next turn crashed again.....
zappara Jul 20, 2007, 02:10 PM am having major prob with game crashins as soon as theocracy is used....i crashed several tyimes when changing to it....then reloaded and gave the tech to isabella and next turn crashed again.....
Apparently the changes I made for Theocracy Civic didn't work correctly even though the civilopedia showed correct information from the new tags.. I changed Theocracy back to previous version so please download this fix (http://forums.civfanatics.com/uploads/39704/Epic1.0.3.zip)
daveman675 Jul 20, 2007, 03:01 PM First I want to say this mod is like at least 3 expansion packs and I thank you.
Now for the issue I play the Great plains map on the huge setting almost always. The problem is I have played through the map at least 5 times with gun powder and usually quite abit further and the sulphur resource is never anywhere on the map not even enemy territory. I can't make any gun powder units also I played this map with my brother on a lan game and it was there. I was just wondering if anyone else had this problem and if so could we get a quick fix.
TYVM for your time on this wonderful mod once again!:goodjob:
zappara Jul 20, 2007, 03:24 PM First I want to say this mod is like at least 3 expansion packs and I thank you.
Now for the issue I play the Great plains map on the huge setting almost always. The problem is I have played through the map at least 5 times with gun powder and usually quite abit further and the sulphur resource is never anywhere on the map not even enemy territory. I can't make any gun powder units also I played this map with my brother on a lan game and it was there. I was just wondering if anyone else had this problem and if so could we get a quick fix.
TYVM for your time on this wonderful mod once again!:goodjob:Ok, I'll look into it. Thanks for reporting it. I've usually used continents, archipelago or fractal maps and haven't had problems with resources on those so it might be problem with great plains map generator.. we'll see.
daveman675 Jul 20, 2007, 03:29 PM Ok, I'll look into it. Thanks for reporting it. I've usually used continents, archipelago or fractal maps and haven't had problems with resources on those so it might be problem with great plains map generator.. we'll see.
I have played several other maps and never have the problem on my game it appears to just be great plains and like I said I usually use the huge or large map size not sure if that matters for editing don't have the skills or patience to learn how to code so I appreciate those who do. Thanks for speedy response by the way.
aender Jul 20, 2007, 05:49 PM Apparently the changes I made for Theocracy Civic didn't work correctly even though the civilopedia showed correct information from the new tags.. I changed Theocracy back to previous version so please download this fix (http://forums.civfanatics.com/uploads/39704/Epic1.0.3.zip)
ty so much for the fix.......deleted all and reinstalled after first patch and currently playing that so will install fix and try latr...btw your mod is like having civ5 out alrdy way better then original matter of fact cant even finish the multi game i was playing wit gf because of it
zappara Jul 21, 2007, 04:59 AM I have played several other maps and never have the problem on my game it appears to just be great plains and like I said I usually use the huge or large map size not sure if that matters for editing don't have the skills or patience to learn how to code so I appreciate those who do. Thanks for speedy response by the way.
Great Plains map does use different system for placing resources. I spent couple hours last night on modifying it and got new map script which places now Sulphur, salt, cotton and rarely coffee on Great plains map. Salt is placed mountain area, sulphur east, north and west (random) and cotton mainly east. :) Just grab the attached zip file and unzip it to Warlords CustomMaps folder. When you start new game or custom game there should be new choice Epic_mod_great_planes available. This map script won't work on Giant or Gigantic map sizes but should work on all other choices (tested standard, large and huge). This script should work also with mods that use the same resources ie. with mods that have combined Green Mod's resources. Getting it to work on giant and gigantic map sizes requires much more complex editing and I doubt my skills are high enough for that job so I leave that task for more advanced python gurus.
mrhyms Jul 21, 2007, 05:11 AM Hey man. This is the first mod I've tried for Warlords, and is so great will possibly be my last.
Just a few bits of feedback, mostly about balance :-
Pyramids -> Telepathy Civic : Early on in the game gives a massive advantage. Although I love the idea that building the pyramids suddenly causes all my citizens to become psychic, I think the bonuses may need to be toned down - I fear the game I don't get the pyramids first!
Shaft mines can be built on a forest without destroying the trees - not sure if this was intentional.
I have researched the terraforming tech, but can't seem to find any units who can do it.
Skyscrapers/international ports seem a little overpowered too. Currently in 1906, I have 90% culture and 0% science. I'm still discovering a new tech each turn, and my income (currently around 50k) increases by around 10% per turn.
As I said, though, best mod I've played. I hope and pray Sid has a copy and is making notes for the sequel.
Thanks, and keep up the *great* work.
Mrhyms
zappara Jul 21, 2007, 06:50 AM Pyramids -> Telepathy Civic : Early on in the game gives a massive advantage. Although I love the idea that building the pyramids suddenly causes all my citizens to become psychic, I think the bonuses may need to be toned down - I fear the game I don't get the pyramids first!I've noticed this too but haven't decided how to change Pyramids effects. Been kind of hoping to find out a way a better way to limit what civic options wonder could give access to. That way I could leave out telepathy civic from Pyramid effects. But it seems I don't get this kind of solution in time so I need to figure out alternative effects for Pyramids, like giving certain building to all cities.
Shaft mines can be built on a forest without destroying the trees - not sure if this was intentional.Not intentional, I have to check why it doesn't cut forests. Probably one boolean has 0 instead of 1 in xml file...
I have researched the terraforming tech, but can't seem to find any units who can do it.Hmm, should be doable with workers and pioneers. Seems I have forgotten check them if those improvements are on workers build list. Had removed them in early versions since I hadn't combined python changes for terraforming but since I got python added in last version these were supposed to work correctly. Clearly a bug. :mischief:
Next version will have few new improvements as well: Bunker (like modern day fort), Hybrid Forest which is an upgrade to Treefarm (idea from buildings in SMAC).
Skyscrapers/international ports seem a little overpowered too. Currently in 1906, I have 90% culture and 0% science. I'm still discovering a new tech each turn, and my income (currently around 50k) increases by around 10% per turn.Skyscraper was tuned down in 1.0.2. I'll have to check International port for next version. Skyscraper's current effects will change at least once more when this mod is converted to BtS.
Can you say what were your game settings on that game? World size, game speed and difficulty? All those affect to research times and I may have to change few modifiers to balance research speed. And if you could tell me at which year you get to the Future tech? I'm also interested Industrial and Modern time building/unit costs.. I've had a feeling that costs are too low but I can't be sure until I get some feedback about them.
Culture amounts will change too on later versions since I changed start year to 6000BC and wonders will double culture amounts every 1000 years so clearly they give much more culture per turn on modern time than they used to.
As I said, though, best mod I've played. I hope and pray Sid has a copy and is making notes for the sequel.
Thanks, and keep up the *great* work.
Thanks for feedback :)
mrhyms Jul 21, 2007, 05:42 PM Truth be told I can't remember exact settings, but I almost always play on the longest possible game speed (Marathon?) - and was slumming it on Warlord difficulty.
As for the skyscrapers - may well have been an accidental exploit :- I had financial trait, and around 90 cities (huge map) - income was around 3000/turn. Could afford to buy a skyscraper in one turn - income up by around 400. A few turns of that I could buy 2 skyscrapers a turn. Then, not long after, 3 per turn. From then on it became exponential very quickly.
I also noticed, though, that with the civic (Theocracy?) which gives infinite priests, all of my cities seemed to have stopped growing as soon as I switched to that civic, and instead pumped out nothing but priests - didn't notice for a few centuries (ahem) but I must have had over a couple hundred specialists which would have contributed...
(Would attach the save, but 1.3MB)
Fingers crossed for the speed mod combintion (is that Future Tech for Mods?) - only found it today so had to switch back to vanilla warlords for awhile. Will be back on Epic before too long though ;-)
Keep up the good work!
M
daveman675 Jul 21, 2007, 09:33 PM The game now loads the new map without issue and I can start to play at the end of the first turn though it closes the game and returns me to desktop. It gives no error messages or even crash sounds. I was using the Huge setting on the map. I have the newest warlords patch installed 2.13 could that be the problem I am having with the new fix? Hope to hear back soon!
zappara Jul 22, 2007, 08:41 AM Pyramids -> Telepathy Civic : Early on in the game gives a massive advantage. Although I love the idea that building the pyramids suddenly causes all my citizens to become psychic, I think the bonuses may need to be toned down - I fear the game I don't get the pyramids first!I changed pyramid's effects so that it will give all Religion civics. Historically this makes sense since there were conflicts in ancient Egypt several times because of religions (I've seen few documentaries about this).
You mentioned also word psychic and I have to mention now one thing, I really liked in SMAC how you could have units that have psychic attack ability which bypassed normal attack/defend values. Maybe someone could figure out how to make psychic attack strength in Civ4. It could work as morale value from ancient to modern time and when near future techs are discovered with psychic abilities there could be new unit types which would use psychic strength in attacks - telepaths and other mindcontrol units, enslave your enemies units with mindcontrol and so on...
Fingers crossed for the speed mod combintion (is that Future Tech for Mods?) - only found it today so had to switch back to vanilla warlords for awhile. Will be back on Epic before too long though ;-)
Speed mod is included in BtS CCCP which I'm going to use when this mod is converted to BtS.
The game now loads the new map without issue and I can start to play at the end of the first turn though it closes the game and returns me to desktop. It gives no error messages or even crash sounds. I was using the Huge setting on the map. I have the newest warlords patch installed 2.13 could that be the problem I am having with the new fix? Hope to hear back soon!
Check this thread (http://forums.civfanatics.com/showthread.php?t=232268). My mod will only work with Warlords 2.08 version and I doubt there ever will be version for Warlords 2.13 version since I don't know if there ever is going to be CCCP dll for v2.13 so I can't update my mod to v2.13.
merther02 Jul 24, 2007, 05:31 PM Any news on when this will be compatible with beyond the sword?
Thanks.
darkedone02 Jul 24, 2007, 05:57 PM great, the more I hear that everyone is converting to BtS, and abandon Warlords and refuse to update to the latest version, the more I really want BtS, which I'm getting tommarow at best buys (cause that's their release date).
merther02 Jul 24, 2007, 06:11 PM BtS is very good worth the update, the engine is so much more smoother, seriously.
zappara Jul 25, 2007, 10:17 AM Any news on when this will be compatible with beyond the sword?It should be here in stores on this friday (27th) and besides BtS, I will need new DLL file from CCCP mod and was hoping it will be available also this week. All this would mean that I could start converting mod to BtS on weekend or next week and I'd assume it will take about week from that point before I get first BtS release ready. Until I have those both I will continue to update this mod for Warlords (only for version 2.08 if there won't be updated cccp dll for v2.13).
great, the more I hear that everyone is converting to BtS, and abandon Warlords and refuse to update to the latest version, the more I really want BtS, which I'm getting tommarow at best buys (cause that's their release date).
I would update this to latest version if only I get v2.13 dll file for mod. I've asked it from Impaler[WrG] and I'm waiting now for his response.
I have been making changes to mod and I probably can release v1.1 for Warlords 2.08 on this weekend. I just need to run few test games and see if all the changes are working correctly.
So far I've made these changes:
Version 1.1
-------------
Added
- New unit category: Hi-Tech units (near future units)
- New unit category: Animal units, all dog units belong here now, limited access to promotions (what you can teach to animals)
- New Unit: Special Infantry (req. superstrong alloys), Hi-tech unit, invisible to most units
- New unit: Special SAM Infantry (req. superstrong alloys), Hi-tech unit, invisible to most units
- New Improvement: Hybrid Forest, (req. Planetary Economics and Treefarm)
- New Improvement: Bunker, +60% defense, 75% air defense
- New Bonus: Steel, required for most industrial/modern time units
- New building: Paradise garden (req. Weather Control)
- New building: E-Bank, req. digitalized property
- New building: Design Studio, req. 3D Modelling
- New building: Cloning laboratory, +25 science, +25% great person
- New building: Steel Mill, provides 1 bonus Steel from Iron + Coal
- New building: Arcology, req. Megastructure Engineering
- New Project: First Cloned Mammal, enables Cloning laboratories for all players
- New Wonder: Circus Maximus, +1 extra happiness from Arenas in all cities
- New Tech: Megastructure Engineering
- Icon for Ceremonial Altar
- Icon for Performing arts center
- Icon for Paved roads tech
- Icon for Canal systems tech
- Icon for Port
- Icon for Treefarm and Hybrid Forest
- Icon for Superstrong Alloys tech
- Icon for Desert Windmill improvement
- Icon for Nano Electronics tech
- Icon for Compulsory Education tech
- Specialbuilding type Pantheon, enabled at Mathematics
- Specialbuilding type Chapel, enabled at Liberalism
- New invisible unit group: Camouflage which works like submarines, these units are invisible to most units. Some Hi-Tech units are now invisible
Changes
- unit: ACV moved to Hi-Tech units category, upgrades to Special Infantry
- unit: ACV SAM moved to Hi-Tech units category, upgrades to Special SAM Infantry
- unit: Hoover tank moved to Hi-tech units category
- unit: Numidian Cavalry str increased from 5 to 7 (Carthage's UU, was weaker than other same type horse units)
- unit: Hoover Tank can see invisible Hi-Tech units
- unit: Artillery requires Steel and ammunition
- unit: Destroyer req. ammunition changed to steel
- unit: Battleship req. ammunition changed to steel
- unit: Submarine req. ammunition changed to steel
- unit: Aegis Cruiser req. ammunition changed to steel
- unit: Carrier req. now also steel
- unit: All Early Tank require Steel instead of Ammunition
- unit: Nuclear Submarine requires now steel instead of ammunition, no longer require Oil Products
- unit: Mobile SAM requires now Oil Products and (Aluminum or Steel), no longer require ammunition
- unit: Mobile Artillery requires now Steel instead of Aluminum
- Unit: Stealth Bomber req. now Oil Products and Aluminum, no longer aluminum or ammunition (ammunition should be abundance at the time when player can build this unit)
- unit: Hoover Tank no longer require ammunition (abundance)
- unit: all Light Tank, Tank and Heavy Tank units require now Steel and Oil Products
- unit: Armors require now Steel or Aluminum (and Oil Products)
- unit: Ironclad requires now Iron or Steel (and Coal)
- unit: SAM Infantry requires now Ammunition
- unit: All Marine units require now Ammunition
- unit: ACV SAM requires now aluminum instead of ammunition
- unit: ACV requires now also aluminum
- unit: Nuclear Carrier requires Uranium and (Steel or Aluminum)
- unit: Remote Controlled Bombers no longer require Ammunition
- unit: Battlecruiser requires now Steel or Iron
- unit: Dreadnought requires now Steel or Iron
- unit: BTR80 requires now also steel
- Building: Casino effects changed to +50% commerce, +1 happy per 20% commerce rate
- Building: Bath House +1 happiness removed and added happiness from culture per 20% culture rate (just like colosseum)
- Building: Hotel +2 happiness removed and added happiness from culture per 10% culture rate
- Building: Stable obsolete at Vertical Flight now
- Building: Mongol Ger obsolete at Vertical Flight
- Building: Armourer obsolete at Metallurgy
- Building: Skyscraper requires resource Steel, hurry cost modifier 50%
- Building: Hellenic Monastary renamed to Hellenic Gymnasia, +10 military production bonus added
- Building: Hellenic Cathedral renamed to Hellenic Pantheon, is now specialbuilding_pantheon instead of specialbuilding_cathedral
- Building: Zoroastrian Cathedral renamed to Zoroastrian Pantheon, is now specialbuilding_pantheon instead of specialbuilding_cathedral
- Building: International port no longer give +1 hammer from sea plots, +1 Coastal trade routes in all cities changed to +1 trade routes in city, +50% commerce modifier changed to +50% trade route modifier, requires 3+ Commercial ports. +25% Culture changed to +3 culture
- Building: Commercial port +1 coastal trade routes in all cities changed to +1 trade route in city where built. Requires 3+ Ports.
- Building: Guild hall no longer give +10 scientific research, instead it gives +1 science
- Building: Lab no longer give +50% scientific research, instead it gives +3 science
- Building: Ceremonial Altar moved to Mysticism, negative effects removed, culture amount 2->1 (doubles every 1000 years), is now specialbuilding_temple which means its effects will be nullified when city changes to new (state) religion and builds new temple from that religion, cost increased 35->50, can turn 1 citizen to priest. Note that Paganism civic gives +1 happiness to this building.
- Religious Building: Temples, if state religion +1 happiness from this building, culture 1->2 (doubles every 1000 years), spreads religion, req. tech Mysticism now
- Building: Cathedrals, +1 happiness even when not state religion, spreads religion
- Building: Jewish Shrine, starts golden age
- Building: Islamic shrine, +1 culture from every islamic buildings
- Building: Confucian shrine, free Morale promotion to units built here ie. +1 movement
- Building: Monasteries, spreads religion
- Building: Christian, Islamic and Zoroastrian Temple, +1 extra happiness, cost 80->90
- Building: Taoist and Buddhist Temple, +1 extra health, cost 80->90
- Building: Taoist Monastery, free promotion Martial Arts
- Religion: Judaism
- Global religion commerce: +2 science, +1 hammer
- Holy city, culture 4->3
- all cities with state religion: culture 2
- Religion: Christianity
- Holy City, culture 4->2
- all cities with state: culture 2
- Religion: Islam
- Holy city, +2 money, +2 science, +3 culture
- all cities with state: gold 1, culture 2
- Religion: Hinduism
- Holy city, culture 4->3
- all cities with state: culture 3
- Religion: Buddhism
- Holy city culture 3
- global religion commerce +2 culture
- all cities with state culture 1->0
- Religion Confucianism
- global religion commerce +1 culture
- Holy city +3 money, +1 science, 4->3 culture
- all cities with state +1 gold
- Religion Taoism
- Holy city culture 4->0, +3 gold
- all cities with state +4 culture
- Religion Protestantism
- global religion commerce +1 culture
- Holy city culture 4->0
- all cities with state +1 gold, +1 science
- Religion Zoroastrianism
- Holy city culture 4->3
- Religion Hellenism
- global religion commerce gold 1->0, science +1
- Holy city culture 4->3
- Wonder: Pyramids gives now access to all Religion Civics, not government civics
- Wonder: The Parthenon is now Hellenistic building and it spreads Hellenism
- Wonder: The Eiffel Tower, double production speed with Steel also
- National Wonder: Ironworks, provides 1 bonus resource Steel without the need of Coal and Iron. It gives access to this resource when player hasn't both resources coal and iron but has new techs that give access to units requiring steel resource (balance).
- Tech: Hypersonic Flight disabled for now. Will be enabled when community has created plane units that I can use on this tech.
- Tech: Military Robotics disabled for now.
- Tech: Artificial Organs disabled and hidden from tech tree (not used atm)
- Tech: Regenerative Medicine now leads to Cryogenics
- Icons for Hellenism
- Icon for Park
- Icon for Armourer
- Resources Textiles and Peat disabled so that pedia doesn't show these unused resources
- Improvement Treefarm +1 food with Environmentalism Civic
Fixed
- Guerilla 1 promotion for melee units, now they can get Guerilla 1-3 promotions
- Workboats can turn water to land, city must work on tile to complete terraform
- Workers/Pioneers can turn land to water, city must work on tile to complete terraform
- Forest cut when Shaft Mine built on tile
- Shaft mine should now always require Mine improvement first on same plot (as it should be upgrade to regular mine)
- unit Heinkel He111 requires now Ammunition
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I have also made list of things that might be added to this mod on later versions. I'll give you the list now and if you want to help me, you could give feedback/ideas about those things on the list. For example what should be included and what not, and why? What effects could buildings/wonders/projects etc have? Are my lists missing something important?
Techs
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Wireless Electricity (already exists)
Invisible materials / Optical camouflage (first cloaks already made)
Knowledge Management (leadership tech, already exists)
Multi-Cultural Leadership (already exists)
Standardized Quality Control (ISO-standards, already exists)
Controlled Gravity
Artificial Gravity
Interactive Paper (prototypes exist)
Global Governance (effective and equal way to control globalisation)
Glogalisation (globalisation on local level)
Intelligent Materials (materials that remember their original shape when heated, already exist)
Buildings
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Basilica (polytheism)
Philosopher's school (democracy)
Manor (req hereditary rule civic)
Prison
18-hole golf course / Country Club
Zoo
Race Track
Superhighways
Brewery
Hunting lodge
Perfumery
Soccer Field / Stadium
Monorail
Natural Gas Power Plant
Solar Power Plant
Landfill
Waste to energy Plant
Travel Agency
Marina
Convention Center
TV Studio
Cruise ship port
Movie studio
Space Port
Subway
Fusion Lab
Hologram Theatre
Robotic Assembly Plant
Info Net (GalCiv)
Virtual reality center (GalCiv)
Soil enhancement (GalCiv)
Personal Rapid Train = PRT (prototypes exist)
Zero Point Energy Source (creates energy from virtual particles)
ISO Auditing Center
Wonders
--------
Shangri La
Petra
Alcatraz
Shakespeare's theater
Great opera house
Clausewitz's on War
Big Ben
Weather Paradigm (SMAC)
Technological Capital (GalCiv)
MagLifter (shoots goods to Earth's Orbit by using magnetic levitation)
Angkor Thom, Bayon Stone Faces
National Wonders
-----------------
National Football League (can be soccer or american football)
National Sports League
Computer Center (supercomputers which are used to calculate weather broadcasts etc)
National Weather Service
Projects
---------
Global Positioning System = GPS, 1993
International Meteorological Organization, 1873
International Monetary Fund (IMF), 1961
World Health Organization (req United Nations) = WHO, 1948
World Wildlife Fund (WWF), 1961
World Meteorological Organization (WMO), 1951
International Atomic Energy Agency (IAEA)
Internation Theatre Institute (ITI), 1948
International Standard Organization (ISO)
F1 GP Championship
PGA golf championship
Improvements
-------------
Ski Resort (wealth)
Wild Animal Park (on fur and deer?)
Military Bombing Range (gives 1 free promotion to siege and bomber units?)
Thermal Boreholes (SMAC)
Condensor (SMAC)
Resources
---------
Tea
Cacao
Amber
Jade
Buffalo
Rubber
Sugar Beet
Saltpeter
Olives
Oil Sand (another Oil resource, for example in Canada)
Peat (used in power plants)
Tar
Plastics
Microchips
Robot parts
Synthetic fibers
Nanotubes
Ceramic Compounds
Air unit promotions
-------------------
Improved radar
Multitargeting
Cluster bombs
Bunker busting
Nightvision
Heat-seeker missiles
Air to Air missiles
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I've got some other things also on my idea lists but above are those that would be easiest to add. New resources are bit problematic since I haven't figured out how to edit gamefont.tga files, tried yesterday once again to add missing religion fonts but just got the game crash.. maybe someone could help me out with those font files?
aender Jul 25, 2007, 07:04 PM [QUOTE=zappara;5712468]I changed pyramid's effects so that it will give all Religion civics. Historically this makes sense since there were conflicts in ancient Egypt several times because of religions (I've seen few documentaries about this).
BTs has a wonder that gives all religion civs....also the way the coprs run might be good idea to leave pyramids as they were......specially with the earlier start date the corps will cost ton and the added boost to economy from telepathic civ prolly would be needed and wiped out from them...idk tho tried playing again today and if your able to mostly keep the corps out of your cities or playing on a bigger map with more enemy cities its not so bad
aender Jul 26, 2007, 01:54 AM nm forget i said anything...lol that first game was on easy monarch i think and i cheated greatly, normally do first time thru, just to see how the new stuff works, and had 2 corps in like everyone of my cities, ouch, but currently playing on deity, cheating slightly in beginning, and its like 12 - 1300 ad, not exactly sure, and currently making like 2k a turn due in large part to the corps, so do w/e u think works........but on the ps port of civ2 i remember the pyramids did give ya a granary in every city, mite not be such a bad idea due to the spy's actions, if you can anyways....also have an idea about a new corp.....javajoes coffee..lol.....anyways like i said b4 your mod is absolutely awesome and cant wait to play it wit bts
zappara Jul 26, 2007, 05:04 AM but on the ps port of civ2 i remember the pyramids did give ya a granary in every city, mite not be such a bad idea due to the spy's actions, if you can anyways....also have an idea about a new corp.....javajoes coffee..lol.....anyways like i said b4 your mod is absolutely awesome and cant wait to play it wit bts
Yeah, I remember too that in Civ2 pyramids gave granary in every city. That was my other choice when I was pondering how to change pyramid effects.
Just saw some pics about Next War unit types.. and there's probably tons of new material that I can use in my mod.. :woohoo: All this waiting time before I can start converting the mod to BtS drives me crazy! :lol:
mrhyms Jul 27, 2007, 10:35 AM Just saw some pics about Next War unit types.. and there's probably tons of new material that I can use in my mod.. :woohoo: All this waiting time before I can start converting the mod to BtS drives me crazy! :lol:
Roughly 2/3 of my way through my first BTS / Next War game :- On track to dominate the world with my 19th century steampunk mech units, but playing my usual "Gigantic Map / Marathon" settings so taking some time getting through it (although the new engine is truly marvellous in reducing "End Turn" wait times)
I was bursting with tons of ideas for new adds to Epic mod, but between your 1.1 update and all the new BTS content I need to recheck everything I thought of to make sure it would still work out...
"COMING SOON:- Zappara's Beyond the Next War Epic Mod" :king:
Good luck and godspeed with the conversion...
mrhyms
zappara Jul 29, 2007, 06:49 AM Full list of changes in version 1.1:
Added
- New unit category: Hi-Tech units (near future units)
- New unit category: Animal units, all dog units belong here now, limited access to promotions (what you can teach to animals)
- New Unit: Special Infantry (req. superstrong alloys), Hi-tech unit, invisible to most units
- New unit: Special SAM Infantry (req. superstrong alloys), Hi-tech unit, invisible to most units
- New Improvement: Hybrid Forest, (req. Planetary Economics and Treefarm)
- New Improvement: Bunker, +60% defense, 75% air defense
- New Bonus: Steel, required for most industrial/modern time units
- New building: Paradise garden (req. Weather Control)
- New building: E-Bank, req. digitalized property
- New building: Design Studio, req. 3D Modelling
- New building: Cloning laboratory, +25 science, +25% great person
- New building: Steel Mill, provides 1 bonus Steel from Iron + Coal
- New building: Arcology, req. Megastructure Engineering
- New Project: First Cloned Mammal, enables Cloning laboratories for all players
- New Wonder: Circus Maximus, +1 extra happiness from Arenas in all cities
- New Wonder: King Richard's Crusade
- New Wonder: Longevity
- New Wonder: Marco Polo's Embassy
- New Wonder: Women's Suffrage
- New Wonder: Magellan's Expedition
- New Wonder: Mausoleum of Mausollos
- New Wonder: Adam Smith's Trading Company
- New Wonder: SETI Program
- New Wonder: Petra
- New Tech: Megastructure Engineering
- Icon for Ceremonial Altar
- Icon for Performing arts center
- Icon for Paved roads tech
- Icon for Canal systems tech
- Icon for Port
- Icon for Doctor's Office
- Icon for Treefarm and Hybrid Forest
- Icon for Superstrong Alloys tech
- Icon for Desert Windmill improvement
- Icon for Nano Electronics tech
- Icon for Compulsory Education tech
- Icon for Archery Range
- Icon for Glass Blowing tech and Glasssmith building
- Icon for Treasury
- Icon for Theory of Everything tech
- Icon for Implants tech
- Icon for Naturopathy tech
- Icon for Planetary Economics
- Icon for Skyscraper
- Icon for Communication Networks
- Icon for Logistics
- Icon for Digitalized Property
- Icon for Radiotelescope
- Icon for School of Scribes
- Icon for Bath House
- Icon for Movie Theatre
- Icon for Brothel
- Icon for Lab
- Icon for Cavalry Tactics
- Icon for Oil Painting
- Icon for Jewellery
- Icon for Superstring Theory
- Icon for Supreme Court
- Specialbuilding type Pantheon, enabled at Mathematics
- Specialbuilding type Chapel, enabled at Liberalism
- New invisible unit group: Camouflage which works like submarines, these units are invisible to most units. Some Hi-Tech units are now invisible
Changes
- unit: ACV moved to Hi-Tech units category, upgrades to Special Infantry
- unit: ACV SAM moved to Hi-Tech units category, upgrades to Special SAM Infantry
- unit: Hoover tank moved to Hi-tech units category
- unit: Numidian Cavalry str increased from 5 to 7 (Carthage's UU, was weaker than other same type horse units)
- unit: Hoover Tank can see invisible Hi-Tech units
- unit: Artillery requires Steel and ammunition
- unit: Destroyer req. ammunition changed to steel
- unit: Battleship req. ammunition changed to steel
- unit: Submarine req. ammunition changed to steel
- unit: Aegis Cruiser req. ammunition changed to steel
- unit: Carrier req. now also steel
- unit: All Early Tank require Steel instead of Ammunition
- unit: Nuclear Submarine requires now steel instead of ammunition, no longer require Oil Products
- unit: Mobile SAM requires now Oil Products and (Aluminum or Steel), no longer require ammunition
- unit: Mobile Artillery requires now Steel instead of Aluminum
- Unit: Stealth Bomber req. now Oil Products and Aluminum, no longer aluminum or ammunition (ammunition should be abundance at the time when player can build this unit)
- unit: Hoover Tank no longer require ammunition (abundance)
- unit: all Light Tank, Tank and Heavy Tank units require now Steel and Oil Products
- unit: Armors require now Steel or Aluminum (and Oil Products)
- unit: Ironclad requires now Iron or Steel (and Coal)
- unit: SAM Infantry requires now Ammunition
- unit: All Marine units require now Ammunition
- unit: ACV SAM requires now aluminum instead of ammunition
- unit: ACV requires now also aluminum
- unit: Nuclear Carrier requires Uranium and (Steel or Aluminum)
- unit: Remote Controlled Bombers no longer require Ammunition
- unit: Battlecruiser requires now Steel or Iron
- unit: Dreadnought requires now Steel or Iron
- unit: BTR80 requires now also steel
- unit: Trained dogs str 3->2, animal attack bonus 50%->0 (dog = wolf, shouldn't be superior against animals at this point)
- unit: Wardog str 5->4 (not superior to axeman or longbowman), animal attack bonus 50%->25%
- unit: Guarddog str 7->6
- Building: Casino effects changed to +50% commerce, +1 happy per 20% commerce rate
- Building: Bath House +1 happiness removed and added happiness from culture per 20% culture rate (just like colosseum)
- Building: Hotel +2 happiness removed and added happiness from culture per 10% culture rate
- Building: Stable obsolete at Vertical Flight now
- Building: Mongol Ger obsolete at Vertical Flight
- Building: Armourer obsolete at Metallurgy
- Building: Lab requires now Glassware
- Building: Skyscraper requires resource Steel, hurry cost modifier 50%
- Building: Hellenic Monastary renamed to Hellenic Gymnasia, +10 military production bonus added
- Building: Hellenic Cathedral renamed to Hellenic Pantheon, is now specialbuilding_pantheon instead of specialbuilding_cathedral
- Building: Zoroastrian Cathedral renamed to Zoroastrian Pantheon, is now specialbuilding_pantheon instead of specialbuilding_cathedral
- Building: International port no longer give +1 hammer from sea plots, +1 Coastal trade routes in all cities changed to +1 trade routes in city, +50% commerce modifier changed to +50% trade route modifier, requires 3+ Commercial ports. +25% Culture changed to +3 culture
- Building: Commercial port +1 coastal trade routes in all cities changed to +1 trade route in city where built. Requires 3+ Ports.
- Building: Guild hall no longer give +10 scientific research, instead it gives +1 science
- Building: Lab no longer give +50% scientific research, instead it gives +3 science
- Building: Zulu Ikhanda moved to Military Training tech as it should be for Barracks building
- Building: Ottoman Hammam moved to Canalworks tech as it's the tech for aqueduct / bath house buildings
- Building: Ceremonial Altar moved to Mysticism, negative effects removed, culture amount 2->1 (doubles every 1000 years), is now specialbuilding_temple which means its effects will be nullified when city changes to new (state) religion and builds new temple from that religion, cost increased 35->50, can turn 1 citizen to priest. Note that Paganism civic gives +1 happiness to this building.
- Religious Building: Temples, if state religion +1 happiness from this building, culture 1->2 (doubles every 1000 years), spreads religion, req. tech Mysticism now
- Building: Cathedrals, +1 happiness even when not state religion, spreads religion
- Building: Jewish Shrine, starts golden age
- Building: Islamic shrine, +1 culture from every islamic buildings
- Building: Confucian shrine, free Morale promotion to units built here ie. +1 movement
- Building: Monasteries, spreads religion
- Building: Christian, Islamic and Zoroastrian Temple, +1 extra happiness, cost 80->90
- Building: Taoist and Buddhist Temple, +1 extra health, cost 80->90
- Building: Taoist Monastery, free promotion Martial Arts
- Religion: Judaism
- Global religion commerce: +2 science, +1 hammer
- Holy city, culture 4->3
- all cities with state religion: culture 2
- Religion: Christianity
- Holy City, culture 4->2
- all cities with state: culture 2
- Religion: Islam
- Holy city, +2 money, +2 science, +3 culture
- all cities with state: gold 1, culture 2
- Religion: Hinduism
- Holy city, culture 4->3
- all cities with state: culture 3
- Religion: Buddhism
- Holy city culture 3
- global religion commerce +2 culture
- all cities with state culture 1->0
- Religion Confucianism
- global religion commerce +1 culture
- Holy city +3 money, +1 science, 4->3 culture
- all cities with state +1 gold
- Religion Taoism
- Holy city culture 4->0, +3 gold
- all cities with state +4 culture
- Religion Protestantism
- global religion commerce +1 culture
- Holy city culture 4->0
- all cities with state +1 gold, +1 science
- Religion Zoroastrianism
- Holy city culture 4->3
- Religion Hellenism
- global religion commerce gold 1->0, science +1
- Holy city culture 4->3
- Wonder: Pyramids gives now free granary in every city
- Wonder: The Parthenon is now Hellenistic building and it spreads Hellenism
- Wonder: The Eiffel Tower, double production speed with Steel also
- Wonder: Newton's University renamed to Isaac Newton's college
- Wonder: Great Lighthouse moved to tech Seafaring, req. also Masonry
- Wonder: Statue of Liberty can be built only in coastal cities
- National Wonder: Ironworks, provides 1 bonus resource Steel without the need of Coal and Iron. It gives access to this resource when player hasn't both resources coal and iron but has new techs that give access to units requiring steel resource (balance).
- Tech: Hypersonic Flight disabled for now. Will be enabled when community has created plane units that I can use on this tech.
- Tech: Military Robotics disabled for now.
- Tech: Artificial Organs disabled and hidden from tech tree (not used atm)
- Tech: Implants require now Genetics instead of Artificial organs
- Tech: Regenerative Medicine now leads to Cryogenics
- Icons for Hellenism
- Icon for Park
- Icon for Armourer
- Icon for Suburb improvement
- Resources Textiles and Peat disabled so that pedia doesn't show these unused resources
- Improvement Treefarm +1 food with Environmentalism Civic
Fixed
- Guerilla 1 promotion for melee units, now they can get Guerilla 1-3 promotions
- Workboats can turn water to land, city must work on tile to complete terraform
- Workers/Pioneers can turn land to water, city must work on tile to complete terraform
- Forest cut when Shaft Mine built on tile
- Shaft mine should now always require Mine improvement first on same plot (as it should be upgrade to regular mine)
- unit Heinkel He111 requires now Ammunition
- CityLSystem: all bui |