View Full Version : [Warlords] CivFusion
ripple01 Jun 28, 2007, 09:38 PM CivFusion 0.31
Author: ripple01
For: Civ4 Warlords, 2.08
Full download here: http://www.3ddownloads.com/Strategy/Civilization 4/Mods/CivFusion/CivFusion 0.31.zip
Patch download (v0.30 to v0.31) here: http://www.3ddownloads.com/Strategy/Civilization 4/Mods/CivFusion/CivFusion 0.31_Patch.zip
Please read the second post for the release notes for this prerelease version and the third for some screenshots.
Features:
1) New Civilizations
12 new civilizations with leaderheads, UU's, UB's, First Contact text, flags, etc.
Abyssinia (Menelik II, Haile Selaisse)
Austria (Franz Josef, Maria Theresa)
Babylon (Hammurabi, Nabuchadrezzar II)
Byzantine (Basil II, Theodora)
Iroquois (Deganawida, Hiawatha)
Israel (David)
Maya (Pacal II)
Netherlands (Johan de Witt, William of Orange)
Portugal (Afonso Henrique, Herique I)
Siam (Mongkut)
Sioux (Crazy Horse, Sitting Bull)
Sumer (Gilgamesh)
2) New Leaders
8 new leaders for exisiting Civs
Celts - Boadicea
Germany - Hitler
Greece - Pericles
Japan - Hirohito
Korea - Sejong the Great
Ottoman - Ataturk
Vikings - Canute
Zulu - Cetshwayo
3) New Trait & Trait effects
Seafaring- Free Promotion (Navigation 1) to naval units, 50% Faster Production of Work Boat, Double Production Speed of Lighthouse, Harbor, Drydock
Other traits have bonuses that better suit them, for instance: +2 to diplomatic relations for Charismatic, -25% War Weariness for Aggressive (CCCP mods)
Each leader has a different trait, filling all of the trait combinations.
4) A radically expanded and retooled tech tree
# of techs in each era:
Ancient- 27
Classical - 21
Medieval - 24
Renaissance - 23
Industrial - 39
Modern - 37
Future - 1
for a total of 172 techs. (!)
5) New units
Over 35 new units have been added to increase the number of choices available as regards to air, sea, and land warfare and espionage.
Battering Ram
Hypaspist
Cataphract
Informant
Cog
War Galley
Galleass
Bombard
Arquebusier
Cuirassier
Line Infantry
Privateer
Man Of War
Ship Of the Line
Combat Medic
Balloon
Airship
Cruiser
Dreadnought
Early Destroyer
Early Infantry
Early Tank
Biplane
Anti-Aircraft Gun
Anti-Tank Infantry
Corvette
Intercontinental Bomber
V-1
Nuclear Submarine
Cruise Missile
Tactical Nuke
Military Freighter
AEGIS Cruiser
Mechanized Artillery
Mobile SAM
Strike Fighter
6) New Wonders
20 new wonders have been added, some with accompanying wonder movies.
Circus Maximus
Copernicus' Observatory
Leonardo's Workshop
Magellan's Voyage
Statue Of Zeus
Art Of War
The Sphinx
Theory Of Evolution
Adam Smith's Trading Company
Cure For Cancer
Gutenberg's Print Shop
Isaac Newton's University
J.S. Bach's Cathedral
King Richard's Crusade
Plato's Academy
SETI Program
Theory Of Evolution
Spirit Of St. Louis
World Trade Center
Leaning Tower of Pisa
7) New Buildings
19 new city buildings
Town Clock
Archery Range
Siege Workshop
Alchemist's Shop
Cinema
Fusion Plant
Mass Transit System
Naval Base
Nuclear Plant
Pagan Temple
Sewer System
Shipyard
Solar Plant
Steel Mill
TV Station
Shooting Range
Tavern
Ethanol Plant
Missile Silo
Ethnically diverse cities have been added, courtesy of GeoModder and others
8) New Resources
7 new resources have been added, balanced with existing resources.
Coffee
Citrus
Potatoes
Cotton
Salt
Pearls
Tobacco
9) New Spaceship Part
SS Fuel Cells
10) Custom Game Speed - CivFusion
855 turns of gaming goodness to give you ample time to play with all the added toys!
11) Many other tweaks/changes!
Changes from ver. 0.30
Changes:
Trade on Coast moved to Sailing
Trade on Ocean moved to Cartography
Map Trading moved to Paper
Remove Jungle moved to Iron Working
Added Geomodder's Ethnic Diverse CityStyles
Monumnet & Stonehenge obsolete moved to Navigation
New Icons for Naval Aviation, Jet Propulsion, Thermodynamics, Ritualism, Mechanized Warfare
Some strategy text added and updated
Fixed bugs with no movies playing
ripple01 Jun 28, 2007, 09:38 PM CivFusion 0.31 Release Notes
CivFusion is a mod that takes the best content from the Civ4 modding community and combines it
into 1 expanded game mod. IMO, the tech tree is like the skeleton to the entire game. The tech
tree in CivFusion has been totally redesigned and a number of techs have been added to better
reflect the evolution of history abd technology. To fill these new technologies (a few of
which still need content) I have added a number of new buildings and wonders and units to flesh
out human development and warfare. The mod also includes 12 carefully chosen new civilizations
complete with unique units and buildings. Many other tweaks and small changes have been introduced
over the course of the game. Additionally, because of the expanded amount of content, I have added
a custom gamespeed (which is recommended, the other ones have not been set yet), CivFusion, that is
855 turns.
This version of the game is roughly playable up until ~ 1930. Anything after that is not
balanced yet and even up until then alot of tweaking and fine tuning still needs to be done. I am
releasing this as a preview version to generate interest. After BtS is released, I am planning
to release a final version of the mod. I already am making plans for the BtS version.
I am also looking for people to help out and make this the best mod in the community. If you can
help with any of the following please contact me:
SDK programming
Python programming
Gamefont.tga editing
Civilopedia entries
Additionally, I am looking for a person with an intimate familiarity with Civ4 game mechanics to
help me with some detail oriented work regarding unit strengths, costs, promotions,
building/wonder costs, etc. I feel I am good with big picture ideas and implementation and not so
good with the intricate details. If you feel like you can help in this regard, please contact
me.
A couple of issues:
1) The Joan Of Arc leaderhead is screwed up. I have it partially working, but I was a little
unsure of how to fix it.
2) The Civics system is pretty much not working, I have had to disable some effects on some of
the civics due to a couple of bugs in the CCCP. These will hopefully be fixed in the BtS version
of the CCCP.
3) The missile units are not working correctly as I have not implemented the missile component
of Dale's Combat Mod yet.
4) There may be a smattering of TXT_KEY's not complete yet. Also, the Civilopedia is pretty much
not finished.
Credits
CivFusion is largely based on the CCCP 2.08.03 and the newest version of jray's Unaltered
Gameplay Hodegepodge. The 12 new civilizations are taken from CivGold 3.0. Some of the wonders
are from Gaius Octavius's Lost Wonders of Civilization mod. The civics system is largely taken
from Aussie Lurker's Expanded Civics Mod, slightly altered by me. City graphics are from
GeoModder's mod, I think some of them were done by Chamedrys (who did some other units and
buildings). Many of the units/buildings were taken from: Amra's Mod, Sevomod, ViSA, Total
Realism, Nyomod, Composite XL, Fall From Heaven, History in the Making.. Some ideas were borrowed
from HephMod as well as some of the other mods mentioned above. All of the content was found here
at CivFanatics.
Also, the Rise and Rule mod for Civ3 was a huge inspiration and some of the tech graphics and
tech ideas were borrowed from it.
A more complete credits will be done before final release.
ripple01 Jun 28, 2007, 09:39 PM Screenshots:
ripple01 Jun 28, 2007, 09:39 PM and one more for good measure...
ripple01 Jun 28, 2007, 10:21 PM I lied.....
Donkey Puncher Jun 29, 2007, 10:34 AM dled the mod and enjoying the hell out of it,its funny are before BTS we start getting great mod and this is one of them:goodjob:
Lachlan Jun 29, 2007, 01:55 PM I will give a try :goodjob:
ripple01 Jun 29, 2007, 02:05 PM I'm glad to see that there is some interest in this mod. I am going on vacation starting today and returning on Wednesday. I will not have internet access in the interim. I will answer any queries/problems upon my return.
Thanks,
ripple01
Register666666 Jun 30, 2007, 02:20 AM Looks like a cool mod, gonna check it out. Just one question, why is capitalism list under government as a civic?
Shouldn't that be under Economy?
davbenbak Jun 30, 2007, 08:02 AM This looks great!!! But I have trouble downloading from filefront. A small pop up window informs me that that I have to wait X number of minutes adn that the window will refresh in 60 seconds. When it does the window is so small I can't see when it is time to download. Am I doing something wrong? Is the any other place I can dl this from? I would love to give it a try.
Impaler[WrG] Jun 30, 2007, 09:38 AM If I had know so many mods would be using the 2.08.03 version of CCCP I would have tried to debug it more thoroughly, be advised their are know bugs that interfere with AirStrike missions and the experience level bonus of Charismatic trait. I'm focusing on BtS code now and probably won't come back to WL code soon if ever.
strategyonly Jul 02, 2007, 08:18 AM Put you on the Warlords MOD list, thx for contributing!!
davbenbak Jul 02, 2007, 06:55 PM Was able to dl after allowing cookies from file front. Mod is locking up when I right click to have units move.
rebakan Jul 06, 2007, 09:13 AM hi, ripple01, I downloaded it, but I can't play, in my pc it doesn't have any interface.
I don't know why, but some mods this happens and some don't.
I uninstalled and re-installed, but (in a custom game or play now) it's the same again. If anyone can help me I do appreciate it.Thanks very much.
ripple01 Jul 06, 2007, 10:05 AM I'm back from vacation. Thanks to all of you who have left positive comments; they are much appreciated. I've answered a few questions below:
Looks like a cool mod, gonna check it out. Just one question, why is capitalism list under government as a civic?
Shouldn't that be under Economy?
I think you might be mixing my mod up with another one. Capitalism is not listed under the Government heading...
;5624797']If I had know so many mods would be using the 2.08.03 version of CCCP I would have tried to debug it more thoroughly, be advised their are know bugs that interfere with AirStrike missions and the experience level bonus of Charismatic trait. I'm focusing on BtS code now and probably won't come back to WL code soon if ever.
I was aware that there were a few bugs remining in the WL CCCP. I plan on porting this mod over to BtS as soon as its released. If you need a beta tester for the BtS CCCP I'd be glad to help, let me know.
Was able to dl after allowing cookies from file front. Mod is locking up when I right click to have units move.
hi, ripple01, I downloaded it, but I can't play, in my pc it doesn't have any interface.
I don't know why, but some mods this happens and some don't.
I uninstalled and re-installed, but (in a custom game or play now) it's the same again. If anyone can help me I do appreciate it.Thanks very much.
Sorry to hear you guys are having problems. I would suggest making sure you are patched to Warlords 2.08 and that you have cleared your cache. You can clear the cache by holding the [SHIFT] button down while the mod is loading. Hope this helps...
Impaler[WrG] Jul 06, 2007, 11:01 AM I'm currently trying to get fellow Beta testers to beta test for me (I figure they should know how :rolleyes: ) I'll be sure to tap all the testers I can find here on CFC and things should move quite rapidly once the game hits shelves and the new CCCP with it. I'm modifying the Schemas to try to make WL mods play under the CCCP with as little modification as possible, we might see conversion at very high speeds compared to the porting that followed warlords despite the greater number of changes.
davbenbak Jul 06, 2007, 11:27 AM I am patched to 2.08 and always clear the cache when loading a new game.
NikNaks Jul 06, 2007, 11:39 AM @ rebakan
I assume you're trying to play under the Japanese version. Try playing in English.
rebakan Jul 06, 2007, 07:01 PM @NikNaks93: thanks for your answer, but no, I'm not playing under Japanese version, my pc is completely in English(I got 4 months to successfully install windows in English!) and my game lso was changed o English version with the help of some guys from here.
I'll try clearing the cache to see f it works, this mod is a very good one I do want to try!
thanks, anyway.
brun58 Jul 06, 2007, 10:08 PM Actually I'm in the U.S., and I also haven't been able to try this mod because I'm having the no interface problem too.
NikNaks Jul 07, 2007, 01:21 AM How odd. That bug is normally associated with language problems...
ripple01 Jul 07, 2007, 06:49 AM Arggh! I'm so sorry to hear people are having problems running this!
I'm looking into it and trying to recreate some of these problems, stay tuned.
ripple01 Jul 07, 2007, 08:23 AM OK, I think some of the problems people are having might have to do with the Move Highlighter. It is not working correctly and I forgot to disable it completely before releasing. I have attached a file to this post. (http://forums.civfanatics.com/uploads/86358/CvCustomEventManager.zip)
Please extract it to your Mods/CivFusion/Python directory, overwriting the current file and report back to see if it fixed the issue.
Thanks,
ripple01
brun58 Jul 07, 2007, 09:58 AM Hmmmm...least on my 'puter, it's still doing the same thing, I appreciate the time and effort that modders put in, I had this same problem with Ket's Composite XL mod, I was gonna do a quick search back and see what fixed it in his mod, not saying it's the same thing, just figured it's worth a shot.
brun58 Jul 07, 2007, 10:47 AM On page 11 of the Cpmposite XL thread is the problem and solution that Ket came up with. I'm not a modder at all, so I don't have any idea that it might help, but I figured it couldn't hurt to mention the problem that happened there, 'cause it was no interface too, and only affected some users. I really am looking forward to this mod, and thank ya for the effort you've already put into it, and are putting into finding a solution to this.
brun58 Jul 07, 2007, 10:48 AM Composite...oops.....
rebakan Jul 08, 2007, 07:02 AM Mine i think doesn't also have anything to do with the highlighted function.I know that because i had the same problem with Amra's modpack (gyathaar solved asking me to change windows registry) that I did, it works fine after that.Also Esnaz's Wales mod (I forgot the name of the guy who made it, sorry) still has the same problem.
All the mods that are here to Warlords I downloaded. So why only those three had this problem, I don't know. Any help I do appreciate it.
Sorry if I have so many problems in my computer.
I try very hard not bothering you, 'cause I know here only have really busy guys.
I do apologise for that.Thanks very much.
davbenbak Jul 08, 2007, 01:04 PM dl'ed the event manager patch and it seems to have solved the movement problem I reported. Next... you can't see all the civic options either in civics screen (because when you move your cursor down to scroll all the info the civic description disappears) or in the pop-up when the tech is discovered becasue the description is too vague.
davbenbak Jul 08, 2007, 01:06 PM PLEASE, PLEASE, PLEASE, post some kind of map (World, Europe, Mesopotamia) for your mod to add some historical context to all the excellent civ's you've hard soo hard to add.
rebakan Jul 09, 2007, 08:58 AM @NikNaks93 and ripple01:
I know by the forum's rules that I can't post the same message in two different threads so, when you have time, please (if you want) go to:
Amra's modpack v2 page 33 post #644 and see my message:
I find out what's the problem in my pc, now all the mods works perfectly!
PS:the webpage is http://forums.civfanatics.com/showthread.php?t=184242&page=33&highlight=Civ4-Warlords+new+civilizations post #644
Thanks for all your help, I do appreciate it.
ripple01 Jul 09, 2007, 01:46 PM No problem, rebakan, glad to hear it's working for you now!
davbenbak, I never play with custom maps so it's not something I've really considered and to tell you the truth I haven't really wrapped my head around how custom maps work. However, I see how it could be something critical for many players so I will try to implement some sort of custom map for the BtS version.
Anyone have any feedback, positive or negative, on the tech tree? It's the aspect I put the most time into so I'm interested to hear other people's take on it...
Thanks,
ripple01
davbenbak Jul 09, 2007, 06:47 PM Maybe it's just me but with the added resources of the mod, critical land resources such as horses, iron and coal seem much scarcer on the random maps. Also posted premade maps can not be adapted to the mod through editing the word pad part of the wbs (where you designate starting locations)due to the new resources.
Tech tree seems fine so far with the exception of not being able to build road in forests with the wheel. I like the added wonders as well as the seafaring trait. Getting pink screens when building shines seems weird concidering the graphics already exist as part of the game.
Register666666 Jul 10, 2007, 01:32 AM I think you might be mixing my mod up with another one. Capitalism is not listed under the Government heading...
Oops, my bad.
ripple01 Jul 10, 2007, 06:24 PM Maybe it's just me but with the added resources of the mod, critical land resources such as horses, iron and coal seem much scarcer on the random maps. Also posted premade maps can not be adapted to the mod through editing the word pad part of the wbs (where you designate starting locations)due to the new resources.
I'll take a look at tweaking this.
Tech tree seems fine so far with the exception of not being able to build road in forests with the wheel. I like the added wonders as well as the seafaring trait. Getting pink screens when building shines seems weird concidering the graphics already exist as part of the game.
I changed road building in forests to Bronze Working a la Hephmod.
I'm assuming you meant shrines when discussing the pink screens? I did not know this was a problem, I'll investigate and post a patch if necessary.
Thanks,
ripple01
rebakan Jul 11, 2007, 01:50 AM @brun58: maybe your problem is not the same as mine, but who knows, maybe what I did can also help you.I just find out that my civ4-Wlds japanese version set to English language, installs warlords in two different folders into the same HKEY_MACHINE_SOFTWARE registry key on Windows.
And the first folder keeps the original language (in my case Japanese)as the default one.The mods first check this first before loading.
What I did was erased this folder, keeping the other with English as default lang, in the Firaxis Games Directory.
Check out your registry key, and see if this is what happened to you.
Of course that every single person has a different reason for not showing interface, mine was that one.
Now all the mods works much better than ever before.
@ripple_01: I want to thank you for this wonderful mod, I love to see what the jaguar does, while waiting for one order, it's very cute! it's a very good, excellent mod, I enjoy playing it very much! Thanks a lot!sorry my English syntax errs.
davbenbak Jul 11, 2007, 06:35 AM OOPS, yes I meant shrines. Also noticed the changed to Bronze Working for chopping forests. Maybe chopping jungles could be moved up to iron working. I understand the logic behind needing Biology to combat jungle disease and all but it sure is a long time to wait especially when the resource in the jungle is stone or something needed earlier in the game.
I like the mod so please don't feel that I'm complaining. Just...um... rigorous play testing.
@rebakan Your English is fine and judging from my typo's just as good as mine.
ripple01 Jul 11, 2007, 08:39 AM @ripple_01: I want to thank you for this wonderful mod, I love to see what the jaguar does, while waiting for one order, it's very cute! it's a very good, excellent mod, I enjoy playing it very much! Thanks a lot!sorry my English syntax errs.
Your english is fine, rebakan, much better than my japanese. I can read katakana and some basic hiragana and kanji but that's about it. :) I am very happy to see you are enjoying the mod.
OOPS, yes I meant shrines. Also noticed the changed to Bronze Working for chopping forests. Maybe chopping jungles could be moved up to iron working. I understand the logic behind needing Biology to combat jungle disease and all but it sure is a long time to wait especially when the resource in the jungle is stone or something needed earlier in the game.
I like the mod so please don't feel that I'm complaining. Just...um... rigorous play testing.
I like the feedback and criticism, please keep it coming! I don't feel like you are complaining. I thought the same thing as you regarding jungles and biology, I was interested to see if anyone else would bring it up. If you have a start surrounded by jungles, you are screwed. I think I will move it to Iron Working as you suggest.
Thanks,
ripple01
davbenbak Jul 13, 2007, 08:49 AM Another thought would be to not have horses as a required resource for building chariots. The logic behind this is the fact that chariots were devloped because in ancient times horses were just too small to be riden effectively in battle. The ancient Americans in fact hunted them to extinction for their meat.
It would also extend their use in the game which would reflect their historical importance. Up until the developement of the chariot, warfare consisted of two groups of warriors who would line up facing each other at about 60-80 meters taunting at each other. Some would sling stones, fire arrows or throw spears at tartgets of opportunity while others would challange oppontents to single combat in the no man's land. Eventually one side would waver and break. Homer's IIliad gives an excellent account. With the chariot, riders could exploit this linear tactic by flanking from the sides and rear effectively herding thier oppentents like sheep or force the opponent to stretch their line so thin to be useful as shock troops in a frontal attach.
The wild tribes of the stepps eventually breed their small shaggy ponies to a large enough size to ride in battle and spread havoc on the "civilized" mesopotamians. The Persians used not only cavalry but the force of combined arms by organizing the army into similary armed units, including the chariot, to rule the entire Middle East. The death knell of the chariot was not only the introduction of mounted warriors but the developement of the Greek phalanx. Alexander was able to cover his flanks with cavalry and his tightly packed ranks of spearmen were immune to a frontal attack negating their effectiveness all together. Darius learned this lesson too late as he counted heavily on his war chariots to carry the day against the out numbered Greeks.
Sorry for the history lecture but I have never really liked the way Civ2, Civ3, or Civ4 has handled the chariot.
Strat_84 Jul 26, 2007, 11:11 AM As a fan of Rise and Rule awaiting an adaptation for Civ IV for a long time, i'm glad to see a mod with such features.
Just a problem though ... I followed your link on Filefront and ... No way to find any file related to your mod :cry:
ripple01 Jul 27, 2007, 09:14 AM As a fan of Rise and Rule awaiting an adaptation for Civ IV for a long time, i'm glad to see a mod with such features.
Just a problem though ... I followed your link on Filefront and ... No way to find any file related to your mod :cry:
I'm at work right now and can't test the link. Is it not available for download? That's no good...
I also want to provide an update on what's going on with this mod. I will be releasing a small patch to fix a few small bugs in the current version but that will be the last update for Warlords.
I am currently working on the BtS version and things have been progressing very well. I was able to procure a copy early so I have made considerable progress already and I want to get something out ASAP.
Here are some of the changes so far:
Removed HRE and Native American empires
Moved Charlemagne to 3rd leader for Germany
Moved Sitting Bull as leader of Sioux
I will be adding 10 or 12 new civilizations, aiming to have a nice selection from around the globe. The 9 I have added so far:
Sioux
Iroquois
Brazil
Austria
Poland
Hitttites
Siam
Polynesia
Israel
I am also adding many 2nd leaders for civs, trying to pick the best fan-made LH's and trying to avoid duplicate LH's based on the same model.
I have rebuilt the tech tree from scratch with the aim of making it look less visually crammed. The new tree is more functional and easier on the eyes. It is totally rebuilt through the 1930's/1940's so not too much more to go.
I have removed a couple of wonders/buildings from the Warlords version as I felt they were overkill. I will reevaluate when the BtS version is closer to completion.
I am adding a few new religions to spice things up. I have already added (borrowed graciously from Amra's mod) Amun-Ra (Egyptian pantheon) and Hellenism (Greek pantheon) as well as apprpriate founding techs. The appropriate leaders have these added as their favorite religion. I'm looking at adding Shinto and Zoroastrianism for a total of 11 religions.
I have also added in RabbitWhite's Ethnically Diverse Units for BtS and am working on getting GeoModders Ethnically Diverse Cities in as well.
I'll update with some screenshots shortly.
Cheers,
ripple01
ripple01 Jul 27, 2007, 09:25 AM Also, I could greatly use some assistance from anyone who has done GameFont editing. If anyone would like to help, let me know, you will receive credit of course.
Cheers,
ripple01
davbenbak Jul 27, 2007, 10:04 PM Are you keeping the BTS landsknechts as a UU for anyone?
ripple01 Jul 28, 2007, 11:41 AM I was considering keeping it for Austria. Both the HRE UU and UB could theoretically be used for Austria. The ones I have in there now are the Ku.K. Infantrie (replaces Rifleman) and the Opera House (replaces Theatre). The artwork on the Firaxian ones is quite nice so it would be cool to keep it in, but I'm undecided at the moment.
Cheers,
ripple01
ripple01 Jul 28, 2007, 11:45 AM Wow, just noticed that the download is gone from FileFront. Anyone know if they take downloads down after a period of time. I tried 3dDownloads a while back and had problems.
I'll try to find a better place to post. I'll post the full version of v. .31 that is patched with fixes for some of the issues in this thread and I'll post the v.31 patch for those of you that have previously downloaded.
The Bts version is progressing, I'm almost finished redoing the tech tree and I added GeoModder's Ethnic Cities and I'm going to add in ActualQuotes BtS in today.
Cheers,
ripple01
Strat_84 Jul 28, 2007, 02:44 PM Just a thought about what could bve done (I'm myself developper of a mod for another game, and i know how people can be annoying with stupid suggestions, so please don't shoot :D )
What i've noticed with Civilization going from revision 3 to 4 is that the fighting system has become far too simple. You previously had 3 values to set a unit : attack, defense and move (actually there were 2 more, the strengh of a unit and a bombardment value ).
In Civilization IV, there are only 2 values : strengh and move. Even if some bonuses make a difference between the units, it becomes difficult to have units designed for defence, or attack, or anything else. There are only units more powerfull than the others, and that breaks the strategy i think. I've not played civ4 for a long time, but if i remember well a striking exemple is the siege weapon. A catapult has become a single use unit, as it doesn't survive a fight often, even when it's the catapult that attacks (that is completly stupid to me because in real life, when you attack with a catapult or an artillery gun you make sure to be in a safe place :) ).
So, what about using the bonus system to create units that bring back a strategy similar to the one in CivIII, with attack or defence aimed units ? ;)
davbenbak Jul 30, 2007, 10:05 PM Totally agree with you Strat 84. Not at all happy with how pikes are handled and I have to create defensive grenadiers just to upgrade to machine guns. But to be fair I do like the possibility to "customize" my units. Maybe each unit could be coded to start certain triats and increase the amount of XP's needed for promotion to give them a more offensive/defensive feel.
ripple01 Aug 01, 2007, 08:17 AM Strat84 & davbenbak:
These are some really interesting ideas and I am defintely on board with making the units serve a role closer to their real-life counterpart. Thanks for sharing your ideas.
Update:
Things are progressing well for the BtS version. The redone tech tree is complete and I have added all of the buildings and most of the units back in. I'll post a complete list of all the mods incorporated shortly and I'm hoping (fingers crossed) to be able to release a playable version in a week or two. Of course, it will still require a LOT of tweaking and balancing but I'm really working hard to get something playable to you all shortly.
I am really in need of someone who can assist me with editing the GameFont files. If anyone would like to assist and recieve credit of course, please drop me a line.
Thanks,
ripple01
kalkas Aug 01, 2007, 12:11 PM I cannot download civfusion from filefront. I have allowed cookies. What is the exact name of the file?
davbenbak Aug 01, 2007, 01:49 PM Will there be new resources as well? If so please, please, please include some maps because the new resources won't allow us to use existing historical maps and I'm just not really a big fan of random maps.
ripple01 Aug 01, 2007, 02:57 PM kalkas, it seems for some reason that the file was removed from FileFront. I will try to reupload it ASAP, but I am going out of town this weekend and I don't know if I will get to it before I leave.
davbenbak, there will most likely be some new resources in the BtS version and I will do my best to come up with some maps. Anyone want to volunteer to help me out with making a couple of maps?
Thanks,
ripple01
kalkas Aug 02, 2007, 05:01 PM kalkas, it seems for some reason that the file was removed from FileFront. I will try to reupload it ASAP, but I am going out of town this weekend and I don't know if I will get to it before I leave.
Thanks for your reply.:)
Kalkas
Strat_84 Aug 03, 2007, 08:19 AM I would really like to help you, but i don't know anything about modding in Civilization, and i'm still overcrowded with work with my own mod :(
ripple01 Aug 12, 2007, 09:17 AM Updated first post with v 0.31 full download and a patch from 0.30 to 0.31. This will be the final release for Warlords 2.08.
BtS version is continuing to come together, I'm hoping for a beta release in approximately a week or so.
Cheers,
ripple01
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