View Full Version : Strategy World
strategyonly Sep 30, 2007, 07:39 PM This is the last time i update this MOD, cause avain has now made his Component into a regular MOD. Thx for trying this out.
http://forums.civfanatics.com/downloads.php?do=file&id=3198
The main reason for this MOD is to try and get a Culture, Diplomatic or Space Race MOD started.
Still just putting things in the MOD, will re-organzize later, thx for your patience? But it does work GREAT!!
If you want a conquest MOD this is not it.
If you do not have lots and lots and lots of time to play, this also, is NOT for you.
The main goal of this mod is to allow the player to patiently grow an empire while actually participating in the many wars that breakout during the course of the game. If a particular civilization is nagging you to stop trading with their worst enemies, or a much stronger civ declares war on a much weaker one, then you, the player, will be able to do something about it with your army of hundreds. CAUTION: "AI Opponents will also have large armies" army of hundreds.
This is the Tier for the Techs (costs) listed:
1. 1 000 trying out 500
2. 1 518 - - 759
3. 2 775 - - 1388
4. 3 771 - - 1886
5. 4 507 - - 2507
6. 5 982 - - 3582
7. 6 437 - - 4437
8. 6 829 - - 5829
9. 7 984 - - 6984
10. 8 198 - - 7198
11. 8 771
12. 9 104
13. 9 796
14. 10 146
15. 13 056
16. 14 524
17. 25 552
18. 31 139
19. 35 285
20. 38 000
21. 43 880
22. 46 666
23. 50 000
Just re-did the Tech tree back to the original techs that the base MOD had. As of 4 Oct 07. Now just have to put the tiers back in the try-out way.
Version 002 just uploaded as of 07:00 am, 7 Dec 07.
Download:
http://forums.civfanatics.com/downloads.php?do=file&id=7329
strategyonly Sep 30, 2007, 07:40 PM Technologies
- 41 New Technologies Added.
- Tech Tree Revised. 19 Ancient Techs, 19 Classical Techs, 20 Medieval Techs, 18 Renaissance Techs, 18 Industrial Techs, 20 Modern Techs, and some others.
List of New Techs:
Advanced Archery
Catapults
Advanced Construction
Simple Machinery
Medieval Medicine
Tactics
Explosives
Sociology
Advanced Mathematics
Alchemy
Renaissance Medicine
Telescope
Advanced Engineering
Naval Tradition
Advanced Tactics
Advanced Chemistry
Machine Guns
Metallurgy
Coal Power
Steam Trains
Electric Motor
Analytical Engine
Chemical Philosophy
Commercial Flight
Alloys
Hydro Power
Orbital Physics
Nuclear Warfare
Entertainment
Solar Power
Advanced Metallurgy
Isolinear Circuitry
Advanced Lasers
Artificial Intelligence
Bioneural Circuitry
Advanced Composites
Advanced Cybornetics
Note: Machinery now has two techs. Simple Machinery and Advanced Machinery. Original was dropped.
Each Tech will provide something whether it be units, buildings... etc... so each one is useful.
The technology advisor screen has also been completely redone. All techs, including the new ones, are shown, and for the most part are in different locations. Players will notice that there are arrows pointing from one tech to another and in some cases to or from multiple sources. For those who are unaware, the arrows are actually the OrPrereqs as found in the CIV4TechInfos.xml file. Originally, I wasn't aware of this fact and so when I made the tech tree originally, I didn't want any OrPrereqs at all. So, I made it with only AndPrereqs. This of course generated a tech tree in game without any arrows. I didn't like that but then discovered how it works so, I added all the AndPrereqs to the OrPrereqs section as well. This DOES NOT make the slightest difference at all as the AndPrereqs overrule the OrPrereqs if both are identical. The end result? A real long and neat looking tech tree.
NOTE: Some techs lead to another that is actually above or below it. In those cases, the arrow generation code makes a line start on the right side and then backs up underneath the tech it comes from and then either goes up or down (depending on the case), and then under the tech it points to, and then over to the left of the tech it unlocks where the arrow itself ends up. It's kind of difficult to put it in words but I am sure the player will understand once they're in game. Unfortunately I don't know which file makes the arrows and if I did, I am uncertain how it would work so I haven't pursued it. It's not bad though as there are still the buttons in each tech that has a prereq so it's not at all confusing.
New Units
Bronze Axeman
Bronze Maceman
Bronze Spearman
Bronze Pikeman
Bronze Knight
Iron Axeman
Iron Swordsman
Iron Maceman
Iron Spearman
Iron Pikeman
Iron Knight
Steel Axeman
Steel Swordsman
Steel Maceman
Steel Spearman
Steel Pikeman
Steel Knight
Advanced Catapult
The Bronze, Iron, and Steel versions of the above units are all identical to their specific class. i.e.: Bronze Swordsman, Iron Swordsman, and Steel Swordsman, all look the same with the exception of their color and number of them onscreen. Bronze types appear as a single bronze colored unit, Iron types appear as two greyish units, and Steel types appear as 3 silvery or light greyish units. If single unit graphics is turned on however, all three types will appear as one single unit.
New Civ: Firaxis: Leader Sid, play as this leader to get the full benefit of those units listed above. Otherwise you will play with the EDU units that some with each and every civ here.
Resources
- 2 new Resources. Tin and Titanium. Tin is revealed by mining, and Titanium is revealed by Advanced Metallurgy.
Both are needed for certain units.
14 resources from Amra/ResMod
Coffee
Sulphur
Rubber
Natural Gas
Ancient Temple
Lost Civ
Amber
Clay
Cacao
Apples
Lemons
Lead
Tin
Pearls
Buildings
So many to list, will do it later.
strategyonly Sep 30, 2007, 07:40 PM Credits:
Main base is from MarnzMOD, many,many thx.
Idea was by Agent 009
Zerver /bernie14 / danrell / Roamty /Darque /and
AlazkanAssassin/GarretSidzaka/Andrew_JayQuueg/meatwad4289
/Kael and FfH2 Team/CivGoldTeam/Duel/Chugginator/civmansam/
Supa/ArneoKerdarun/Zuul/MeteorPunch/Rabbit,White/Chalid/bmarnz/
Aranor/Wyz_sub10/snafusmith/C.Roland/woodelf/GarretSidzaka/
Robo Magic Man/TheBladeRoden/krowtrobot/seZereth/PSYX/
J_Period/Ploeperpengel/Chamaedrys/nautil/Hadrean/sepamu92/sharick/
ggganz/Italicus/ArdRaeiss/Hell's Angel/McGlocklinMA/mirtan/
Cafegio/korvgubben/The Conquests/Chiyu/hrochland/Khai/
Swarog/Walter Hawkwood/Fëanor/Nickolai/Axel/Mozza/bmarnz/
Bakuel/Gedemon/Grave/Zebra 9/bhiita/GeneralMatt/Houman/
Edgecrusher/timboobaa/Polycrates/FuzzyWuzzyBunny/asioasioasio/
siam/jojoweb/lamppost4/Sevo/Quueg/meatwad4289/Dale/avain/
dutchking/Psychic_Llamas/frenchman/PW90/GigaNerd/Dr. Funkshadow/
GIR/esnaz/
Even if you get way behind, you can make it up, just by building more cities, but be warned dont build to fast, but do build, build, build. Try to build at least 50 cities as soon as you can.
strategyonly Sep 30, 2007, 07:41 PM Tech tree does need some work, need ideas. DO you think it needs to be stretched out more? Just re-did my tech tree as of 4Oct.
-Added 6 Techs:
Aeronautics
Exposition
Polymers
Astrophysics
Artificial Intelligence
Quantum Mechanics
-Added 5 units: (from Amra's mod)
Panda Bear
Polar Bear
Siberian Tiger
Biplane
Mark V (early tank)
-Added 2 buildings
Powder Mill (gunpowder units +3 XP)
Rubber Factory (provides rubber)
-Added 2 civic categories: (inspired by VISa)
Education: Ignorance/Heritage/Apprenticeship/Private Schools/Military Training/Public Schools
Healtcare: Shamanism/Herbalism/Private HC/Regulated HC/Subsidized HC/Government Funded HC
-Added World Expo event
-Added new corporation: Fashion House (provides culture with silk/dye/cotton/fur/cow/pearls)
-Added 3 SpaceShip parts:
SS Navigation Array
SS Computer Core
SS Warp Drive
strategyonly Sep 30, 2007, 07:42 PM Change logs:
Had to re-do everything all over, found a crash when entering the Theology tech , changed it back to bases original techs.
Improved Formations from ExtraMod by Chiyu
Fortifacation
Rotarcraft
Added 2 Civs:
Hungary from ExtraMod/Amra'sMod
Goths by Fierabras/Amra
Added 3 units:
Bell UH1 (Huey) helicopter by snafusmith
AEGIS Destroyer by snafusmith
UCAV (unmanned combat aerial vehicle) by me
Implemented AirForces flavor units by Gedemon
Added Convention Center building
Switched Israeli unique building from Airbase to Mossad by esnaz
Added Airbase as regular building
Added 8 Wonders from ExtraMod by Chiyu:
Plato's Academy
Theatre of Dionysus
Leaning Tower
Flavian's Amphitheatre
Ishtar Gate
Reichstag
Big Ben
Torii
plus Mont Saint Michel Wonder by hrochland
Added 3 National Wonders:
Crystal Palace by charly1977
Beach Resort by hrochland
NASA by hrochland
Pushed original spaceship parts further back in tech tree
Added a new culture level: poor>fledgling>developing>refined>prosperous>influential>legendary
-Bananas now require Orchard
-Rubber now requires Plantation
-Fixed several Text bugs
-Changed Ancient Temple/Lost Civ scale
-Vehicle Factory no longer required for Armor units, now gives Armor units +4 exp, req 3 barracks
-Promotion icon fix
-Several of the new resources now give have a Corporation bonus
-Fixed Natural Gas Plant bug
-Added Solver's Great General/Military Academy bug fix
-Added Solver's Custom Events
-Added Olive Press improvement from Extra mod
-Change Forbidden Palace to Provincial Palace. Can build one for every 4 courthouses. (varies with game speed)
I need someone to build a Title screen for this MOD, thx.
Brave Sir Robin Oct 01, 2007, 12:46 PM I D\L this looks interesting
started a game founded city first tech will take 208 turns :eek:
2047 beakers epic speed
WTF
please explain :confused:
strategyonly Oct 01, 2007, 01:38 PM I D\L this looks interesting
started a game founded city first tech will take 208 turns :eek:
2047 beakers epic speed
WTF
please explain :confused:
Thats about right, if you look at the Tiers i have above, it tells you the costs, this is a cultural, diplomatic or Space Race game, NOT a conquest or timed one, as stated above. Pls read all of the above info, thx.;)
Those maps that have lots of goody huts, may or may not hurt your culture even more. Depends if your the recipient or not. So EXPLORE fast and furious.
Once you have lots and lots and lots of cities it gets so easy, after that.
If you see that your opponent has over 450 more points than you, best to start over he has gotten too many goody huts in the beginning.
But of course i always play on QUICK speed.
SevenSpirits Oct 02, 2007, 02:29 AM So... you changed some stuff, but how is it at all related to the victory conditions? I can get a "cultural, diplomatic or Space Race game" by checking and unchecking little boxes.
strategyonly Oct 02, 2007, 07:53 AM So... you changed some stuff, but how is it at all related to the victory conditions? I can get a "cultural, diplomatic or Space Race game" by checking and unchecking little boxes.
Thats what i am trying to say, this is intended have an alternative to gameplay, everyone can have a QUICK conquest etc. But if it takes you a long long time to win, then thats the purpose of this MOD, to enjoy the game more dramatically.
One thing noted is to have at least a Large map and only play with around 6-9 civs, that way the barbarians can build up their cities, once that begins, the fun will start. On Normal or above best thing to do it build up to 15-25 cities and then just protect them from hordes of barbarians/enemy players that will be coming, just like in regular life back in the olden days. Rather than how fast can i conquer this or that, this is intended to just have fun playing. Once you build over 25-30 cities the techs will come at a rather faster pace. But i guess to an answer to your question, sure you can check the boxes but wont it be better to have fun playing a long time rather than just go out and play at a fast pace. You can do that with any other MOD. Thats why i changed the cost values. I hope this explains it somewhat??:mischief:
Alot of the MODs out there are almost the same, nowadays, so this changes it, thats the point.
If you want a normal game, play my other MOD, thats fun also, and the next update will focus on modular civs made by me. (Next Fantasy War).
Lachlan Oct 02, 2007, 02:12 PM I have a problem, too may loads errors...
I'm on BTS 3.02 i have Warlords 2.13 and vanilla 1.74
I link my .ini
I modified .ini of "BTS" of "My documents"
strategyonly Oct 02, 2007, 03:01 PM I have a problem, too may loads errors...
I'm on BTS 3.02 i have Warlords 2.13 and vanilla 1.74
I link my .ini
I modified .ini of "BTS" of "My documents"
This was built after BtS 3.03 if that helps you? Make sure you have modules enabled.
darkedone02 Oct 02, 2007, 03:04 PM Just to point out some bugs, The city menu in ancient sound like the future version, please correct almost every city menu sounds. I also recommend that promotions should be set into the techs so that it can be accurate... I hate to have a warrior to become a kamikaze cause explosives was never invent in stone age.
dutchking Oct 02, 2007, 03:15 PM It seems like a lot of hard work, nice job Strategy.
strategyonly Oct 02, 2007, 03:41 PM The city menu in ancient sound like the future version, please correct almost every city menu sounds.
I tell you what, YOU do the sounds that would be great here, and make it for THIS mod, and i will put it in that way, hows that!! But YOU have to make it work for this mod ok.:mischief:
mice Oct 03, 2007, 12:36 AM Strategy, I'm interested in any mod which changes the way we play and this seems to do that.
I'm still not clear on how things would go. You recommend large maps, few civs, quick speed, is that right?
The techs come slow so i have a long time with my old veterans (good)
I can afford to have 25 cities. I go for culture or space with a siege mentality, 'come and get me'.
Is that about right?
strategyonly Oct 03, 2007, 03:03 AM Strategy, I'm interested in any mod which changes the way we play and this seems to do that.
I'm still not clear on how things would go. You recommend large maps, few civs, quick speed, is that right?
The techs come slow so i have a long time with my old veterans (good)
I can afford to have 25 cities. I go for culture or space with a siege mentality, 'come and get me'.
Is that about right?
Well the speed is really up to you, but i always play quick no matter what MOD i play. And you know i have never completed a MOD yet. The techs are slow (for now) but after that 25-50 city they will come alot faster (usually about every 40-50 turns then). This way you enjoy some of the techs and benefits, unlike most MODs that you can get techs rather fast and what are the purpose of some of the techs then? Space would be a really good one, since there are three more stages of the space added. But again choice. I personally never ever play more than 9-11 civs no matter what MOD i play on, gets to slooow way down the road if too many. Now if the other civs gets waaay to far ahead of you in the beginning (mostly due to goody huts) start over. But that means like 100 to 500 ratio. First time thru i would play on Quick, just to get the feel, i really think people would like this MOD its quite big and interesting with tons of stuff to do once the techs start coming.:p
Ideas are always welcome.
mice Oct 03, 2007, 03:55 PM Constructive feedback ;
I made 2 starts but had to give up both. first I over expanded. i thought the city maintenence might be reduced to allow more tiles worked and so more commerce for tech. It wasnt and I went broke.
2nd attempt I stayed on two cities as financial and built on the coast, this meant I could work 3 comm tiles in the sea.
I was building warriors and deleting them every turn to keep costs down.Then settlers and deleting them.
I got to BW to chop the amber for alot of commerce and was on track , but .... the turns of a quick game had run through to nearly half the game. I was still just developing out of warrior status.
I stopped because I knew I wouldnt get to a point where I was building a good army.
IMO the techs need to be shorter so that you can get to medieval units at least with in 450 moves.
:)
The tech tree and units and all the other features make this a good mod for sure
bmarnz Oct 03, 2007, 05:11 PM Interesting take on my mod. Are you going to merge all of your mod into it? I usually play marathon, how long would that take?
strategyonly Oct 03, 2007, 05:14 PM Constructive feedback ; IMO the techs need to be shorter so that you can get to medieval units at least with in 450 moves.
:)
The tech tree and units and all the other features make this a good mod for sure
Interesting, and thx for the feedback, that means alot to a modder, good/bad/helpful, all good stuff.;)
OK that means that i need to lower tiers from level 6 and below to make it more playable, HUH! But that means then if you get LUCKY and get alot of goody huts, your going to take off like a raced ape, and then the other civs could do that also and leave you in the dark. UMM.
What the heck, its only a game. I tell you what let me try some stuff out and i will get back to you'll, maybe i will lower cost by half each in the first 4 tiers, do you'll think that might be better??:mischief:
Need some more feedback from people thx, its your game, let me know how you'll want to make it more playable, and the feedback is the most important, and again thx.;)
bmarnz Oct 03, 2007, 05:20 PM If goody huts are a problem, I think you can limit what techs can be learned by goody huts.
strategyonly Oct 03, 2007, 08:13 PM If goody huts are a problem, I think you can limit what techs can be learned by goody huts.
I just lowered the tech cost for the first 10 to see if that helps, like mice suggested and i am having a better game, but for some reason in this MOD the AI are so darn smart, they build faster than my civ.;) GHs arent really a problem its just who gets them first, LOL
EDIT: See post # 1 for a tryout of techs cost changes.
EDIT EDIT: Just found a crash error so had to put the originals techs back in and now that i got that going again, need to put the tiers back in the try-out part. (4 Oct 07).
Dancing Hoskuld Oct 04, 2007, 03:25 PM Interesting MOD and interesting map. I tried playing on a random map but there were not enough GH to get me past the build and delete unit stage.
For some reason Torii and Shipyard are not giving promotions or experience to my caravals.
strategyonly Oct 05, 2007, 01:33 AM Interesting MOD and interesting map. I tried playing on a random map but there were not enough GH to get me past the build and delete unit stage.
For some reason Torii and Shipyard are not giving promotions or experience to my caravals.
I have completely re-done the tech tree back to the original tech tree will add units and other stuff later. Reason i found a crash when theology started. Got a very stable version working now. Just need to get the tiers working again.
So pls be patient. Will have it done in a day or so, maybe sooner.;)
Dancing Hoskuld Oct 05, 2007, 06:05 PM You may like to look into the horse unit "prodromoi". If I build it it causes some very strange interface problems. It is possible that it is also causing infinite loops when the AI builds it.
strategyonly Oct 06, 2007, 12:12 AM Just uploaded a brand new tech tree and new tier's as of 12:05 am, 6 Oct 07.
Firaxis is a good civ to test it out on, has its own United Nations building, LOL.
btw, if you'd like an older MOD that does not need any python or SDK i would give it a try and lets see what i (we) can come up with.
Dancing Hoskuld Oct 07, 2007, 04:35 PM Ignore my earlier comments. I cleared the cache and everything works fine again in both the old and new mod.
Blazapooloza Oct 15, 2007, 07:22 PM I think it would be worth it to add a revolution pack for it to make the game more fun like maybe a Rhyes and fall revolutions in the game would be cool :D
strategyonly Oct 15, 2007, 10:31 PM I think it would be worth it to add a revolution pack for it to make the game more fun like maybe a Rhyes and fall revolutions in the game would be cool :D
You know i never even played Rhyes MOD , dont know that much about it, sorry, would need alot more info, if that is possible??:blush: :blush:
I mainly play only Fantasy games, by myself.
But where is that revolutions thingy at then?
strategyonly Nov 27, 2007, 12:13 AM Just wondering if anyone is having any problems with the mod or even if anyone is enjoying it?
Or what needs to be changed?
dutchking Nov 27, 2007, 06:27 AM A bit off-topic, don't pay any attention to whoever keeps rating your projects 1 star (I rated it 5 in spite of him :p). It's not worth the energy.
Dancing Hoskuld Dec 06, 2007, 01:47 PM I decided to give this another go, but can't get it to start. Is it BTS 3.13 compatible? I get "CFG Error: failed to initalize the primary control theme.
I deleted the version I had and downloaded again from post #1. I did notice that the directory is called "StrategyWorld v001" but the INI file is "StrategyWorld v002.INI" I changed the name of the directory rather than the ini file. Hope that was right.
dutchking Dec 06, 2007, 01:51 PM ^I can handle this.
Make sure you put it in C:/Program Files/(...)
Rather than My documents/games/BTS/(...)
The way the game loads the themes has to be in Program Files.
Dancing Hoskuld Dec 06, 2007, 02:05 PM ^I can handle this.
Make sure you put it in C:/Program Files/(...)
Rather than My documents/games/BTS/(...)
The way the game loads the themes has to be in Program Files.
I did C:\prog.. first got error so tried My doc.. and got same error. It even destroyed my civ....ini file :). I also cleaned the cache.
I just made sure it was in the C:\Program Files... directory, cleaned out the cache and started with clean civ....ini (no MODS= stuff) file so had to load via advanced - load a mod.
Still getting the error.
dutchking Dec 06, 2007, 02:31 PM Mmm...Beats the spit out of me. Did you rename the folder which contains the mod?
strategyonly Dec 07, 2007, 12:00 AM I did C:\prog.. first got error so tried My doc.. and got same error. It even destroyed my civ....ini file :). I also cleaned the cache.
I just made sure it was in the C:\Program Files... directory, cleaned out the cache and started with clean civ....ini (no MODS= stuff) file so had to load via advanced - load a mod.
Still getting the error.
Did you EVER use patch 3.02??:blush:
Dancing Hoskuld Dec 07, 2007, 02:27 AM Yes, I renamed the folder. I think I started with patch 3.02. I know I did not go to 3.03 but waited for 3.13.
strategyonly Dec 07, 2007, 07:07 AM Yes, I renamed the folder. I think I started with patch 3.02. I know I did not go to 3.03 but waited for 3.13.
OK, nine out of ten people that used 3.02 have bad times with some MODs, my advise is to uninstall everything and start over and when doing so make sure you take what you want into another folder then install Civ4 and BtS all over again, but this time do not install anything but Patch 3.13 with BtS ok.:rolleyes:
strategyonly Dec 07, 2007, 07:17 AM Just uploaded version 2, alot of changes, but for me just the tiers, i have added a new extra extra fast gamespeed called FAST also, if you do not have the patients playing sooo slow.
Version 2, 7 am, 7 Dec 07.
7014, 371
söör Dec 08, 2007, 08:52 AM Hi!
" BUG mod " how it is possible to remove it?
JosEPh_II Dec 08, 2007, 01:02 PM I love the concept of this mod. :D
Unfortunately I only have Dial-up. At 314mb and a D/L speed of 3Kbs it would take 30+ hrs (if the d/l speed stays constant---it doesn't :p ) and my dial-up won't stay on that long either. I hosed. :( .
Cryin' in the Cornfields of W. Il..
JosEPh
JosEPh_II Dec 10, 2007, 07:02 PM Got a friend with BB to D/L the Mod onto a thumbdrive. Gonna try it out later this week. Yeah!
JosEPh :D
strategyonly Dec 10, 2007, 11:21 PM Got a friend with BB to D/L the Mod onto a thumbdrive. Gonna try it out later this week. Yeah!
JosEPh :D
Good for you, i betcha your really gonna like it, its a great MOD.:goodjob:
Nadin Bytefelt Dec 14, 2007, 09:46 AM You play Sid? when you test the mod Strategyonly ?;) :)
Idont see another posibilite to have 25-30 cities. inflation and maintenance put my research to null. When i have 12 cities:lol:
When i can build a Cottage ist no problem!
Can you mybe give for free build a Cottage to all civ to start?,without research need?
Or make to become Pottery in more goody huts...(1 from 2 when you dont have research Pottery) .
I love you idea and this Mod, i can more time play a era. Nice. Pls make a solution for this inflation/maintenance problem :)
JosEPh_II Dec 14, 2007, 10:15 AM strategyonly,
Got a problem. At end of turn besides the *press Enter* there is a line that comes up "Ctrl-Alt-O for Bug Mod".. Now if you do the Ctrl-Alt-O the Bug Mod Options window appears. This in itself is not a problem. Lots of options to look at and use or not. The Problem is once the BUG Mod Window comes up you can't get rid of it. No Exit.
So you then have to either Ctrl-Alt-Del to bring up Task mngr and end BtS or manually turn the 'Puter off. With no exit to BUG Mod window it's a show stopper. Got a fix?
JosEPh
genine Dec 20, 2007, 10:09 AM I love you're mod strategyonly!!! one slight problem it takes a hell of a lang time to load +/- 10 times longer dan BTS is this normal?Also are there any preffered mapsettings and what is the best way to quickely get out of the building something destroying it routine?Otherwise I very much like it! keep up the good work!
JosEPh_II Dec 24, 2007, 11:20 AM Is there a *fix* for the Bug Mod Pop-up screen that won't go away?
JosEPh
strategyonly Dec 24, 2007, 12:07 PM Is there a *fix* for the Bug Mod Pop-up screen that won't go away?
JosEPh
I'll have to get with bmarnz, cause like i say in the credits, its his base.
Seven05 Dec 24, 2007, 12:25 PM Strategyonly,
If your main goal is controling the pace of technology grab my mod (see sig) and take a look at how I added dynamic tech cost adjustments (the DLL adjusts tech costs as needed) in the various '#turns per era' game speeds. If you like the feel of that setup let me know and I can pull that component out of my SDK changes and you can merge them in yours. Its much easier than trying to manually jack up the tech costs and the end results feel much more polished in the game. Using the default tech costs I've been able to extend eras out to 300 turns without any trouble. Essentially it works by doubling the cost of technologies in the 'next' era and halving the costs of techs in the 'previous' era while adding 10% per era to the base cost to compensate for the extra turns.
Also, to compensate for the slower tech rate it's a good idea to give the cities something to do other than create units they don't need. I have an 'Idle' process, much like building wealth, culture or research that I made available with no tech requirement. It's an XML only change and helps players and AI alike in the early game with slower tech rates.
strategyonly Dec 24, 2007, 01:38 PM Strategyonly,
If your main goal is controling the pace of technology grab my mod (see sig) and take a look at how I added dynamic tech cost adjustments (the DLL adjusts tech costs as needed) in the various '#turns per era' game speeds. If you like the feel of that setup let me know and I can pull that component out of my SDK changes and you can merge them in yours. Its much easier than trying to manually jack up the tech costs and the end results feel much more polished in the game. Using the default tech costs I've been able to extend eras out to 300 turns without any trouble. Essentially it works by doubling the cost of technologies in the 'next' era and halving the costs of techs in the 'previous' era while adding 10% per era to the base cost to compensate for the extra turns.
Also, to compensate for the slower tech rate it's a good idea to give the cities something to do other than create units they don't need. I have an 'Idle' process, much like building wealth, culture or research that I made available with no tech requirement. It's an XML only change and helps players and AI alike in the early game with slower tech rates.
Sure thing, that sounds great, i like the sound of that alot better!:goodjob:
EDIT: But i guess it wont help, since i cant do dll changes, sorry!!!
CivDan Jan 02, 2008, 04:13 PM newbie question:
i have extracted "StrategyWorld_v002" to my ...bts/mods directory
when i run the worldbuilder save it runs civ but when it reaches the leader pick screen it says it can't load the worldbuilder in .../privatemaps directory
what did i do wrong?
do i need to install any other extra program like bugmod or something
or did i extracted to the wrong directory?
need help!
txs
strategyonly Jan 02, 2008, 04:22 PM Dont use the private maps then ok, thx.
LupusCanis Jan 03, 2008, 05:16 AM Civ IV crashes when I try to load a game with the mod on :(
I'm on the latest version of BtS.
strategyonly Jan 03, 2008, 07:49 AM Civ IV crashes when I try to load a game with the mod on :(
I'm on the latest version of BtS.
Did you ever update to 3.02?
CivDan Jan 04, 2008, 01:35 PM im loving this mod... :goodjob:
:king:
The fact that new techs take more time to discover than for example creating units makes it a lot more realistic anf of corse more interesting, 'cause we can apreciate each tech and not just run trough them like in the classic mod.
But the civics maintenance raises awfully fast....
i'm seeing my empire going bankrupt everytime.
since the techs take a lot of time to investigate we haven't the time to balance the budget with more income...
Has anyone experienced the same prob?
Sugestions?
strategyonly Jan 04, 2008, 04:38 PM im loving this mod... :goodjob:
:king:
The fact that new techs take more time to discover than for example creating units makes it a lot more realistic anf of corse more interesting, 'cause we can apreciate each tech and not just run trough them like in the classic mod.
But the civics maintenance raises awfully fast....
i'm seeing my empire going bankrupt everytime.
since the techs take a lot of time to investigate we haven't the time to balance the budget with more income...
Has anyone experienced the same prob?
Sugestions?
Try it on Quick once!!!;) And thx for your great comments.
CivDan Jan 07, 2008, 04:04 PM There's a bug in the mod :sad:
When U start a custom game all of the starting cities reach immediately "legendary culture" i haven't notice if it is because of any particular selected option or not, but the nevertheless...
any sugest?
strategyonly Jan 07, 2008, 07:13 PM There's a bug in the mod :sad:
When U start a custom game all of the starting cities reach immediately "legendary culture" i haven't notice if it is because of any particular selected option or not, but the nevertheless...
any sugest?
I dont have this problem, and nobody that uses the MarnzMOD, which this is, all i did was change the techs and nothing else. See if they have anything in his thread, thx.;)
alerum68 Jan 08, 2008, 10:41 PM To make the BUG Mod Options work, Strategyonly needs to do 2 things.
1) Add "Bug MOD.ini" to the root mod folder.
2) Have the root mod folder, (I'm guessing Strategy World) as a name of an ini file as well... 'Strategy World.ini', and at the end of the default MOD information, copy all the contents of 'Bug MOD.ini' into that file.
Strategyonly, it's not nice to go into anothers thread and tell others to download your Mod over someone elses. :nono: Anyway, I hope this fix helps. Send us a line over at the Bug Project if you have any problems. Laters!:)
edit: Almost forgot... use pakbuild to pak up your art directory, and you'll dramatically reduce your starting load time.
strategyonly Jan 09, 2008, 02:46 AM This is the last time i update this MOD, cause avain has now made his Component into a regular MOD. Thx for trying this out.
Dread Jul 12, 2008, 04:30 PM I like this MOD!!
Is there any other MOD's like this one...ie tech and civ and religion changes that doesn't alter the tech time table ?
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