View Full Version : [BtS] CivFusion
ripple01 Nov 12, 2007, 09:01 AM CivFusion by ripple01
Beyond The Sword 3.17
v. 0.70
CivFusion 0.70 Download: http://forums.civfanatics.com/downloads.php?do=file&id=11227
To install, unzip into your BtS/Mods directory. Use 7-zip (http://www.7-zip.org) to unzip.
v0.50 removed after 860 downloads
v0.60 removed after 790 downloads
Caution: CivFusion 0.70 is over 500MB zipped and approximately 1GB unzipped. I recommend a middle-to-high-end system for best results.
Features:
--1) New Civilizations
8 new civilizations with leaderheads, UU's, UB's, First Contact text, flags, soundtracks, etc.
Austria (Franz Josef, Maria Theresa)
Hittite (Mursilis, Suppiluliuma)
Iroqouis (Deganawida, Hiawatha)
Israel (David, Solomon)
Poland (Casimir, Sobieski)
Polynesia (Salamasina, Kamehameha)
Siam (Mongkut, Ramkhamhaeng)
Sioux (Crazy Horse, Sitting Bull)
The Native American civilization has been removed.
--2) New Leaders
All civs now have at least 2 leaders
4 leaders
America - A Jackson^
China - Kangxi^, Taizong
England - Henry VIII^
France - Joan Of Arc^
Greece - Leondias, Philip II
Rome - Trajan, Caligula
Russia - Ivan IV
3 leaders
Arabia - Harun al-Rashid^, Abu Bakr
Celtia - Vercingetorix
Egypt - Cleopatra
Germany - Hitler
India - Akbar
Japan - Hirohito^, Meiji
Mongolia - Tamerlane
Ottoman - Ataturk
Persia - Xerxes
2 leaders
Aztec - Itzcoatl*
Babylon - Nabuchadrezzar II^
Byzantium - Theodora^
Carthage - Dido^
Dutch - Johan de Witt^
Ethiopia - Haile Selassie^
Holy Roman - Charles V^
Inca - Pachacuti^
Khmer - Jayavarman VII^
Korea - Sejong^
Maya - Smoke Jaguar^
Mali - Sundiata Keita
Portugal - Henrique I^
Spain - Franco
Sumer - Sargon
Viking - Canute^
Zulu - Cetshwayo^
*not included in current version
^custom soundtrack included
--3) New Leader Traits and Abilities
Aggressive - +10% Military Unit Production
-50% War Weariness
Double Production Speed of Jail
Charismatic - No Anarchy
Enemies Suffer +25% War Weariness
Double Production Speed of Arena, Broadcast Tower
Creative - +25% World Wonder Production
+2 culture/city
Double Production Speed of Theatre
Expansive - +2 health/city
50% Faster Production of Settler
Double Production Speed of Granary
Financial - +25% Gold
Double Production Speed of Bank
Imperialist - No Resistance in Captured Cities
+2 Trade Routes/city
Double Production Speed of Monument
Industrious - +1 hammer on all plots with 3 hammers
50% Faster Production of Worker
Double Production Speed of Forge
Organized - -25% Cost of Espionage Missions
-50% Civic Upkeep
Double Production Speed of Courthouse
Philosophical - +50% Great Person Birth Rate
+100% Golden Age Length
Double Production Speed of University
Protective - +100% Great General Emergence inside Cultural Borders
Free Promotion (City Defense I, Drill I) to Melee, Archery units
Double Production Speed of Walls, Castle
Scientific - +10% Research
Double Production Speed of Library, Laboratory
Seafaring - +2 Trade Routes in Coastal Cities
Free Promotion (Navigation 1) to naval units
50% Faster Production of Work Boat
Double Production Speed of Shipyard, Lighthouse, Harbor
Secretive - +2 Espionage/city
+25% Success Rate for Spy Missions
50% Faster Production of Spy
Double Production Speed of Tavern, Intelligence Agency
Spiritual - +2 happiness/city
Automatic Spread of State Religion to New and Captured Cities
Double Production Speed of Temple, Cathedral
Tactical - Free Promotion (Combat 1) to Melee and Gunpowder units
-25% Experience Needed for Promotions
Double Production Speed of Barracks
--4) A radically expanded and retooled tech tree
# of techs in each era:
Ancient- 29
Classical - 18
Medieval - 23
Renaissance - 28
Industrial - 37
Modern - 30
Future - 13
Total - 178
--5) New Units
Over 20 new units have been added to increase the number of choices available as regards to air, sea, and land warfare and espionage.
Battering Ram
Siege Quinquereme
Horseman
Cog
War Galley
Galleass
Inquisitor
Bombard
Arquebusier
Man Of War
Balloon
Anti-Aircraft Gun
Cruiser
Dreadnought
Early Destroyer
Early Tank
Biplane
Early Infantry
Corvette
V1
Military Freighter
Intercontinental Bomber
Strike Fighter
Battlecruiser
--6) New Unit Artstyles
Varietas Delectat 4.01 by avain
Austria - GeneralMatt
Iroquois - bernie18
Poland - danrell
Siam - Zerver
Sioux - bernie18
--7) New Buildings
Archery Range
Shipyard
Tavern
Siege Workshop
Town Clock
Alchemist's Shop
Shooting Range
Sewer System
Cinema
TV Station
Tank Factory
Solar Plant
Fusion Plant
--8) New Wonders
All World Wonders, National Wonders, and non-Spaceship parts Projects have accompanying movies
World Wonders
Flavian Amphitheatre
Petra
The Art of War
Via Appia
Leaning Tower of Pisa
JS Bach's Cathedral
King Richard's Crusade
Magellan's Voyage
Leonardo's Workshop
Copenicus's Observatory
Isaac Newton's College
Trafalgar Square
Theory Of Evolution
East India Company
Spirit Of St. Louis
World Trade Center
SETI Program
Cure For Cancer
National Wonders
Center for Disease Control
Projects
Magna Carta
SS Nav Control
--9) New Religions
4 religions have been added to the game with their corresponding buildings and units.
Shinto
Zoroastrianism
Hellenism
Amun-Ra
--10) New Civics
Coming Soon - I need SDK help to implement the Civics as I want them.
--11) New Resources
Coffee
Tobacco
Salt
Citrus
Cotton
Potatoes
--12) New Corporations
Coming soon - I'd like to add 4 corporations with 7 different corporations used per game, same as the religions
The new corporations will make some use of the unused existing resources and the new resources
--13) Custom Game Speed - CivFusion
1000 turns of gaming goodness -ample time to enjoy all of the new toys included. :)
Other gamespeeds have been modified accordingly
--14) Community Mods Included
Unofficial Patch 0.19 by Solver, Dresden
Better BTS AI 0.37 by jdog5000 and others
Bug MOD v3.5 by alerum68, ruff_hi, and others
Dale's Combat Mod v1.7 by Dale
Revolution v1.63 by jdog5000
Influence Driven War by moctezuma
Grave's Flavored Civics 0.3 by Grave
Super Spies 1.23 by Trojan Sheep
Unique Civ-Specific Great People by Gaius Octavius
Great Person Mod by Patricius, The Lopez, Amra
Mastery Victory by Sevo, Thorn, avain
Unit Statistics Mod 1.5 by Teg Navannis
Improved Graphics 2.0 by Chuggi
Ethnic Citystyles 1.04 by Geomodder
Proper Crossings by Niessuh
AcutalQuotes 4.20 by Willowmound
Not Just Another NextWar Mod 1.37 by jkp1187
Enhanced Tech Conquest 0.6 by Jeckel, Grave
Culturally Linked Starts 1.1.2 by Jean Elcard
--15) Many other tweaks/gameplay changes!
ripple01 Nov 12, 2007, 09:01 AM RELEASE NOTES
CivFusion is a mod that takes the best content from the Civ4 modding community and combines it
into 1 expanded game mod. I see the tech tree as 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 and 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 8 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, CivFusion, that is 1000 turns. and the other gamespeeds have been adjusted as well.
In making CivFusion, I made a special attempt to tie in elements from the other games in the Civilization
series. For example, some old civs and leaders were brought back who were not included in Civ 4 or its expansions:
(Iroquois, Hittite, Joan of Arc, Xerxes). Similarly some former and new wonders were added: (Leonardo's Workshop,
Magna Carta) I see, in some ways, CivFusion as being an homage to the Civ series as a whole.
I am currently searching for a Python/SDK programmer to help me flesh out some areas of the mod.
I've got some ideas in mind for traits and civics and would like to implement them, but I can't do
it on my own. If anyone wants to help, let me know.
Also, a final note that I have balanced the game on Noble difficulty and CivFusion gamespeed. I have attempted to balance out the other speeds/difficulties but there may be some anomalies still present. Please report any unexpected behavior to me if you get strange results on other gamespeeds/difficulties.
Known Issues:
1) Civilopedia "Units" screen, top box info gets out of the box with ranged units
2) Battlecruiser lasers not firing
3) Petra Wonder not working as intended
4) Apostolic Palace not expiring
5) If DCM Air Bombing is OFF, improvement bombing not working correctly
6) Opening slideshow does not work
7) Unit Statistics not currently working
8) There is currently no First Contact text for a few of the new leaders.
ripple01 Nov 12, 2007, 09:02 AM CREDITS
First off, I want to profusely thank my two awesome beta testers, Edward The Big and
Uncle Anton. They were a huge help in hunting down bugs and bringing a high level of
polish to CivFusion. An additional thanks to Uncle Anton for his diligence in hunting
down civilopedia text.
Next, I'd like to offer special thanks to the following people who have specifically
helped me out during this project, in various ways: Some offered specific help, some
fulfilled a request of mine, and some for their inspiration: (in no specific order)
Kalimhakus, Chamedrys, Ekmek, Sevo, the Rise and Rule team, jdog5000, Wyz_Sub10,
Onionsoilder, Aussie Lurker
This mod, however, could not have come to fruition without the efforts of the Civ4
community; much of the content is from members of CivFanatics and I'd like to recognize
them here: (in no specific order)
Geomodder, PW90, NikNaks, esnaz, C.Roland, GIR, asioasioasio, Edgecrusher, General Matt,
Wolfshanze,Chuggi, bmarnz, the Total Realism team, the BUG team, the CivGold team, Zerver,
Amra, Willowmound, danrell, Grave, Jeckel, Jean Elcard, TheLopez, Patricius, Solver, Dresden,
Teg Navannis, jkp1187, avain, moctezuma, Common Sensei, Hadrean, and others. I may have
forgotten some people so if you see any content here that you created, PM me and I'll add you.
I also used some freely available music for this project and would like to recognize the
following performers:
Berne Union Bands, Jon Sayles, Anne Roos, Ali Akbar Shahnazi, Jin Hi Kim, Nick Wylie,
US Navy Band, Gordon Farrell, Emmanouel Hatzimarkos
Finally, a small amount of content has been used from other Firaxis creations, including
Pirates! and Civ 4: Colonization. Props to those teams as well.
ripple01 Nov 12, 2007, 09:04 AM SCREENSHOTS
ripple01 Nov 12, 2007, 09:05 AM MORE SCREENSHOTS
ripple01 Nov 12, 2007, 09:07 AM VERSION HISTORY
0.70
Added many new leaderheads
Added new movies for all World Wonders, National Wonders, and Projects (arian, johny smith)
Added new button for Revolution
Added new buttons for many techs
Added new button for Bombard
Added new artwork for Great Person popup screens
Added new technology, Civil Rights
Added new city art for Iroquois and Sioux
Added Ethnic Citystles 1.04 by Geomodder
Added Next War Mod 1.42 by jkp1187
Added Tech Window by Roamty
Added custom begin game popup
Added Culturally Linked Starts 1.1.2 by Jean Elcard
Added missing Remove Religion button
Added missing Poland flavor units
Added Austrian Chariot, Explorer, and Longbowman units
Added Ethiopian Cavalry, Rifleman, Cannon, and Grenadier by bakuel
Added -50% Unit Upgrade Cost to Leonardo's Workshop
Added +50% Spread of State Religion to Temple of Artemis; moved +100% trade routes to Via Appia
Added missing quotes/pedia text for almost all techs, buildings, wonders (Thanks, Uncle Anton)
Added Enhanced Tech Conquest by 0.6 by Jeckel, Grave
Added soundtracks for Kamahameha, Salamasina, Crazy Horse, Hiawatha, Degnawida
Added late soundtrack for Montezuma
Added Magna Carta project
Added Crop Rotation tech; moved Farms Spread Irrigation from Civil Service
Added Joint Stock tech; moved Customs House and East India Company from Economics
Added new opening slideshow
Added Mali and Zulu Warriors and MesoAmerican ships by Chuggi
Added Aztec Scout and Horseman and Mongolian Warrior, Archer, Explorer, and Pikeman by bakuel
Added American Medieval Units 3.0 by Zerver & Wolfhanze
Added new button for SS Nav Control
Added new building, Shipyard
Added Improved Graphics 2.0 by Chuggi
Adjusted game speeds - CivFusion speed is now 1000 turns
Adjusted some values in GameSpeedInfo.xml
Adjusted culture level thresholds slighty
Adjusted leader traits - all leaders have a unique trait combination; all combinations are used
Adjusted some tech costs
Adjusted stats of Tavern, Castle, Jail
Changed unit select sounds for new civs to more appropriate ones
Changed player numbers on each map size back to default
Changed name of Urbanization tech to Fortification
Changed Great Wall to not require Walls in 3 cities
Cleaned up Hellenism icon
Created new buttons for all of the new leaders
Fixed all issues with leader traits not working correctly
Fixed Unit Statistics button not hiding properly
Fixed XML error with Shinto sounds
Fixed XML errors with a few wonder movies
Fixed XML artdefine of Iroquois Horseman
Fixed incorrect derivative civ for Hittites
Fixed holy city icon for Hellenism religion
Fixed XML error with Hwacha
Fixed Manhattan Project not working correctly
Fixed Battlecruiser (sort of, works but lasers don't fire as intended)
Fixed some National/World Wonders generating incorrect # of GP points
Lowered volume of Shinto founding sound
Modified religion spread #s
Moved Constitution tech to Medieval era
Moved Bomb Shelters to Atomic Theory tech
Moved Rock & Roll to Electronics tech
Moved some mounted UU's around (Arabia, Sioux, Carthage, Mongol)
Moved Serfdom to Crop Rotation tech
Moved Longbowman to Feudalism tech
Readded Holy Roman Empire; moved Charles V to HRE
Rearranged list of buildings and units to make more sense
Removed The Sphinx wonder
Removed Brazil civilization
Removed Menelik II, Basil, and Harald Hardrada
Removed Hittite and Polynesia from barbarian city lists
Removed individual missionary names for the different religions
Removed Quantum Physics tech
Removed Espionage technology requirement from Scotland Yard
Removed some unused XML
Removed Vassalage tech; moved Vassal States to Feudalism and Man-at-Arms to Monarchy
Removed tech requirement from Inquisitors; they now require a Cathedral to build
Removed Marksmanship tech
Renamed Adam Smith's Trading Company to East India Company
Replaced Austrian UU with Jaeger
Replaced Hellenism graphic with Power graphic and added new Power graphic (Plug)
Replaced almost all religion assets with improved content from Just Another Religion Mod
Updated to 3.17 compatibility
Updated BUG to 3.5 1459
Updated Revolution Mod to 1.63
Updated Dale's Combat Mod to 1.7
Updated Better BTS AI to 0.37
Updated Varietas Delectat to 4.01
0.64
Added new music for Augustus, Cetshwayo, Carlos I, Jayavarman, Kangxi, Mursilis, Dom Pedro II, Suppiliuluma
Added Influence Driven War by moctezuma
Fixed a couple of text bugs in Dale's Combat Mod
Fixed bug with some leader traits not working
Readded Unit Statistics mod, now via SDK and includes new main screen button
Rebuilt SDK, cleaned up some unused code, removed Civ Changer and Civ Customizer components
0.63
Added Mastery Victory by Sevo, avain
Fixed incorrect Confucian Academy cost
Fixed missing Via Appia button
Set Stack Attack, Opportunity Fire, and Active Defense from DCM to Off by default (they were causing CTDs)
0.62
Added Hebrew civ sounds (esnaz)
Added Petra and Via Appia wonders by GIR
Added buildings city screen fix by Kalimhakus
Added new graphic/button for default Horseman unit (History in the Making)
Added new units for Austria (Swordsman, Man-at-Arms, Horseman, Knight, Infantry, Machine Gun, Tank) (Wolfhanze's mod)
Added music for Mongkut (Siam) and Ramkhamhaeng (Siam)
Added new tech quotes (Total Realism)
Adjusted some classical era techs
Fixed missing PreReq tech for Manhattan Project
Fixed incorrect ArtDefines for some modern flavor unit buttons
Fixed Austrian Musketman graphic
Overhauled trait system, including the addition of 3 new traits
Replaced Dido LH (C.Roland, Refar)
Replaced buttons for Labor Union, Radar, Jurisprudence, Monarchy (Total Realism)
Updated Revolution mod to v1.42
0.61
Added Super Spies 1.23 by Trojan Sheep
Added scoreboard fix to accomodate Revolution minor civs (Thanks, Kalimhakus)
Added Akbar as 3rd leader for India (Ekmek, Amra)
Added religion-specific Inquisitor units (AmraMod)
Added new SDK tags for modifying traits (Trait overhaul should appear in the next patch)
Fixed missing Hittite flag
Fixed CTD when using "Choose Religions" option
Fixed pink heads on Siamese Longbowman, Battle Elephant, and Horse Archer
Readded Inquistor code via SDK; Inquisitor is now working (was disabled previously)
Replaced Marius Aurelius LH (Ekmek, others)
Updated BUG mod to v2.22
Updated Dale's Combat Mod to v1.5
0.60
Added BTS Unaltered Gameplay (BUG) 2.21
Added Revolution 1.4 by jdog5000
Added Dale's Combat Mod 1.3 by Dale
Added Grave's Flavored Civics 0.3 by Grave
Added Pirates Mod 0.6 by TheLopez, Jeckel, Grave
Added Unique Civ-Specific Great People by Gaius Octavius
Added Unit Statistics Mod 1.5 by Teg Navannis
Added Austrian Grenadier and Musketman by GeneralMatt
Added Iroquois Grenadier and Sioux Grenadier and Rifleman by bernie14
Added Chinese Horse Archer and Chinese Horseman by siam
Added new icons for Atomic Theory, Labor Union, Warfare, and Seafaring techs
Added First Contact text for Dido, Carlos I, and Mursilis
Added new music for Deganawida (Early) and rearranged Deganawida's and Hiawatha's music
Added new music for Johan de Witt (Late)
Added scrolling Religion and Corporation screens by johny smith
Added civilopedia text for Carlos I and Dido (CivGold 4.0)
Added Specialist Spy Civilopedia fix by johny smith
Added Earth map by marxandengles, modified by ripple01
Added Siamese units by Zerver
Added, changed, and replaced many leaderheads:
Added Jayavarman VII (Khmer) (Civ Gold 4.0)
Added Ramkhamhaeng (Siam) (Amra)
Added Sargon (Sumeria) (Amra)
Added Cleopatra (Egypt) (Ekmek, Avain, others)
Added Leonidas (Greece) (Civ Gold 4.0)
Added Kangxi (China) (Civ Gold 4.0)
Added Marcus Aurelius (Rome)
Replaced Hammurabi (Babylon) (Amra)
Replaced Salamasina (Polynesia) (Amra)
Replaced Crazy Horse (Sioux) (Civ Gold 4.0)
Replaced Cetshwayo (Zulu) (Civ Gold 4.0)
Replaced Suppiliuluma (Hittite) (Amra)
Replaced Dom Pedro II (Brazil) (Ekmek)
Adjusted down volume of Shinto sounds
Adjusted culture levels down (were set too high in 0.55)
Adjusted Great Person and Great General levels
Changed Statue of Liberty to require a coastal city and to appear on the coast
Edited soundtracks for length and bitrate
Fixed Carlos I and Theodora Audio XML errors
Replaced Hittite UU with Huluganni from CivGold 4.0
Switched Dido's Early and Middle soundtracks
Switched tech for The Sphinx from Ceremonial Burial to Masonry
Updated ActualQuotes to 4.20
Updated Varietas Delectat to version 3.5
Updated Zoroastrianism icons, buttons, and missionary from World of Civilization
0.55
Added Charles V LH and button by CRoland
Added Dido button by CRoland
Added Iroquois Horse Archer, Man-at-Arms, Longbowman (as Mohawk Archer UU), Pikeman, Knight, Rifleman, Cavalry and Cuirassier by bernie14
Added German Spearman and Celtic Spearman by Chugginator
Added Austrian Rifleman by unknown
Added music for Pericles (Complete), Suleiman (Middle), Canute (Early, Middle), Boudica (Middle)
Added many tech, building, and wonder civilopedia entries
Added new tech, Transistors, and moved Electronics back slightly, few other surrounding techs adjusted
Added tech quotes for Advanced Computing, Mechanized Warfare, Urbanization, Naval Warfare and Military Tradition
Added wonder movie for Forbidden Palace by GIR (disabled for current patch)
Adjusted resource appearance rates and attributes for new resources
Adjusted stats for Adam Smith and World Trade Center wonders
Adjusted some tech costs to accomodate gamespeed changes
Changed Israeli Empire to Hebrew Empire
Fixed ArtDefine for Sioux Musketman
Fixed Dido pedia text and Quantum Mechanics tech quote
Fixed bug where only 3 executives were able to be built for an entire game
Fixed incorrect text key for Hellenism adjective
Fixed missing corporation icons
Fixed XML bug with Sioux UU, Brule Warrior
Increased number of active executives per player to 5
Revamped the gamespeeds -
Changed start date back to 4000 BC
Marathon speed is unchanged
CivFusion speed is now 910 turns and the replacement for Epic speed
Normal speed is now 600 turns
Quick speed is now 380 turns
0.52
Fixed missing eye texture for Dido
Fixed ArtDefines for Maya Crossbowman, Iroquois Crossbowman, and MesoAmerican Horseman
Added Iroquois Archer and Spearman by bernie14
Added civilopedia text for Hittites, Suppiliuliuma, Hirohito, Dido, new resources, and some missing religion text, some techs
Added First Contact text for Hirohito
Added music for Dido (Complete) and for Theodora (Early, Middle)
Added GreatPersonMod for BtS by Roamty
Added Tech quotes for Quantum Mechanics and Aeronautics
0.51
Added buttons for Arquebusier, Build Espionage
Updated Varietas Delectat to v. 3.1
Add 3 Iroquois units by bernie14
Fixed ArtDefines for Sioux Spearman, Crossbowman, Knight, Brule Warrior
Upped Culture thresholds for all gamespeeds
Adjusted some classical/medieval period tech costs
0.50
Initial Release
bmarnz Nov 12, 2007, 12:47 PM Looks like an interesting mod. :)
But I don't think it's fair that you got my inquisitor in yours, before I got it in mine. :p
BTW, I think I have three of your missing buttons in my mod: Dido, Bombard, and Arquebusier. That is if we used same artwork. :cool:
PotatoSamurai Nov 12, 2007, 12:50 PM Uhm, for convenience's sake, could you host this on a site that doesn't have a 12 minute long wait?
Here's a list of fileservers:
http://rapidsearch.yi.org/?sites=1
Edit: When it finished dloading, the RAR/ZIP was corrupted.
ripple01 Nov 12, 2007, 02:11 PM bmarnz: Thanks for the offer, I'm downloading your mod now. Sorry to beat you to the punch with the Inquisitor! :)
PotatoSamurai: I just downloaded the file on my other computer and it opened fine for me. Also, the wait was only 3 minutes. Is it possible AtomicGames was having problems when you attempted to download?
Cheers,
ripple01
PotatoSamurai Nov 12, 2007, 02:36 PM PotatoSamurai: I just downloaded the file on my other computer and it opened fine for me. Also, the wait was only 3 minutes. Is it possible AtomicGames was having problems when you attempted to download?
Could be a couple of things: multiple people downloading it at the same time, or maybe geographic distance from the place's server.
As for the rar failing, it happens with big downloads fairly often, but it succeeding on your side indeed means that this was the case.
Brave Sir Robin Nov 12, 2007, 04:37 PM Ripple 01
D/L mod look really interesting :goodjob:
BUT ;)
I am having trouble founding religions , yes I did read the notes #4
that explains you have added 4 new sects and the game chooses
7 .
here are three screenies that will show what i think is a problem
#1 shows Askum has founded christianity
#2 shows my F7 screen and christianity is not an available religion
#3 shows my F6 screen i have run the bottom of the tech tree trying to found a religion
havent got one yet. I know i got to at least two of these techs first but got no religion
BUG or not ?????
ripple01 Nov 12, 2007, 04:58 PM I don't know if I can say it is a bug, but it appears that the python modding zebra 01 did to achieve the 7 out of 11 effect does not play well with the "choose which religion you found" option. I can only suggest that you try again with that option unchecked. I do not play with that option and I can only say that I have no problems when I play that way.
I will see if it is possible to mod it so that it works with the "choose which religion you found" option.
Thanks,
ripple01
ichbinsehselber Nov 14, 2007, 04:13 PM From the description this looks like a very good mod, I hope I can get to trying it soon...
ripple01 Nov 14, 2007, 08:15 PM Thanks! I hope you enjoy it.
77 downloads and just a couple of comments? I hope that's because you all are busy playing! :)
Seriously, I'm very open to feedback, suggestions, comments.
Cheers,
ripple01
arstal Nov 14, 2007, 11:55 PM One suggestion- could you have an option for normal game speed? I find the long speeds too slow for my taste.
davbenbak Nov 15, 2007, 08:35 AM Your post doesn't mention any maps. I REALLY don't like to play random maps. Are any available or in the works?
ripple01 Nov 15, 2007, 05:18 PM arstal - I'll see about adding a gamespeed that is closer to the normal 500 turns one. My only concern is that things will really fly by with so much content crammed into 500 turns.
davbenbak - I am the opposite of you, I only play on random maps. I'm assuming you are requesting an earth map of some kind? I'll see what I can come up with...
Cheers,
ripple01
ripple01 Nov 15, 2007, 06:08 PM Added a couple of screenshots from my current game to post #5...
Cheers,
ripple01
bmarnz Nov 15, 2007, 06:22 PM I see from your screenshot you're missing a pedia entry for coffee. You could borrow that from my mod.
arstal Nov 15, 2007, 10:49 PM arstal - I'll see about adding a gamespeed that is closer to the normal 500 turns one. My only concern is that things will really fly by with so much content crammed into 500 turns.
davbenbak - I am the opposite of you, I only play on random maps. I'm assuming you are requesting an earth map of some kind? I'll see what I can come up with...
Cheers,
ripple01
Make it the quick option? I don't mind things flying by.
Also, I'd consider upping legendary culture- without trying I got legendary culture victory by 1400AD in test game I played, and one of the civs had a legendary city as well.
I'll admit I beeline for culture victories usually. If I had kept culture at 0%, I would have had victory by 1500AD at latest. I was barely in modern Era when I won to boot.
davbenbak Nov 16, 2007, 05:45 AM Yes, either Earth or Europe would be great. Thanks!!!
ripple01 Nov 16, 2007, 12:53 PM bmarnz - Thanks for the offer and I'll surely give you credit. CivPedia text and strategy text are on the to-do list for the future.
arstal - I'll definitely take a look at the culture values and I'm not surprised they are a little off. I'm assuming you were playing the CivFusion game speed?
Feedback like this is VERY helpful, please keep it coming.
I'm hoping to have a patch out this weekend to fix a few small things I've noticed while playing, e.g. the missing build espionage icon, tweak a few tech costs, etc.
Cheers,
ripple01
arstal Nov 16, 2007, 01:54 PM Tried both Fusion and quick. Excessive in both.
tanklord99 Nov 16, 2007, 04:57 PM Playing as the Sioux, my spearmen do not have the control icons, have to use keyboard to move them, and can't give them promotions. Crossbowmen are red dots. All in all it is an enjoyable mod to this point.:goodjob:
ripple01 Nov 17, 2007, 11:10 AM tanklord99 - Thanks for pointing this out. I've fixed this for the first patch which should hopefully be out by the end of the weekend.
I wanted to let everyone know that the first patch will most likely break saved games, unfortunately. I've modified the culture levels to make a cultural victory more difficult per arstal's observations and I have a feeling this change will break saved games. I'll let you know for sure upon final release of the patch.
Cheers,
ripple01
ripple01 Nov 18, 2007, 11:14 AM Patch 0.51 is out! Check the first post for the download and post 6 for the changelist. On my tests, the patch does not seem to break savegames. :goodjob:
Cheers,
ripple01
Makomako Nov 25, 2007, 02:02 AM Hi!:)
It would be better if Austrian units (Musketman, Rifleman, Cavalry, Cuirassier and Infantry) have different clothes, because at the moment they are dressed like German units;) . Austrian infantry, expecially, had white jacket with white pants (ore blue if Hungarians). It is possible to use units from Visa Expansion Pack (even if it isn't for BtS)? If yes , how can I do it? :confused:
Thanks
Makomako
ripple01 Nov 26, 2007, 01:20 PM Hi Makomako,
I didn't know that the VISA pack had Austrian units. I'll check them out and add them to the next patch. I'd eventually like to have unique units for all the civs...
Cheers,
ripple01
Brave Sir Robin Nov 26, 2007, 10:56 PM ripple: some bugs for you
playing as Pacal
red bubble for horseman & crossbow
pedia text problem for republic & jurispudence
great work overall tho :goodjob:
Makomako Nov 27, 2007, 04:43 AM Yes Ripple, Visa expansion has, for Austria, infantry (or rifleman, I don't rember well) white-clothed and named in a special name (don't remenber, too:blush: ). But I'm sure it has. Check expecially the last patch version!
Thanks:)
Makomako
Thalkirst Dec 01, 2007, 05:02 AM I am playing with your mod, as the Inca on a Large Terra Map.
First of all, congratulations for the Tech tree, it is way better than the original and much more realistic.
The new units also fill a lot of gaps and make combat more balanced and fun. Nerfing the longbowmen was a great idea.
I found so far only one major bug: I founded Sid's Sushi Co., build three execs, spread it to those cities and could not build more execs. Also, the icon of the corporation does not appear on the map next to the religious icons. I am using the Free Market civic so I should be able to build more.
Impressions, notes:
The Adam Smith wonder is way too overpowered. I had 4 vassals, owned 90% the entire New World and when I built it (free Customs House in every city), I could raise the spending (money+culture+espionage) from 70% to 90% and still make cca +500 gold/round WITHOUT State Property (I am running on Free Market).
Also, the addition of the new wonders which add free specialists gives a huge advantage for industrious civs - I just built them in one city (my capital), and I have a GP in every 10-20 turns (w/ Free Religion civic, not Pacifism) on Epic Speed (1000 turns).
The allocation of new resources is also a bit strange. For example, all the tobacco is contained on a 4x6 field (6 resources crammed there) in the new world. There are three citruses next to each other in one place and that's it. Salt and Potato is evenly distributed.
Also, did you tweak the random mineral chance from mines? I has 2 iron resources and now I have 8 - 6 was found in mines in the course of 300 turns. Also, I got +2 gold, +1 silver, +1 copper and +1 gem in the same time period.
Also - three whales on the entire map.
Thalkirst Dec 01, 2007, 05:05 AM You said there is one more place for a new Civ - please add Hungary! :) The Warlords VISA Mod had an excellent Hungarian civ integrated complete with unit selection sounds (pretty good ones actually).
davbenbak Dec 01, 2007, 02:02 PM How did you get the large Terra map for this mod? I guess I'm asking because you mentioned "The New World". Is it a map of the Earth you can use to play this mod?
Thalkirst Dec 01, 2007, 04:27 PM How did you get the large Terra map for this mod? I guess I'm asking because you mentioned "The New World". Is it a map of the Earth you can use to play this mod?
I just used the standard Terra map generator, which generates a map similar to Earth. It was not an actual Earth map.
ripple01 Dec 04, 2007, 09:49 PM Hi all, sorry for the delay in posting, I've had a crazy week!
Thalkirst, thanks for your detailed feedback and the thumbs-up on the tech tree. I worked a long time to make it as accurate is possible. It's not perfect, but I think it's a good crack at it. :) I'll take a look at the things you point out, I'm not at my game at the moment. I'll consider Hungary, but I'd prefer to pick another non-Eurocentric, non Middle-Eastcentric civ to round things out a bit. I'm just unsure of which one.
I have another patch, 0.52 virtually ready to release. It includes some artfixes, music for Dido and Theodora, new Iroquois units by bernie14, more Civilopedia text, and the GreatPersonMod for BtS, one of my favorite mods that was recently updated to BtS.
The next patch, 0.55, is going to include some of the suggestions posted on the forum so far. I'm aiming to include a World Map with the new resources distributed, the Austria units Makomako pointed out, and revamped game speeds.
Cheers,
ripple01
Thalkirst Dec 05, 2007, 04:06 AM Will the new patches break the current saves?
Also, Thedora does not have first meeting text...
ripple01 Dec 05, 2007, 11:51 AM 0.52 should not break current saves, but I want to test it first before I say that for sure. 0.55 very well might break saved games, however.
I'll take a look at the First Contact text for Theodora...
Thanks,
ripple01
tantaluss Dec 07, 2007, 01:12 PM Hey ripple this mod does not appear to come with any art files, and yet it seems to work fine. How have you managed to add building and other things without art files?
ripple01 Dec 07, 2007, 05:41 PM Patch 0.52 released! Check first post for download.
0.52 - 53 MB download
Fixed missing eye texture for Dido
Fixed ArtDefines for Maya Crossbowman, Iroquois Crossbowman, and MesoAmerican Horseman
Added Iroquois Archer and Spearman by bernie14
Added civilopedia text for Hittites, Suppiliuliuma, Hirohito, Dido, new resources, and some missing religion text, some techs
Added First Contact text for Hirohito and Theodora
Added music for Dido (Complete) and for Theodora (Early, Middle)
Added GreatPersonMod for BtS by Roamty
Added Tech quotes for Quantum Mechanics and Aeronautics
tantaluss - I used a program called PakBuild to put all of the art files into 1 file. If you look at the Assets directory you will see CivFusion.fpk. That file contains all of the artwork. You can do a search on the forums for PakBuild to check it out.
BTW, anyone have any positive/negative comments about the added music? (in general, not just the new additions with this patch)
Cheers,
ripple01
ripple01 Jan 02, 2008, 08:45 PM Hope everyone had a safe and joyous holidays! Here's the changelist (so far) for the upcoming patch, 0.55. The patch will be released in roughly 2 weeks, there are some more issues I want to iron out before release.
0.55
Added Charles V LH and button by CRoland
Added Iroquois Horse Archer, Man-at-Arms, Longbowman, Pikeman, Knight, Rifleman, Cavalry and Cuirassier by bernie14
Added music for Pericles (Complete), Suleiman (Middle), Canute (Early, Middle), Boudica (Middle)
Added Austrian Rifleman by unknown
Added many tech civilopedia entries and some building civilopedia entries
Adjusted resource appearance rates and attributes for new resources
Changed Israeli Empire to Hebrew Empire
Fixed Dido pedia text and Quantum Mechanics tech quote
Revamped the gamespeeds -
Changed start date back to 4000 BC
Marathon speed is unchanged
CivFusion speed is now 880 turns and the replacement for the Epic speed
Normal speed is now 600 turns
Quick speed is now 380 turns
zulu9812 Jan 04, 2008, 11:30 PM playing with 0.52,
mod crashes when I've researched Evangelism and select a religion (any religion). Instant crash to desktop, no error messages.
ripple01 Jan 05, 2008, 07:13 AM Hi zulu9812,
Check out post #2, there's a note there that the mod doesn't play well with the choose your own religion option at this time. I recommend playing with this option unchecked. Hopefully this will be fixed for a future version.
Cheers,
ripple01
Jak1970 Jan 12, 2008, 02:00 AM Hello All, is anyone having problems creating more than 3 corporate executives in any one area? I assumed that 3 was the maximum as that is what shows up in the 'pedia for World Maximum, but now have a quest stating I should spread one corporation to 11 cities!
Justin
ripple01 Jan 13, 2008, 08:53 AM Hi Jak1970,
This bug has been noted and fixed for the next patch which will hopefully be released soon.
Thanks for playing, and keep your eyes peeled for the patch. :)
Cheers,
ripple01
Jak1970 Jan 13, 2008, 12:26 PM Hi Rip
Thanks for that! It's a great mod!
J
Hi Jak1970,
This bug has been noted and fixed for the next patch which will hopefully be released soon.
Thanks for playing, and keep your eyes peeled for the patch. :)
Cheers,
ripple01
ripple01 Jan 16, 2008, 03:06 PM I've finalized the changelist for patch 0.55. This is the final list and I expect it to be released within the week. I want to tweak the gamespeeds a bit more and do final testing.
I'm pretty pleased with this patch. The fixes included make the game much more playable and fix some annoying things (missing corporation icons) and gamebreakers (only 3 executives able to be built for entire game). There's also a fair amount of new content added as well.
0.55
Added Charles V LH and button by CRoland
Added Dido button by CRoland
Added Iroquois Horse Archer, Man-at-Arms, Longbowman, Pikeman, Knight, Rifleman, Cavalry and Cuirassier by bernie14
Added German Spearman and Celtic Spearman by Chugginator
Added Austrian Rifleman by unknown
Added music for Pericles (Complete), Suleiman (Middle), Canute (Early, Middle), Boudica (Middle)
Added many tech, building, and wonder civilopedia entries
Added new tech, Transistors, and moved Electronics back slightly, few other surrounding techs adjusted
Added tech quotes for Advanced Computing, Mechanized Warfare, and Military Tradition
Added wonder movie for Forbidden Palace by GIR
Adjusted resource appearance rates and attributes for new resources
Adjusted stats for Adam Smith and World Trade Center wonders
Changed Israeli Empire to Hebrew Empire
Fixed ArtDefine for Sioux Musketman
Fixed Dido pedia text and Quantum Mechanics tech quote
Fixed bug where only 3 executives were able to be built for an entire game
Fixed missing corporation icons
Increased number of active executives per player to 5
Revamped the gamespeeds -
Changed start date back to 4000 BC
Marathon speed is unchanged
CivFusion speed is now 880 turns and the replacement for the Epic speed
Normal speed is now 600 turns
Quick speed is now 380 turns
The next release will be 0.60 and only a full download will be provided. 0.60 WILL include a World Map, something I've been promising for a while but have consistently pushed off. There has been a significant amount of new content added since 0.50 and I want to clean up the mod by removing some duplicate art, editing some of the music for length and bitrate, and just do some general housecleaning. I want to keep the size of the 0.60 release as small as possible within ordinary means. I'm formulating some preliminary ideas for 0.60 but I want to concentrate on getting 0.55 out the door first. :)
ripple01
ripple01 Jan 21, 2008, 08:44 PM PATCH 0.55 RELEASED!
Note: 0.55 requires patch 0.52 to be installed first.
Check post #1 for download and post #6 for final changelist.
Cheers,
ripple01
davbenbak Jan 23, 2008, 08:48 AM Thanks for all your hard work in getting V0.55 out but to be honest it's the world map I was waiting for. Do you have any ETA for 0.60 release? Is there any way a map could be released seperately prior to 0.60? Even with bugs and glitches I really enjoy playing your mod but hate random maps. Sorry if I sound ungrateful or unappreciative.
ripple01 Jan 24, 2008, 06:43 PM I'm hoping to have 0.60 out within a month, roughly. If I get a world map prepped before then, I'll post it separately. I have no map making experience so I'm going to tackle it best I can and see what happens.
Cheers,
ripple01
Sword_Of_Geddon Jan 26, 2008, 04:52 PM Nevermind I read the changelog lol....
Deon Jan 26, 2008, 05:40 PM Hello Ripple, very awesome mod. But do you plan to add soon different mod comps to enchance it?
I'd love to see dynamic civ names (depending on religion and type of reign, like the comp of the Rhye's mod).
Also it would be great to have an option to choose which religions/corps will be avaliable in game.
Thank you!
ripple01 Jan 27, 2008, 05:35 PM Deon,
You're in luck; 0.60 will feature jdog5000's Revolutions modpack which includes dynamic civ names. I've merged this and also the BUG mod and it seems stable so far.
Cheers,
ripple01
Kalimakhus Jan 28, 2008, 11:44 AM Hey ripple01
I like your mod. It is quite innovative. I am glad that you are going to include Revolution and BUG in your next release. If you don't mind I would suggest that you look up Dale's combat mod it really adds to gameplay. One other modcomp I find particularly fun is influence driven war.
Thanks for sharing and keep up the good work.
ripple01 Jan 28, 2008, 05:14 PM Hi Kalimakhus,
I'd love to integrate both Dale's Combat Mod and the influence driven war. My SDK skills are almost non-existant, so it remains to be seen if they are adequate enough to integrate other mods. TIme will tell... :)
I'll use this opportunity to renew my call for a dedicated coder for this mod. If anyone wants to help out, let me know...
Cheers,
ripple01
ripple01 Jan 30, 2008, 01:57 PM Good news: I successfully completed my first SDK merge and compile. My .DLL (which started as the Revolution .DLL) now has Influence Driven War successfully implemented. ;) So 0.60 will feature this modcomp for sure.
Dale is releasing a new version of his Combat Mod very shortly and that will be next on my list to integrate. 0.60 is shaping up quite nicely so far!
Cheers,
ripple01
Kalimakhus Jan 30, 2008, 02:16 PM These are good news indeed!! I think you will find out that SDK merging is actually easier than missing up with XML and python stuff. At least this is how I feel myself. Keep up the good work.
P.S. remember to add your own comments to the code you merge in. It is easier to search for a single comment phrase rather than searching for each author's comment. Also if you will merge many SDK components there will come time when you won't be able to remember exactly what goes where. A search through files will be a life saver in such case.
Good luck and happy modding.
Brave Jay Jan 30, 2008, 04:59 PM This mod is looking good. Nice work.
ripple01 Feb 01, 2008, 09:34 AM More good news: I succesfully updated my custom .DLL last night with Dale's Combat Mod 1.3 and so far it seems to be working great! I haven't added in Dale's Python or all of the XML yet, but the .DLL compiles and the game loads so I think the rest is a matter of pro forma.
Cheers,
ripple01
bewchuk Feb 03, 2008, 09:50 PM Has anyone won a cultural victory with this Mod. I have 3 cities with >50000 (and even went to >60000) points and still no victory.
On another note, I love this mod. I've played a couple of other mods and this one is by far the best. The technology tree is larger than BTS but not too overwelling. Also the units and building/wonders are great and lots of them.
Oh this bring me to another issue I had. Sometimes I'm not able to assign a great prophet to a city. If you like, I can attach a game where this has occured.
Looking forward to any new releases. The only changes I've made was add "Munch's Alternate traits v2". I'm also trying to alter the civic so that one can optain an economic civic earlier than one with Banking.
All in all great work, keep it up
ripple01 Feb 06, 2008, 08:44 AM bewchuck, Brave Jay:
Thanks much for the positive feedback. I'm really glad you both are enjoying the mod.
bewchuk, please PM me with a saved game for that great prophet issue. Seems odd...
I want to revamp the traits at some point and add Aussie's Ulitmate Civics mod when he releases the BtS version.
Cheers,
ripple01
skylined Feb 06, 2008, 08:55 AM I successfully completed my first SDK merge
which started as the Revolution .DLL
wow, that's really great!
can't wait for the next "rev-civ-fusion" release =)
Kalimakhus Feb 06, 2008, 11:33 AM Sorry wrong thread
bewchuk Feb 08, 2008, 09:02 PM ripple01
attached is a saved game were I’m having the great prophet problem. It looks like when my prophet enters a city it automatically opens the city management window and I’m not allowed to anything with him (i.e. sleep, kill, join city etc.). This doesn't happen all the time so i'm sort-of confused why it happens almost randomly. Lets hope you and solve this problem.
Any word on the cultural victory bug?
ripple01 Feb 10, 2008, 02:55 PM The cultural victory amounts were adjusted upwards intentionally, some of the added wonders and building culture were causing people to get cultural victories too easily. I may have adjusted them too high, however, so I'll take a look at them for 0.60.
Cheers,
ripple01
bewchuk Feb 11, 2008, 11:24 AM ripple01
hey no problem :goodjob:
I tried looking and couldn't find how many points were required for a cultural victory. And yes I agree that maybe 50000 points were maybe too easy for a victory. That being said, how many points are needed for a cultural victory?
thanks
ripple01 Feb 13, 2008, 06:34 PM Wow, I made a huge mistake when setting those cultural levels. I thought I had set the level at 65000, but I looked in the XML, and I had it set for 125000! This will definitely be fixed for 0.60.
Here's a pretty complete changelist for 0.60. I won't be adding much in the way of features or content at this point; the majority of the work is squashing some bugs and polishing a few things. It's a substantial step forward for the mod, in my opinion. Some great community mods were able to be incorporated to offer an enriched gameplay experience.
0.60
Added BTS Unaltered Gameplay (BUG) 2.20
Added Revolution 1.3 by jdog5000
Added Dale's Combat Mod 1.3 by Dale
Added Grave's Flavored Civics 0.3 by Grave
Added Pirates Mod 0.6 by TheLopez, Jeckel, Grave
Added Unique Civ-Specific Great People by Gaius Octavius (event log not working correctly)
Added Unit Statistics Mod 1.5 by Teg Navannis
Added Iroquois Grenadier and Sioux Grenadier and Rifleman by bernie14
Added Chinese Horse Archer and Chinese Horseman by siam
Added new icons for Atomic Theory, Labor Union, Warfare, and Seafaring techs
Added First Contact text for Dido, Carlos I, and Mursilis
Added new music for Deganawida (Early) and rearranged Deganawida's and Hiawatha's music
Added civilopedia text for Carlos I
Adeed Specialist Spy Civilopedia fix by johny smith
Adjusted down volume of Shinto sounds
Edited soundtracks for length and bitrate
Fixed Carlos I and Theodora Audio XML errors
Switched Dido's Early and Middle soundtracks
Updated Varietas Delectat to version 3.3
As promised, a world map will be included in this release.
Cheers,
ripple01
Sword_Of_Geddon Feb 13, 2008, 09:59 PM Sounds good......I like how you have the Iroquois in the game, its really nice to have someone who appreciates and understands that not all native americans are the same lol.
Sword_Of_Geddon Feb 16, 2008, 03:50 PM hows progress coming?
ripple01 Feb 17, 2008, 09:09 AM It's coming along, I was having some Python issues but decided to rip out the Python all together and piece it back together piece by piece. I've got everything integrated so far and it seems to be running pretty stable. I want to do some more testing and then I'll start on preparing the World Map and get this thing out the door for you guys to play!
One thing I am quite proud of is that I have Gaius Octavius's Civ Specific Great People mod working with the GreatPerson Mod that provides popup windows for GP's. This took some Python finagleing but I was able to get it running smoothly.
There are a couple of minor Python issues I need to suss out, but might be diffficult with my limited skills. If any Python gurus want to lend a hand, drop me a PM.
Cheers,
ripple01
ripple01 Feb 29, 2008, 08:55 AM Another status update: 0.60 is almost complete, some final small bugfixes to take care of and some tweaks need to be made to the WorldMap I've been working on. I'm moving tomorrow, so things are hectic, but I hope to have this out to you all in the next 2 weeks.
Cheers,
ripple01
Sword_Of_Geddon Feb 29, 2008, 08:59 AM Have you thought about including Chiyu's Next War additions to this mod(contains normal Next War plus some Final Frontier stuff) its awesome and I think it would make this mod even better. You could also include the Norse Religion. Maybe in version 0.70?
TheLastOne36 Mar 03, 2008, 05:52 PM Have you thought about including Chiyu's Next War additions to this mod(contains normal Next War plus some Final Frontier stuff) its awesome and I think it would make this mod even better. You could also include the Norse Religion. Maybe in version 0.70?
I think it's good to have 2 religions per every religion making civic.
IE 2 for poly, 2 for med 2 for mono 2 for theo etc. (adding more per tech when you mod in more religions?)and maybe getting rid of Divine right and adding islam to the Theo tech? Cause let's face it. The only time i have every seen a civ with Islam as a state religion is when they were completely isolated till caravels.
So if i could choose
For poly - Hindu, Amun-Ra, Hellinism
For Med - Budhism, Shinto
For Mono - Judaism, Zoroastrianism
For CoL - Confuicism, Jainism
For Phi - Taoism, Sikhism
For Theo - Christanity, Islam
Also, is it possible to consider renaming Amun-Ra to just Amun?
-- can't wait for 0.60, and i think this is the mod that describes perfectly what i want in a mod!
I also have some other ideas:
Get rid of the Viking civilization and make a Scandinavian civilization. Would be much better and can represent the vikings and the wanted civs, the Danes and Swedes. Leaders would be, Ragnar, Queen Margaret and either Gustavus Adolphus or Charles XII (your pick ;) ) Also you may consider naming it the Kalmar Union (http://en.wikipedia.org/wiki/Kalmar_union) or simply "Kalmar" but then it would be excluding pre 1397 and post 1524 scandinavian history.
Remake Carthage into "Pheonica" (this one is just "to include Pheonica")
I would also REALLY want to see Simon Bolivar in the game. Perhaps Venezuela or Gran Colombia would be a good civ?
Another african civ would also be nice. Perhaps the Swahili? or the Kongo?
Also do you have a date for the release date for 0.60?
Sword_Of_Geddon Mar 04, 2008, 10:45 AM The Maasai would make an excellent addition as another african civ.
ripple01 Mar 07, 2008, 09:35 AM Have you thought about including Chiyu's Next War additions to this mod(contains normal Next War plus some Final Frontier stuff) its awesome and I think it would make this mod even better. You could also include the Norse Religion. Maybe in version 0.70?
Yes, I have definitely considered adding the Next War/Final Frontier stuff to extend the game in the future ages. I haven't made any future plans really past 0.60 at this point but this is something I'm keeping in mind.
I think it's good to have 2 religions per every religion making civic.
IE 2 for poly, 2 for med 2 for mono 2 for theo etc. (adding more per tech when you mod in more religions?)and maybe getting rid of Divine right and adding islam to the Theo tech? Cause let's face it. The only time i have every seen a civ with Islam as a state religion is when they were completely isolated till caravels.
So if i could choose
For poly - Hindu, Amun-Ra, Hellinism
For Med - Budhism, Shinto
For Mono - Judaism, Zoroastrianism
For CoL - Confuicism, Jainism
For Phi - Taoism, Sikhism
For Theo - Christanity, Islam
Also, is it possible to consider renaming Amun-Ra to just Amun?
-- can't wait for 0.60, and i think this is the mod that describes perfectly what i want in a mod!
I also have some other ideas:
Get rid of the Viking civilization and make a Scandinavian civilization. Would be much better and can represent the vikings and the wanted civs, the Danes and Swedes. Leaders would be, Ragnar, Queen Margaret and either Gustavus Adolphus or Charles XII (your pick ;) ) Also you may consider naming it the Kalmar Union (http://en.wikipedia.org/wiki/Kalmar_union) or simply "Kalmar" but then it would be excluding pre 1397 and post 1524 scandinavian history.
Remake Carthage into "Pheonica" (this one is just "to include Pheonica")
I would also REALLY want to see Simon Bolivar in the game. Perhaps Venezuela or Gran Colombia would be a good civ?
Another african civ would also be nice. Perhaps the Swahili? or the Kongo?
Also do you have a date for the release date for 0.60?
Wow, lots of ideas here; let me touch on a few.
For now, at least, I'm going to keep the religions as they are. I have switched the religion founding techs around so that each religion is founded by a single tech. I'm not sure if the engine supports mulitple religions being founded by a single tech, but it wouldn't be hard to test.
As far as adding new civs, I'm taking a measured approach to this. I'm trying to strike a balance between including important areas and diluting the pool too much. This will be looked at more in future versions. Meanwhile, I've added a few 2nd and 3rd leaders for some civs in 0.60.
The Maasai would make an excellent addition as another african civ.
This could be a possibility when I revisit adding a few more civs.
Lastly, I'd like to put out a call for a few (~3) beta testers for v 0.60. I've incorproated a lot of new stuff and it's getting to be too much for me to test by myself. If you are interested, PM me and tell me about any other beta testing/modding experience you have. The selected testers will be contacted via PM. Based on my tests, the current build is running pretty stable, but I'd like to broaden the test scope a bit before release. Note: The current build is almost 800MB unzipped; qualified testers shoud have a middle to high-end system for optimal testing.
Cheers,
ripple01
JEELEN Mar 07, 2008, 11:03 AM I would also REALLY want to see Simon Bolivar in the game. Perhaps Venezuela or Gran Colombia would be a good civ?
Another african civ would also be nice. Perhaps the Swahili? or the Kongo?
Simon Bolivar and the "Bolivarians" are in CIV Gold BTS 4.0 (Final) - so you might wanna check out CIV Gold mod.
Swahili isn't a civ, it's a language (lingua franca, actually, like post-ancient Latin or modern-era English.;)
Sword_Of_Geddon Mar 07, 2008, 11:31 AM Thats why I suggested the Maasai, they are a cool tribe. Just snag the civ from CivGold and get Zerver perhaps to make some Flavor units for them maybe?
TheLastOne36 Mar 07, 2008, 05:20 PM Simon Bolivar and the "Bolivarians" are in CIV Gold BTS 4.0 (Final) - so you might wanna check out CIV Gold mod.
Swahili isn't a civ, it's a language (lingua franca, actually, like post-ancient Latin or modern-era English.;)
i have civ gold myself, it's just that it's to much civs. I just want a few needed ones.
TheLastOne36 Mar 09, 2008, 09:02 AM Swahili isn't a civ, it's a language (lingua franca, actually, like post-ancient Latin or modern-era English.;)
Didn't see this.
The Swahili isn't a state but it was a civilization to some extent. Best known for trading with the Arabs and Indians. the Native Americans, HRE, Mongols, Polynesians, Greeks, Mayans, Several Native American tribes in CivFusion, were never unified. (with the exception of Mongols under Genghis and Greeks under Alexander).
Also when is 0.60 scheduled for release?
ripple01 Mar 09, 2008, 02:57 PM 0.60 will be out as soon as I can iron out a few CTD's I'm experiencing. I put out a call for beta testers but have received no responses so far...
Cheers,
ripple01
JEELEN Mar 09, 2008, 03:54 PM The Swahili isn't a state but it was a civilization to some extent. Best known for trading with the Arabs and Indians.
Sorry mate, you can't speak a civ. Swahili is a predominantly East-African language, as I said. (Just check "The Internet Living Swahili Dictionary".);)
ripple01 Mar 14, 2008, 10:44 AM Just a note to let everyone know the release of 0.60 is imminent, possibly this weekend if everything goes well. The changelist has been expanded from the one posted earlier (I fell victim to a bit of feature creep) and will be posted along with the final release. I'm excited about finally getting this out the door to you guys. :)
Cheers,
ripple01
Sword_Of_Geddon Mar 14, 2008, 10:52 AM Cool!(10 character limit)
Donkey Puncher Mar 20, 2008, 07:33 PM cant wait to play .60
TheLastOne36 Mar 24, 2008, 08:49 AM Bump...
:bump:
So how's 0.60 going?
ripple01 Mar 25, 2008, 03:53 PM Very, very, soon... got caught up with some real life stuff. You guys will like what you see, I promise... ;)
Cheers,
ripple01
ripple01 Mar 25, 2008, 04:58 PM CivFusion 0.60 is posted! Check the first post for the download link!
Here's the changelist:
0.60
Added BTS Unaltered Gameplay (BUG) 2.21
Added Revolution 1.4 by jdog5000
Added Dale's Combat Mod 1.3 by Dale
Added Grave's Flavored Civics 0.3 by Grave
Added Pirates Mod 0.6 by TheLopez, Jeckel, Grave
Added Unique Civ-Specific Great People by Gaius Octavius
Added Unit Statistics Mod 1.5 by Teg Navannis
Added Austrian Grenadier and Musketman by GeneralMatt
Added Iroquois Grenadier and Sioux Grenadier and Rifleman by bernie14
Added Chinese Horse Archer and Chinese Horseman by siam
Added new icons for Atomic Theory, Labor Union, Warfare, and Seafaring techs
Added First Contact text for Dido, Carlos I, and Mursilis
Added new music for Deganawida (Early) and rearranged Deganawida's and Hiawatha's music
Added new music for Johan de Witt (Late)
Added scrolling Religion and Corporation screens by johny smith
Added civilopedia text for Carlos I and Dido (CivGold 4.0)
Added Specialist Spy Civilopedia fix by johny smith
Added Earth map by marxandengles, modified by ripple01
Added Siamese units by Zerver
Added, changed, and replaced many leaderheads:
Added Jayavarman VII (Khmer) (Civ Gold 4.0)
Added Ramkhamhaeng (Siam) (Amra)
Added Sargon (Sumeria) (Amra)
Added Cleopatra (Egypt) (Ekmek, Avain, others)
Added Leonidas (Greece) (Civ Gold 4.0)
Added Kangxi (China) (Civ Gold 4.0)
Added Marcus Aurelius (Rome)
Replaced Hammurabi (Babylon) (Amra)
Replaced Salamasina (Polynesia) (Amra)
Replaced Crazy Horse (Sioux) (Civ Gold 4.0)
Replaced Cetshwayo (Zulu) (Civ Gold 4.0)
Replaced Suppiliuluma (Hittite) (Amra)
Replaced Dom Pedro II (Brazil) (Ekmek)
Adjusted down volume of Shinto sounds
Adjusted culture levels down (were set too high in 0.55)
Adjusted Great Person and Great General levels
Changed Statue of Liberty to require a coastal city and to appear on the coast
Edited soundtracks for length and bitrate
Fixed Carlos I and Theodora Audio XML errors
Replaced Hittite UU with Huluganni from CivGold 4.0
Switched Dido's Early and Middle soundtracks
Switched tech for The Sphinx from Ceremonial Burial to Masonry
Updated ActualQuotes to 4.20
Updated Varietas Delectat to version 3.5
Updated Zoroastrianism icons, buttons, and missionary from World of Civilization
JEELEN Mar 25, 2008, 05:38 PM Quite an update!:goodjob: (Will have a look-see ASAP!)
Kalimakhus Mar 26, 2008, 04:47 AM Very impressive update! It must have taken a lot of hard work to put all this together. Thanks Ripple for donating your time and effort to this community. I am sure many others are as grateful as I am.
Downloading and will post my feedback ASAP.
ripple01 Mar 26, 2008, 09:01 AM Thanks for the positive comments, Kalimakhus. It is a lot of work, but I felt like I took a big step forward in my modding skills for this release which helped the mod take a big step forward.
I am eager to hear any positive or negative feedback from you and others after you have had a chance to play.
Cheers,
ripple01
Kalimakhus Mar 26, 2008, 03:05 PM I've started a game with the Hittites. I noticed one issue with the scoreboard. When a city-state is formed (i.e. Rev minor civ) its name overlaps the rest of the civs in the list. This happens if the BUG mod scoreboard advanced layout is turned on which is by default. I investigated the python files and made a fix. I attached the two affected files in case you would like to use them.
Technical boring details follows:
In Python\screens\CvMainInterface.py:
Revolution adds minor civ to the bottom of the list then adds a separator above them. It then modifies the running number of civs in the list so that any civs added by consequent code are inserted above the separator. If the code in the same file continues normally no problem occurs, However the BUG mod has two modes in one of them the drawing of the scoreboard is handled by code in another file "python\bug\scoreboard.py". This code is not aware of the minor civs added by Revolution and it doesn't use the running count of civs in CvMainInterface so it starts inserting civ in the bottom of the list thus overwriting the ones already added by Rev.
In my fix I added a new argument to the function that draws the list. I passed the number of minor civs into this argument so if this number is greater than 0 the y coord of the scoreboard is modified and the list is shifted upward. Civs are then added by BUG mod above the separator of Rev mod.
ripple01 Mar 26, 2008, 03:16 PM Brilliant, thanks so much! I had identified this issue and in the .ini file, I had defaulted the align scoreboard option to OFF. However, I realized that when I updated BUG to the new version, I copied over the ini file and forgot to change it. This fix will definitely be included in the first patch, thanks!
Cheers,
ripple01
Kalimakhus Mar 26, 2008, 03:45 PM Thanks ripple.
One minor cosmetic thing. Is the Hittite flag supposed to be fully white? If it is not there might be something wrong with it. I tried Brazil and its flag works fine for me so it is not the known white flag issue. (I've never had it actually).
BTW. The mod is quite wonderful. You have put much thinking into the tech tree modifications. It takes some time to get used to it but this is exciting in itself. :goodjob:
Kalimakhus Mar 26, 2008, 05:49 PM Hi Ripple
I just made a little tweak for one of the files I uploaded earlier. The scoreboard background panel needed to be adjusted to fit the list.
Duuk Mar 26, 2008, 06:15 PM OMG! For 2 days I've been looking for a mod featuring DCM, Inquisitor, and Revolution. If you tell me this also features Influence Driven Combat, I may die happy.
ripple01 Mar 26, 2008, 06:23 PM It does not feature Influence Driven War, unfortunately; that mod conflicts with part of Dale's Combat Mod.
Also, the Inquisitor unit is currently disabled, I removed the Python for the Inquisitor mod but hope to add it back in via SDK (per WOC) in the next patch...
Cheers,
ripple01
Duuk Mar 26, 2008, 06:37 PM It does not feature Influence Driven War, unfortunately; that mod conflicts with part of Dale's Combat Mod.
Also, the Inquisitor unit is currently disabled, I removed the Python for the Inquisitor mod but hope to add it back in via SDK (per WOC) in the next patch...
Cheers,
ripple01
:hmm: :undecide: :sad:
Man. That's tragic. Hopefully the next patch comes quick, because the Inquisitor unit seems like it would be a dreadfully efficient way to hold together an empire in Revolutions.
ripple01 Mar 26, 2008, 06:45 PM Thanks ripple.
One minor cosmetic thing. Is the Hittite flag supposed to be fully white? If it is not there might be something wrong with it. I tried Brazil and its flag works fine for me so it is not the known white flag issue. (I've never had it actually).
BTW. The mod is quite wonderful. You have put much thinking into the tech tree modifications. It takes some time to get used to it but this is exciting in itself. :goodjob:
Nope, the Hittite flag XML was pointing to a non-existent file. Fixed that for 0.61. Also incorporated your scoreboard fixes.
Making the tech tree was a lot of fun; I want to get to the strategy text at some point to make it easier for people to pick up the changes.
BTW, does anyone want to do me a favor and make me an image of the entire tech tree. I lack the knowhow to do this, pathetic I know. :)
Cheers,
ripple01
Duuk Mar 26, 2008, 07:02 PM Error: Founded Shinto, CTD w/ Evangelism (Choose Religion on)
ripple01 Mar 26, 2008, 11:10 PM Duuk, can you post a save game?
Good news, I was able to work on 0.61 tonight, and you'll be happy to know I think I've got the Inquisitor code working. It will definitely be included in the 0.61 patch.
Cheers,
ripple01
Sword_Of_Geddon Mar 27, 2008, 07:47 PM Does .60 work? (I just downloaded it and put it in the mods foldier of Beyond the Sword), or should I wait for the patch? People have reported a few errors.
ripple01 Mar 27, 2008, 09:56 PM Duuk's report of a CTD is the first I've heard of or experienced in the released build. The other issues are minor, cosmetic issues. Anyone else experience any CTD's so far?
Cheers,
ripple01
Kalimakhus Mar 28, 2008, 05:34 AM @SoG
I am advancing through my current game without any problems. I got one CTD but it was caused by Stack Combat of Dale's DCM. Dale is working on a new release that hopefully will be free of CTD causes. I recommend that this component should be disabled for the time being. (look in GlobalDefinesAlt.xml).
The mod is quite fun to play so go ahead and give it a trial. You really don't need to wait for the patch.
Sword_Of_Geddon Mar 28, 2008, 08:43 AM what line should I be looking for in that file?
Duuk Mar 28, 2008, 09:42 AM Duuk's report of a CTD is the first I've heard of or experienced in the released build. The other issues are minor, cosmetic issues. Anyone else experience any CTD's so far?
Cheers,
ripple01
I haven't managed to reproduce the CTD using "Play Now" as an option.
I'll try again with "Choose Religions" and see if it pukes.
Duuk Mar 28, 2008, 10:18 AM Ok. Did it again with choose religion on. On being first to discover Evangelism, I get the popup for a religion, when I choose one I ctd.
Kalimakhus Mar 28, 2008, 11:38 AM @SoG
<Define>
<DefineName>DCM_STACK_ATTACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
Setting iDefineIntVal to 0 disables the Stack Attack components. The rest of DCM feature will still be working. In particular bombardment and air units missions. I also turn battle effects off but this is a personal preference. AFAIK they cause no problems at all. I only don't like to have much smoke around unless it comes from my cigarette.
Sword_Of_Geddon Mar 28, 2008, 12:02 PM Alright I set those things to off. I hope I don't get a crash to desktop lol.
Duuk Mar 28, 2008, 04:11 PM Deliberately avoided Evangelicalism w/ Choose Religions on, and the AI didn't cause a CTD. My guess is it has something to do with limited religions and the pop-up selector for religion choice.
CTD later: Not sure why, my guess is another religion.
Brave Sir Robin Mar 28, 2008, 04:21 PM Greatmod :goodjob: I'm sure a lot people have been looking for DCM & revolutions combined
but i am also getting a hard CTD
here is the turn it will not go passed ,i did have choose religions on
I did go into the WB and one of the other civ will discover evangelism
on the next turn per the previous post
Kalimakhus Mar 28, 2008, 05:58 PM Somebody tried raising the religions number limit and see if it will still CTD?
There is a tag in GlobalDefinesAlt.xml that seems to control maximum num of religions allowed.
Sword_Of_Geddon Mar 28, 2008, 06:09 PM I haven't started a game yet(just got back from school) but these messages are alarming. What does one have to do to avoid getting such an error to play this mod? I really want to try it...
Jerrymander Mar 28, 2008, 06:13 PM Just a question to ripple01 -
Can't you overhaul the traits in XML? What do you need to edit the SDK for?
Duuk Mar 28, 2008, 06:52 PM I haven't started a game yet(just got back from school) but these messages are alarming. What does one have to do to avoid getting such an error to play this mod? I really want to try it...
Don't play with "Choose Religions" on, and disable Stack Attack in Dale's Combat Mod.
Sword_Of_Geddon Mar 28, 2008, 07:49 PM Thanks Duuk I'm going to fire up Civfusion quickly and see what happens.
ripple01 Mar 29, 2008, 01:41 PM Hi everyone,
I'm very sorry to hear about the crashes with the choose religions option. It's strange. I used to have zebra09's religion limiter in the mod, hence the tag in GlobalDefinesAlt.xml, but removed it in 0.60. I'll remove the extra tag but I don't think it would be causing a crash as the component is disabled. I will also default the Stack Attack module to OFF in the next patch.
Those of you experienceing crashes with "Choose Religions": Is it only limited to the Evangelism tech or have you experienced it with the other religion techs as well? Also, is it happening upon picking a specific religion, or will any of them cause the CTD?
I'm visiting my family through Monday, so won't be able to do any exploring into this issue until next week. I'm sorry for any frustrations caused to anyone but I'll get this figured out.
Cheers,
ripple01
ripple01 Mar 29, 2008, 01:42 PM Just a question to ripple01 -
Can't you overhaul the traits in XML? What do you need to edit the SDK for?
I want to do some things with the traits that aren't doable through the XML. Hence, using the SDK to add some additional functionality.
Cheers,
ripple01
Duuk Mar 29, 2008, 04:19 PM Hi everyone,
I'm very sorry to hear about the crashes with the choose religions option. It's strange. I used to have zebra09's religion limiter in the mod, hence the tag in GlobalDefinesAlt.xml, but removed it in 0.60. I'll remove the extra tag but I don't think it would be causing a crash as the component is disabled. I will also default the Stack Attack module to OFF in the next patch.
Those of you experienceing crashes with "Choose Religions": Is it only limited to the Evangelism tech or have you experienced it with the other religion techs as well? Also, is it happening upon picking a specific religion, or will any of them cause the CTD?
I'm visiting my family through Monday, so won't be able to do any exploring into this issue until next week. I'm sorry for any frustrations caused to anyone but I'll get this figured out.
Cheers,
ripple01
I managed to get past evangelism by avoiding religion-founding techs, but it still crashed when the *next* religion was founded. My suspicion is that because I was avoiding religion techs, the "hard limit" of religions that causes the crash hadn't been reached yet.
That's where I'd start the debugging.
Uncle Anton Mar 30, 2008, 05:46 AM I'm a big fan of Mod's like this one, so I'm DLing now to give it a shot... Looks great :goodjob:
This might be greedy of me, but I note that VD 3.5 is included... does this also include the avain's VD modern warfare expansion? I don't care so much if it's not, but yeah the more flavour the modern units have the better from my POV :)
Cheers anyway, looks fantastic... :)
Duuk Mar 30, 2008, 06:07 PM Where did the artwork for the potato resource come from? the art define for it references I file I can't for the life of me find
crolador Apr 01, 2008, 08:12 AM Hello everyone.
I play with "choose religion" option marks, and the game crashed at first for me too when any civ got Evangelism. I went into the XML to check what was happening, and I managed to follow my game up just deleting the free cristian missionaries from Evangelism. I think the same could happen everytime a tech gives you a free missionary (Islam, maybe).
I tried to play with "choose religion" option with free cristian misionaries on Evangelism, got this tech, choose Cristianism, and everything was ok.
Now, I play with "choose religion" option, deleting free missionaries from techs, and there is no problem at all. I think this could be meanwhile anyone finds a better solution.
Regards
ripple01 Apr 01, 2008, 11:11 AM Where did the artwork for the potato resource come from? the art define for it references I file I can't for the life of me find
I think I took it from Amra's Warlords mod, though I could be wrong about that.
Hello everyone.
I play with "choose religion" option marks, and the game crashed at first for me too when any civ got Evangelism. I went into the XML to check what was happening, and I managed to follow my game up just deleting the free cristian missionaries from Evangelism. I think the same could happen everytime a tech gives you a free missionary (Islam, maybe).
I tried to play with "choose religion" option with free cristian misionaries on Evangelism, got this tech, choose Cristianism, and everything was ok.
Now, I play with "choose religion" option, deleting free missionaries from techs, and there is no problem at all. I think this could be meanwhile anyone finds a better solution.
Regards
Good find! I'll take a look at this when I get home, though it's strange that it works fine with choose religions disabled and chokes with choose religions enabled. I'm sure it's a simple issue, but I can't wrap my head around it at the moment...
Cheers,
ripple01
ripple01 Apr 03, 2008, 09:03 AM Looked at the XML for the religions last night, I think I've identified the problem. Tonight I will post a fixed Civ4ReligionInfo.xml file and ask that the people who have been experiencing the "Choose Religions" crash with Evangelism to test with the new file. I'm pretty confident this will fix the issue and I'll roll this fix into the forthcoming (soon, I hope!) patch.
Cheers,
ripple01
ripple01 Apr 03, 2008, 06:14 PM Fixed the choose religions issue. Just ran a test game where all 11 religions were founded.
Patch 0.61 will be released this weekend with this fix as well as fixes for all other issues reported, along with the working Inquisitor as mentioned earlier. :)
Cheers,
ripple01
Duuk Apr 06, 2008, 05:32 PM Man, I was really hoping for that release this weekend :(
ripple01 Apr 06, 2008, 05:36 PM Well, wait no longer! Patch 0.61 is posted!
Here's the changelist:
0.61
Added Super Spies 1.23 by Trojan Sheep
Added scoreboard fix to accomodate Revolution minor civs (Thanks, Kalimhakus)
Added Akbar as 3rd leader for India (Ekmek, Amra)
Added religion-specific Inquisitor units (AmraMod)
Added new SDK tags for modifying traits (Trait overhaul should appear in the next patch)
Fixed missing Hittite flag
Fixed CTD when using "Choose Religions" option
Fixed pink heads on Siamese Longbowman, Battle Elephant, and Horse Archer
Readded Inquistor code via SDK; Inquisitor is now working (was disabled previously)
Replaced Marius Aurelius LH (Ekmek, others)
Updated BUG mod to v2.22
Updated Dale's Combat Mod to v1.5
Cheers,
ripple01
Kalimakhus Apr 06, 2008, 06:58 PM Amazing!! with Dale's mod 1.5 out I was just going to wonder "When .." and Voila!! Very good work Ripple :goodjob:
ripple01 Apr 06, 2008, 07:10 PM Ya, my fiancee likes to sleep in on the weekends, so Sunday morning is one of my prime modding times. Woke up this morning and Dale had released the update, so it worked out perfectly. She's gone all of next weekend so I'm hoping to put together another patch then and then probably take a small break for a while if the mod seems to be running stable for everyone. She's been patient with this flurry of modding activity lately, so I owe her some "us" time. :)
Cheers,
ripple01
Duuk Apr 06, 2008, 08:26 PM Well, wait no longer! Patch 0.61 is posted!
Here's the changelist:
0.61
Added Super Spies 1.23 by Trojan Sheep
Added scoreboard fix to accomodate Revolution minor civs (Thanks, Kalimhakus)
Added Akbar as 3rd leader for India (Ekmek, Amra)
Added religion-specific Inquisitor units (AmraMod)
Added new SDK tags for modifying traits (Trait overhaul should appear in the next patch)
Fixed missing Hittite flag
Fixed CTD when using "Choose Religions" option
Fixed pink heads on Siamese Longbowman, Battle Elephant, and Horse Archer
Readded Inquistor code via SDK; Inquisitor is now working (was disabled previously)
Replaced Marius Aurelius LH (Ekmek, others)
Updated BUG mod to v2.22
Updated Dale's Combat Mod to v1.5
Cheers,
ripple01
You are a sexy, sexy man.
keldath Apr 06, 2008, 11:34 PM awesome!!!!!!!!!!!!!!!!!!!
say,
the inquisitor,
is it unlimited religions?
ripple01 Apr 07, 2008, 02:06 PM You are a sexy, sexy man.
Not quite sure how to respond to that, but glad you are pleased. :)
awesome!!!!!!!!!!!!!!!!!!!
say,
the inquisitor,
is it unlimited religions?
Yes, there is no religion limiter currently included. At some point, I'd like to add some code that lets the smaller religions fade out. There's a Disappearing Religions modcomp but I'd like to see it get developed a little more before I add it in.
Cheers,
ripple01
keldath Apr 07, 2008, 02:39 PM ripple hi,
yeah i saw the disapearing religion,
but i myself less prefer it,
the python code by marnz , offeres two options, limited religions, meaning one civ one religion.
and the unlimied one.
couldnt you implement that code?
well though i prefer limited religions,
ill have no choise to add more religions, so evryplayer will get an option to found atleast one....but that means i gotta start study how to mod the fonts...lazy me.
is it ok for me to use your code for my overlord2?
ripple01 Apr 07, 2008, 07:23 PM Yes, anything from this mod can be used in any other mod... including the .dll.
Cheers,
ripple01
Crowqueen Apr 09, 2008, 11:44 AM Can I ask - I have CivIV BtS and the BUG mod. I don't want to install this before I get enough info on whether it will survive, but can you tell me - whether it will work with BUG already installed and working smoothly?
ripple01 Apr 09, 2008, 02:07 PM It should, but I am not 100% positive about that. If you run into any issues, simply move the BUG files out of your CustomAssets folder before firing up the mod and then move them back when you are done.
Cheers,
ripple01
keldath Apr 09, 2008, 02:14 PM thanks ripple for approving the usge, of your mod.
keep developing !!!!
Crowqueen Apr 09, 2008, 05:04 PM I assume by being able to load BUG (i.e. having the right version - I had some problems with that mod but by downloading the patch it worked OK) I am able to load this.
I'll give it a shot. Looks great.
Deon Apr 10, 2008, 03:18 PM I have a problem - no interface panels... And no "dawn of man" starting popup window.
I experience the same problem with the latest RevolutionsDCM mod too (it merges Revolutions 1.4 and DCM 1.5). The older versions (with rev 1.32 and dcm 1.3 was ok).
What can cause this kind of bug?
[EDIT] I can't see any of the menus too (from esc-menu-options for example, it does nothing for me...).
Deon Apr 10, 2008, 03:37 PM I have some weird python exceptions after I enabled the python exceptions showing in the ini.
This is the first picture I get (and have much more wihdows behind those as you can see):
http://img136.imageshack.us/img136/2527/civ4screenshot0000qi5.jpg
Also what's with that VERY strange path?!
Deon Apr 10, 2008, 03:45 PM Sorry for double post!
OMG! I see it!
That weird \xe4\xe... sh*+ is there because I have a russian windows and it has "My documents" in russian. The base game understands the path but your merged mod don't.
The funniest thing that this thing is in the Revolutions 1.4 (it was ok before 1.4). jDog5000 someway ruined the pathfinding of the game... I think I should ask HIM about it.. Errh, such a good mod can't be played =(.
Kalimakhus Apr 10, 2008, 11:35 PM Sorry for double post!
OMG! I see it!
That weird \xe4\xe... sh*+ is there because I have a russian windows and it has "My documents" in russian. The base game understands the path but your merged mod don't.
The funniest thing that this thing is in the Revolutions 1.4 (it was ok before 1.4). jDog5000 someway ruined the pathfinding of the game... I think I should ask HIM about it.. Errh, such a good mod can't be played =(.
You can try going into the file and putting the path in russian. It is unicode aware so it should work. If this works you would provide a fix for all other players who have Russian windows. Otherwise, you can use the windows environment variable pointing to "My Documents" folder. This should always work no matter what language is used.
Kalimakhus Apr 10, 2008, 11:49 PM I got a repeated CTD. I incrementally disabled different comps of DCM. First Stack Attack was off. I then disabled active deffence, then both Opportunity Fire and Archer Bombard. I managed to continue with the game when I disabled the last two. My guess is that it is the Opportunity Fire comp.
I am attaching a save it should CTD once you hit the end turn button. I am providing this so if someone got the time to verify that it is reproducible. Also, if anyone got a similar CTD (when attacking or being attacked), you may try disabling parts of DCM to get your game going. So far I can almost be certain that the sieg units bombardment comp has no issues. It may be unfortunate to have to go without the other DCM components but CivFusion has got a lot besides DCM.
geminisama Apr 11, 2008, 01:56 AM Does this have Varietas Delectat in it?
Deon Apr 11, 2008, 03:27 AM You can try going into the file and putting the path in russian. It is unicode aware so it should work. If this works you would provide a fix for all other players who have Russian windows. Otherwise, you can use the windows environment variable pointing to "My Documents" folder. This should always work no matter what language is used.
This is not a problem, I checked and I have similar exceptions with other mods. but they work.
The problem is in revolutions 1.4 where I do get 2 more python exceptions about something wrong in the "module" which remove my interface, and now I don't know, is it with my windows or my game...
keldath Apr 11, 2008, 05:19 AM hey ripple,
i think you forgot to change one of the spaceship parts,
one of them , cant remmber which, still needs manhaten project as a preqeq,
needs to be changed to NONE, like in dales 1.5.
:)
Kalimakhus Apr 11, 2008, 06:02 AM This is not a problem, I checked and I have similar exceptions with other mods. but they work.
The problem is in revolutions 1.4 where I do get 2 more python exceptions about something wrong in the "module" which remove my interface, and now I don't know, is it with my windows or my game...
Python exceptions can prevent the main interface from being rendered. If those exceptions are fixed you will likely get the interface back.
Deon Apr 12, 2008, 09:30 AM The problem in the CvPath.py.
If the game isn't installed in the default folder (i.e. I can't do it due the disck structure) some of the interface isn't loading (it's from alerts mod in revolutions 1.4 I guess).
I tried to place the old cvpath.py in the python folder for the revolutions 1.4, and it works.
Fix it please if you have a time.
Uncle Anton Apr 14, 2008, 05:10 AM Maybe I didn't install correctly, but I did double check....
But yeah, at the start of my game, Manhattan Project shows up (thankfully shadowed out due to require Uranium) in the city build queue...
Newly spawned leaders from Revolutions modcomp don't seem to show their traits in the interface menu.
I'm playing as Churchill, and I've noticed the Charismatic trait isn't kicking in when a unit got to Level 3. I went into WB to try and test by altering that unit. Found that the Level 4/5 threshold is still 17 XP not 13 XP like it is usually with a CHM leader, and the Lvl 5/6 Threshold is still 26 and not 20...I additionally found in the process of testing that out that the Promotions tab on editing units is gone too (Not sure if that last bit is intended on the part of the author).
Also (although I'm sure this is known) Unit stats are kinda broken....
Can someone please correct me if I'm wrong, pig ignorant or just plain stupid? :crazyeye: :)
ripple01 Apr 15, 2008, 10:17 AM hey ripple,
i think you forgot to change one of the spaceship parts,
one of them , cant remmber which, still needs manhaten project as a preqeq,
needs to be changed to NONE, like in dales 1.5.
:)
Fixed in upcoming patch
The problem in the CvPath.py.
If the game isn't installed in the default folder (i.e. I can't do it due the disck structure) some of the interface isn't loading (it's from alerts mod in revolutions 1.4 I guess).
I tried to place the old cvpath.py in the python folder for the revolutions 1.4, and it works.
Fix it please if you have a time.
Fixed in upcoming patch
Maybe I didn't install correctly, but I did double check....
But yeah, at the start of my game, Manhattan Project shows up (thankfully shadowed out due to require Uranium) in the city build queue...
Fixed in upcoming patch
Newly spawned leaders from Revolutions modcomp don't seem to show their traits in the interface menu.
I'll look into this
I'm playing as Churchill, and I've noticed the Charismatic trait isn't kicking in when a unit got to Level 3. I went into WB to try and test by altering that unit. Found that the Level 4/5 threshold is still 17 XP not 13 XP like it is usually with a CHM leader, and the Lvl 5/6 Threshold is still 26 and not 20...I additionally found in the process of testing that out that the Promotions tab on editing units is gone too (Not sure if that last bit is intended on the part of the author).
This is very strange, I didn't modify this at all. Will look into it...
Also (although I'm sure this is known) Unit stats are kinda broken....
I don't use them much, can you elaborate???
Can someone please correct me if I'm wrong, pig ignorant or just plain stupid? :crazyeye: :)
Deon Apr 15, 2008, 10:43 AM Before you check traits from revolutions modcomp/promotions problem, try to fix the cvpath.py as you already promised, maybe there's the key. Also if you have a possibility (as I did for my mod) you can install the game in a non-default folder, this way you'll notice all the concerning errors by yourself. :)
Thank you for your work.
[EDIT]
I solved the problem. The installation in the russian windows makes different registry path.
Also it's the problem in the complete edition.
Why not to use
def _getInstallDir():
civ4Dir = os.getcwd()
return civ4Dir
This will solve the problem with ANY registry error.
Uncle Anton Apr 15, 2008, 11:48 PM @ Ripple
Unit Stats - Can't get a screenie to you atm, but basically the Unit Stats screen pops up, correctly displays the basic info of the unit at the top (including turns in service etc), and promo's but unit history, damage stats, pretty much all other data is just not there.
http://members.iinet.net.au/~weinivy/UnitStatsBroke.JPG
Uncle Anton Apr 19, 2008, 03:35 AM Hi Guys... Also found that Austrian Musketmen seem to have an issue with the skin/model...
Basically they're pink, and seem to be stuck in a "Star-Jump" pose.
http://members.iinet.net.au/~weinivy/AustrianPink.JPG
Deon Apr 19, 2008, 09:17 AM I'll check the .dds and animations paths for them, they seem to be broken.
Uncle Anton Apr 19, 2008, 10:06 AM I'll check the .dds and animations paths for them, they seem to be broken.
Cheers mate! :goodjob:
I'd check this stuff myself but I know next to nothing about Python or even XML....
Deon Apr 19, 2008, 10:15 AM It's not XML or Python. Looks like it's a problem from Diversica, I'm gonna check the pure mod to make sure is the problem there.
ripple01 Apr 19, 2008, 10:21 AM It's a unit I added on my own, not from Varietas Delectat. I'll take a look at it...
Cheers,
ripple01
ripple01 Apr 19, 2008, 10:48 AM Below are the new traits I have added and the changed original traits. I wanted to put this out there for comments before the release of the next version which will include these. I am nervous about this because people seem to have very strong opinions about trait balance. :)
Scientific - +25% Research, Double Production Speed of Laboratory
Seafaring - Free Promotion (Navigation 1) to naval units, 50% Faster Production of Work Boat, Double Production Speed of Lighthouse, Harbor
Tactical - Free Promotion (Combat 1) to melee and gunpowder units, -25% Experience Needed for Promotions, Double Production Speed of Barracks
Aggressive - Enemies Suffer +25% War Weariness
+10% Military Unit Production
Double Production Speed of Jail
Charismatic - No Anarchy
Double Production Speed of Arena, Broadcast Tower
Creative - +25% World Wonder Production
+2 culture/city
Double Production Speed of Theatre
Expansive - +2 health/city
50% Faster Production of Settler
Double Production Speed of Granary
Financial - +25% Gold
Double Production Speed of Bank
Imperialist - -50% War Weariness
+2 Trade Routes/city
Double Production Speed of Monument
Industrious - +1 hammer on all plots with 3 hammers
50% Faster Production of Worker
Double Production Speed of Forge
Organized - -25% Cost of Espionage Missions
-50% Civic Upkeep
Double Production Speed of Courthouse
Philosophical - +100% Great Person Birth Rate
Double Production Speed of University
Protective - +100% Great General Emergence inside Cultural Borders
Free Promotion (City Defense I, Drill I) to Melee, Archery units
Double Production Speed of Walls, Castle
Spiritual - +2 happiness/city
Double Production Speed of Temple, Cathedral
Uncle Anton Apr 19, 2008, 12:10 PM Below are the new traits I have added and the changed original traits. I wanted to put this out there for comments before the release of the next version which will include these. I am nervous about this because people seem to have very strong opinions about trait balance. :)
Scientific - +25% Research, Double Production Speed of Laboratory
Seafaring - Free Promotion (Navigation 1) to naval units, 50% Faster Production of Work Boat, Double Production Speed of Lighthouse, Harbor
Tactical - Free Promotion (Combat 1) to melee and gunpowder units, -25% Experience Needed for Promotions, Double Production Speed of Barracks
Aggressive - Enemies Suffer +25% War Weariness
+10% Military Unit Production
Double Production Speed of Jail
Charismatic - No Anarchy
Double Production Speed of Arena, Broadcast Tower
Creative - +25% World Wonder Production
+2 culture/city
Double Production Speed of Theatre
Expansive - +2 health/city
50% Faster Production of Settler
Double Production Speed of Granary
Financial - +25% Gold
Double Production Speed of Bank
Imperialist - -50% War Weariness
+2 Trade Routes/city
Double Production Speed of Monument
Industrious - +1 hammer on all plots with 3 hammers
50% Faster Production of Worker
Double Production Speed of Forge
Organized - -25% Cost of Espionage Missions
-50% Civic Upkeep
Double Production Speed of Courthouse
Philosophical - +100% Great Person Birth Rate
Double Production Speed of University
Protective - +100% Great General Emergence inside Cultural Borders
Free Promotion (City Defense I, Drill I) to Melee, Archery units
Double Production Speed of Walls, Castle
Spiritual - +2 happiness/city
Double Production Speed of Temple, Cathedral
Dang... Tactical seems pretty powerful. Putting a Free Promo and 25% less XP needed? When coupled with Protective, that's gonna make your mre Hawkish players (and AI) pretty tough to deal with....
Anyway - More bug stuff...
I saw the buttons for Fighter and Tank lookin kinda pinkish in Pedia. Thought it was some kinda graphical omission....? Buh-Bow! Wrong... Looks like a bit of a deal-breaker. Not only is the button in Civ blank/pink, so's the button in the city build menu, and trying to build a fighter gave me a CTD. Gotta assume any attempts to build a Tank will do the same.
ripple01 Apr 19, 2008, 01:23 PM Dang... Tactical seems pretty powerful. Putting a Free Promo and 25% less XP needed? When coupled with Protective, that's gonna make your mre Hawkish players (and AI) pretty tough to deal with....
Anyway - More bug stuff...
I saw the buttons for Fighter and Tank lookin kinda pinkish in Pedia. Thought it was some kinda graphical omission....? Buh-Bow! Wrong... Looks like a bit of a deal-breaker. Not only is the button in Civ blank/pink, so's the button in the city build menu, and trying to build a fighter gave me a CTD. Gotta assume any attempts to build a Tank will do the same.
Each leader has been assigned a unique combination of traits, so what I am eventually aiming to do is have a unique unit for each leader so I can give a leader with a strong trait combination a weaker UU. I may even try to do this with UB's as well.
Regarding the button crash, which civ were you playing? I'll try to help you fix this so you can finish your game. :)
Cheers,
ripple01
Brave Sir Robin Apr 19, 2008, 02:05 PM not being able to play these ,but
Financial - +25% Gold
Double Production Speed of Bank
&
Scientific - +25% Research, Double Production Speed of Laboratory
the 25 % boost to gold and research would at first glance would seen to be overpowered esp if a civ has both traits
just my thoughts
Uncle Anton Apr 19, 2008, 08:36 PM Each leader has been assigned a unique combination of traits, so what I am eventually aiming to do is have a unique unit for each leader so I can give a leader with a strong trait combination a weaker UU. I may even try to do this with UB's as well.
Regarding the button crash, which civ were you playing? I'll try to help you fix this so you can finish your game. :)
Cheers,
ripple01
Hi Ripple.
Wow! One-on-One Support... I feel so pampered!! :D :lol: j/k
Was playing the English with Churchill.... Any advice you can give would be great! If it's xml I should be able to edit any code you point out, but I'll be buggered if I know enough about it to know where to look...
Deon Apr 20, 2008, 02:43 AM Well I don't think that the original trait system was balanced but yours seem even more chaotic =). Anyway you decide, though I like some changes. Good luck! =)
ripple01 Apr 20, 2008, 08:05 AM Hi Deon,
Id be interested in hearing which traits you think are unbalanced and which changes you like.
Cheers,
ripple01
ripple01 Apr 20, 2008, 01:55 PM Anyway - More bug stuff...
I saw the buttons for Fighter and Tank lookin kinda pinkish in Pedia. Thought it was some kinda graphical omission....? Buh-Bow! Wrong... Looks like a bit of a deal-breaker. Not only is the button in Civ blank/pink, so's the button in the city build menu, and trying to build a fighter gave me a CTD. Gotta assume any attempts to build a Tank will do the same.
OK, to fix this, open up the Assets/XML/Art/Civ4ArtDefinesUnit.xml file in a text editor. Do a Find and Replace for Art/Buttons and replace all instances with Art/Interface/Buttons. Save the file and reload the mod and it should be fixed. This is also fixed in the upcoming patch. Thanks for the report...
Cheers,
ripple01
Edward The Big Apr 20, 2008, 03:22 PM Ripple01,
Is the patch coming today?
Deon Apr 20, 2008, 06:39 PM < |