View Full Version : Welcome to Fury Road!


davidlallen
Jun 29, 2008, 06:39 PM
Fury Road is a mod for Civ IV which is inspired by the Mad Max movies and the Fallout series of CRPGs. Everybody wants post-apocalyptic desert warfare with crossbows!

New as of January 1, 2010: Version 11 is released!

Overview and screenshots: this link (http://jendaveallen.com/fury-road/promotion/overview.html).
Download: this link (http://forums.civfanatics.com/downloads.php?do=file&id=13951) (64 MB).
Documentation: see "Fury Road Concepts" link in the civilopedia.
List of changes in this release: this link (http://forums.civfanatics.com/showpost.php?p=8772613&postcount=64).
Frequently asked questions: next post.
Feedback? Post at this link (http://forums.civfanatics.com/showthread.php?t=348242).

The mod uses a custom DLL which is tested with BTS 3.19.

If you haven't downloaded and installed mods before, you may find help at this link (http://forums.civfanatics.com/showthread.php?t=184567).

Want to help? Playtesters are always welcome. Play it and post your reactions! Artists, please check out the updated art request list (http://forums.civfanatics.com/showpost.php?p=6980629&postcount=2). Writers, a little more leaderhead background text is needed; see this thread (http://forums.civfanatics.com/showthread.php?t=284390) for details.

davidlallen
Jun 29, 2008, 06:42 PM
Where does the name Fury Road come from? (http://forums.civfanatics.com/showpost.php?p=6794877&postcount=1)

Shouldn't fallout should cause damage, instead of preventing movement? (http://forums.civfanatics.com/showpost.php?p=7080584&postcount=2)

Where's the Thunderdome? (http://forums.civfanatics.com/showpost.php?p=7098108&postcount=10)

Wouldn't it be cool to have bio-fuel? (http://forums.civfanatics.com/showpost.php?p=7027845&postcount=10)

Why are there no naval units / lighthouses? (http://forums.civfanatics.com/showpost.php?p=6964850&postcount=195)

Zombies! You totally have to add zombies! (http://forums.civfanatics.com/showpost.php?p=7066773&postcount=144)

GarretSidzaka
Jun 30, 2008, 07:22 PM
Sweeet First Post

seZereth
Jul 03, 2008, 02:18 PM
i dont wann be nitpicking or show false pride or something. but if you differentiate by retexture and original stuff,... consider that all of the stuff i do is handmodelled and textured by me, except i do it in cooperation with someone like refar or asio and it is stated like that ;) there is no vanilla retexture in my repertoire... for over a year now.

cheers.
ps: everyone reading this, try the mod... its awesome ;)

GarretSidzaka
Jul 05, 2008, 05:06 AM
btw: hopefully next week i will get the new Mad Max graphic :)

Bahmo
Jul 07, 2008, 02:37 PM
Alright, some feedback from the first playtest:

First of all, great idea! I've always wanted a post-apocalyptic mod. I also love the leaderhead graphics!

Now for a few things I'm not so keen on. First, the city graphics. The ruined city graphics are a nice touch, but they "de-rendered" a few times in the playtest, so that they were just untextured baby-blue. Might want to fix that. Also, the ruined look shouldn't be permanaent. Maybe have each civ upgrade to a new, "flavored" cityset with some really zany graphics that fit their personality.

The tech tree is pretty short. I had already discovered everything long before the game ended. Consider adding to it.

We need a real scorpion graphic, obviously.

The "Vision" concept is a good idea, but I'm not fond of your choice of using it to completely-replace government civics. Instead, what should be done is put in new government civics that require certain state visions to implement, like FFH.

Pedia text is sorely needed.

Guardian has an assault-rifle fire animation with a shotgun graphic. That's pretty silly, and should be replaced with one of the other gun animations.

davidlallen
Jul 07, 2008, 03:14 PM
Alright, some feedback from the first playtest

Please find my reply in the playtest feedback thread.

GarretSidzaka
Jul 07, 2008, 03:52 PM
Guardian has an assault-rifle fire animation with a shotgun graphic. That's pretty silly, and should be replaced with one of the other gun animations.

i think i made that graphic. i will check it out again, but rember it is actually a double barrel shotgun and it has two blasts ;)

Refar
Jul 08, 2008, 02:31 AM
The attack anim did look just fine to me.
But if you are looking into the unit again, check if you can fix those glitched vertices on the dead animation.

davidlallen
Jul 11, 2008, 11:08 AM
The recent apolyton "modcast" has some discussion of Fury Road:

http://forums.civfanatics.com/showthread.php?t=282334

davidlallen
Jul 14, 2008, 12:37 PM
Version 0.7 is released! See the first post in the thread for details.

Refar
Jul 14, 2008, 12:45 PM
Is the DL link brocken ? Or was i too fast and tried to get while you was still uploading ?
It say something about "Invalid IO" and redirecyts me to the Database main page.

davidlallen
Jul 14, 2008, 01:18 PM
Possibly you were too fast. The download page says 4 successful downloads, so I think it is working correctly now.

Refar
Jul 14, 2008, 01:28 PM
Yep, i can download, if i browse from the database there.
The link here in the first post still giving me a Invalid IO. It is probably still pointing at the old - now removed - file ?

Did clear my browser cache just in case, but it did not help.

davidlallen
Jul 14, 2008, 01:31 PM
That specific link was broken, not sure how I missed it. Fixed now.

davidlallen
Jul 14, 2008, 07:44 PM
Augh. There was a bad bug in the refueling code which I just fixed. I have re-uploaded the zipfile. If you are among the first 30 to have downloaded v 0.7, please re-download from the same link. I uploaded the new kit a few minutes ago.

While attempting to fix the slow runtime of the AI turn due to checking whether a unit can move, I added a copy of each unit type such as TANK_IMBL for "immobile". When a unit runs out of gas, I swap it for the immobile type. This didn't actually fix the runtime but it is a slightly better approach. Anyway, when refueling, it was always swapping the unit type. That is fine if it's out of gas, it replaces TANK_IMBL with TANK, which is what I want. But, if it was low on gas instead of out of gas, it swaps TANK for TANK_IMBL and gives me an immobile unit which is full of gas. Not what I wanted. It was only a one line code change.

While I was there I also changed the criterion for vision victory from 51% to 67% after a *second* surprise vision loss.

Randomness
Jul 15, 2008, 01:58 PM
I tryed to download this mod, but I got a pop-up asking for a password. What should I do?

Refar
Jul 15, 2008, 02:05 PM
You need to be registered and logged in in the forum - you apparently are now, otherwise you wouldn't be allowed to post.

Try again to download.

Edit.: Welcome in the forums and here btw :D

Randomness
Jul 15, 2008, 02:09 PM
Still asks for password to extract.

davidlallen
Jul 15, 2008, 02:11 PM
Still asks for password to extract.


Are you able to download any other file from the forum? If you can not download any file, please ask the forum moderators for help.

Refar
Jul 15, 2008, 02:13 PM
Password to extract ? You mean you already downloaded the file, but can not unpack the Zip archive ?

Whar software you are using to unpack it ? Tre the defaulr unzipper that is built in in the Windows Explorer.

Randomness
Jul 15, 2008, 02:26 PM
I got it fixed. Ty for trying anyways.

davidlallen
Jul 24, 2008, 09:50 AM
There are no "major" changes in this release. There are a whole lot of minor ones, so I have grouped them by "theme". The ones which will have the most effect on gameplay are highlighted in italics.

* Leaderhead updates
+ First brand new leaderhead artwork! Peter, by refar
+ Background text for three LH: Halloween Jane and Christopher Lehman, by jabie, and Stein, by KillerClowns.
+ Updated leaderhead for Halloween Jane, also by refar; deleted two "least post-apocalyptic-looking" leaderheads Montezuma and Shiro. There are now no "vanilla" LH in the mod!
+ Added four sets of themed city names

* Make "early death" less common
+ Animals can no longer capture cities.
+ When a start position has less than 4 surplus food in its BFC, add a food resource.
+ If you got Small Arms early, for example by a goody hut, then you would be unable to build troops quickly. The survivor (15 hammers) was obsoleted by the guardian (60 hammers). Added upgrade path from survivor to machine gunner, so the unit obsoletes later.

* Changes to "vision" mechanic
+ Renamed visions to avoid strong linkage to government civics.
+ A popup will appear when 25% of the population supports any vision, so you are less likely to be surprised by a vision loss.
+ Non-state visions will decay in cities. Each non-state vision has a small chance per turn to be removed from the city, faster if there is a city hall, and much faster if there is a capitol.
+ Lower chance for vision to spread along trade routes by 1/3
+ Organized trait gets 2x build speed for advocates.

* Several bug fixes regarding refueling
+ When one unit runs out of gas, some other units in the stack might not be checked.
+ In some cases the AI fuel truck was not destroyed after refueling.
+ When refueling a stack including empty units, some of the units might be skipped.
+ When several units were refueled, their refuel turn counters were not set to the same values.

* Changes to safety mechanic
+ Add car-henge wonder, watchtower building for safety victories.
+ Great protector no longer lightbulbs technologies but can build a Rangers Guild.
+ Rename Creative to Vigilant, 2x build speed for barricade.

* Unit tweaks to improve diversity
+ Flamethrower becomes anti-infantry (guardian counter) since we already have AT infantry as vehicle counter.
+ Remove City Raider promotion from all wheeled vehicles.
+ Replace ranger promotion and guerilla series with woodsman series, big terrain bonuses for infantry and cavalry only.
+ Combine "gun" unitcombat, which had guardian, into "ranged".
+ Ute: increase strength to 10, give it an iAIWeight 100.
+ Catapult: reduce strength from 10 to 8, increase bombard damage from 8 to 16.
+ Remove jeep crossbow and survivor biker. Not popular enough.
+ Foot units get "less" speed benefit on highways

* Units found in ruins
+ Industrious trait now 2x likely to get these units.
+ Total of six hero units now available: Cleaver, Eagle, Ghost, Tankbuster, Tank Gal, and Wanderer.
+ There will no longer exist multiple "copies" of the same hero at the same time. If killed, the hero may re-appear later.

* Graphic changes
+ Bug fix to disappearing city textures, by refar
+ Double uzi guy by seZereth.
+ Re-added "madmax" unit as Wanderer, by GarretSidzaka.
+ Updated jeep by The_Coyote and refar.
+ Guardian attack animation fix by The_Coyote.
+ Reduced scale of ute, increased scale of capitol.

GarretSidzaka
Jul 26, 2008, 12:45 AM
btw: thanks for making this mod. i just started to beta test this one two days ago, and i must say i like it :)

comment: can you explain the map script, and maybe perhaps release a couple more that are different?

davidlallen
Jul 26, 2008, 12:58 AM
Please find my reply on the playtest thread.

KillerClowns
Aug 21, 2008, 11:37 AM
If you don't mind me asking... do you have any particular timeframe for .9? I don't need an exact date just "a few more days/weeks/months/years/centuries/aeons."

davidlallen
Aug 21, 2008, 12:43 PM
Actually I was going to build the release yesterday, but seZereth came back to say he was going to make a few more units. So I will hold the release a little longer, like till the weekend.

seZereth
Aug 21, 2008, 04:14 PM
Actually I was going to build the release yesterday, but seZereth came back to say he was going to make a few more units. So I will hold the release a little longer, like till the weekend.

you mean buildings ;)
but i can tell you, i will not have time tomorrow and on saturday. earliest next date i can guess that I have time for the fort and watchtower might be sunday :/

GeoModder
Aug 22, 2008, 01:49 PM
But, the fort and watchtower have already been released? ;)

davidlallen
Aug 22, 2008, 09:43 PM
Major changes

"Vision" victory graphics and mechanism changed
* Renamed everything "vision" to "capitol". So instead of a vision victory, you have a capitol victory. The idea is the same but the implementation and graphics are new.
* Instead of 6 generic visions, each civ has its own vision.
* Advocates can remove "enemy" capitol influence from a city with a new action button.
* A capitol victory warning popup comes at 25% and 50%.
* If a player changes state religion, and they owned a capitol, they are giving up on it: so it is automatically destroyed.
* If a capitol is destroyed, by razing or conversion, its influence is removed from all cities.
* Capitol screen now scrolls, and only shows founded capitols
* Fixed annoying bug where unfounded capitols showed as a magenta square in the religion screen
Changed movement rates of foot and animal units
* Jeckel's new JRouteNative modcomp allows different units to have different road speed benefits
* Animals now get no road or highway speed benefits, so they are less likely to spring on you from outside the fog of war.
* Foot units (survivor, guardian, etc) now treat highway as road, so only wheeled units get the speed benefit of highways.
Leaderhead improvements:
* Stein leaderhead (aranor's spadines) modified further by bernie14
* Added background text: jabie wrote Viktor, Ironhead, Kilobyte, Peter, Mick; KillerClowns wrote Brandi, Ares
* New flags and colors for Viktor (phoenix, red), Brandi (unicorn, pink), Stevie (tiedie, blue), Peter (castle, light purple), Tinker (orange, mushroom cloud), Kilobyte (transistor, dark yellow), Debbie (sword and wings, white)
* Deleted Max and Keith
* Change kilobyte from shaka anims to montezuma

Minor changes

* New building, ammo factory, required for jeep and guardian, so it is a little harder to build guardian units.
* Mutant animals can now pillage cottages, farms and pastures. You should be sure to keep some units near home to protect against them.
* Change all AIs to make more farms, should decrease difference between human player pop and AI pop
* Barracks no longer gives free XP for wheeled units, only melee and ranged, so the ute will no longer start at level 2
* Turn back ute strength to 8
* Eagle (hero) can no longer pillage, but gets free Sentry promotion
* Use "counter" AI instead of "city defense" for fuel trucks, so trucks should stack with attack units instead of hiding in cities
* Bug fix: for horse resource next to city, wild horse could pop on city, destroying it.
* Hero units start at level 4, 15 XP; you can level them a little but you will only get another 2 promos from a GG instead of another 6.
* In case of *really* poor start positions, add two food bonus. If adding food bonus, remove forest/jungle.
* Pedia promotions page now shows text for custom promotions rad-immune, less fuel and gas tank. Pedia building page now shows text for vision decay effect of city hall and capitol

Graphic changes

* Utility truck graphics change for different combinations of promotions. Graphics by refar.
* New buildings for fort, watchtower, and city walls by seZereth

Deon
Aug 23, 2008, 12:18 AM
* Eagle (hero) can no longer pillage, but gets free Sentry promotion
Great :).

Also I'd like to check new leader backgrounds. I'm going to do it now =).

CrashTestDummy
Aug 27, 2008, 06:01 AM
Great mod :goodjob:

mooguy
Aug 29, 2008, 03:42 PM
I'm downloading the newist mod as I type. I thought that now would be a good time to give you all a bit of nostalga and some insperation...Hopefully. I give you the original Fallout.

http://www.pixelrage.org/download/Fallout-Full-Free-Game-Download-3771.html

I hope this helps with the further development with the mod. Oh, and have fun.

Refar
Aug 29, 2008, 03:58 PM
Giving me Fallout might be actually very conter-productive, since i can't play it and make art at the same time... :p
(But i had it anyway, so don't worry.)

mooguy
Aug 29, 2008, 05:48 PM
Giving me Fallout might be actually very conter-productive, since i can't play it and make art at the same time... :p
(But i had it anyway, so don't worry.)


I never had it so I saw where a lot of the ideas came from after playing this. I figured if others had only seen Mad Max or whatever they might get more insperation...

davidlallen
Aug 31, 2008, 02:44 PM
Ha! Fury Road has just passed the Star Wars mod in terms of number of posts to its sub-forum! Arda and Revolution, look out here we come.

Refar
Aug 31, 2008, 02:55 PM
[party]:band:[party]

:goodjob:

seZereth
Sep 03, 2008, 08:03 AM
listened to modcast...
well done david :)

wish you guys all the best, keep it up!

davidlallen
Sep 03, 2008, 11:48 AM
I took part in a "modcast" sponsored by apolyton.com. You can download or stream the mp3 from this link (http://polycast.apolyton.net/index.php#mcepisode17) and hear a 30-minute discussion about Fury Road!

Deamon
Sep 16, 2008, 02:46 AM
You have Brahmin!!!! :D I am now your biggest fan!

davidlallen
Sep 28, 2008, 02:57 PM
Major changes

* Fixed out-of-sync problem caused by action buttons.
* Replaced punk biker unit, somehow accidentally removed in version 9.
*When the first player reaches 50% capitol coverage, all the AI players now close their borders. This may help prevent a "capitol sprint victory".

Minor changes

* Mapscript no longer generates islands.
* The popup which appears when the first player reaches 25% capitol coverage now points out the explanation in the civilopedia.
* New hero, Fireball, driving a utility truck with flamethrower: art by refar.
* Leaderheads: Halloween Jane now Halloween Jack using art formerly from Brian. Replaced Brian with Martha using art formerly from Halloween Jane, new background by Jabie, new civ name and flag. Added background for Tinker by Jabie with new civ name and flag.
* Remove spoken quotes for all technologies.

Graphic changes

* New art for caravan which transports units found in ruins, with several different loads, by refar.
* New graphic for car-henge wonder by refar
* New graphic for Tankbuster, Mustang with huge gun, by The_Coyote

davidlallen
Sep 29, 2008, 12:03 AM
Version 10 correction! If you downloaded version 10 on its first day, September 28, please re-download. There was a major bug which would throw a python exception in the city management screen, when you move the mouse over the great people management section of the screen, at the right. It was only a few lines correction in one python file, so I am not going to bump up to version 11.

KillerClowns
Oct 03, 2008, 12:24 AM
Aw, hell. My new computer doesn't have Civ IV installed yet. Time to go digging for CDs...

Randomness
Oct 07, 2008, 10:43 PM
:dunno:Just a general comment. This mod doesn't have to really be Australia. It could be any arid island. Even if it is Australia, THIS IS A GAME, so chill. We don't need to figure out what resources Australia has and does not have. That is all...:dunno:

Refar
Oct 08, 2008, 05:58 AM
:dunno:Just a general comment. This mod doesn't have to really be Australia. It could be any arid island. Even if it is Australia, THIS IS A GAME, so chill. We don't need to figure out what resources Australia has and does not have. That is all...:dunno:Amen. .....

armyguy
Oct 17, 2008, 09:52 PM
i got Fury Road to run :D i got the v3.17 Update and it runs lol

Revolucion09
Nov 09, 2008, 03:23 PM
will download and try with a friend on MP. Sounds really cool! though more info would be appreciated

davidlallen
Nov 09, 2008, 06:40 PM
What additional info would you like? There is documentation in the "Fury Road" page of the civilopedia, and there are several FAQ's in the second post in this thread.

madmoe68
Feb 02, 2009, 03:14 PM
Mod loads fine but cuts to desk top when game starts really would like to play this cool azz mod I'm a big fan:nuke:

madmoe68
Feb 02, 2009, 03:16 PM
Oh ya I got Vista could it be f-ing the mod up?

Jabie
Feb 02, 2009, 05:12 PM
Vista works fine. (I have it too) I have had to turn off User Account Control to get mods working in the past, so you could try that if you haven't already.

madmoe68
Feb 02, 2009, 07:28 PM
All installed fine mod loads all gose good till game map loads dosent ask for permision or nothin just CTD then error message program needs to close

madmoe68
Feb 02, 2009, 07:31 PM
I unziped to BTS mods folder all went fine I can access the mod all ways just CTD happens just when map is about to apear this is flustrating I really wat to play this mod

madmoe68
Feb 02, 2009, 09:04 PM
OK fixed thanx for some reason my vires protection had somethng to do with it. Mod works great thank you Im a huge fan of MAD MAX wo wo!!! You put a lot of work into this and I really think it's almost perfect. Not much to change or improve. I'll let you know more as I play THANX AGAIN!!

Brugarin
Mar 09, 2009, 06:00 AM
Awesum mod. :D Just layed my eyes on it first today. Congrats, my first game actually felt great. It took me by surprize here and there and I hope I could lend a hand to improve this mod one way or another.

davidlallen
Mar 09, 2009, 11:45 AM
We'd love to hear more feedback! Please start new threads, or use the existing "version 10 playtest feedback" thread.

Astaldo711
Jul 14, 2009, 04:35 PM
Is this working with 3.19? I was really enjoying this mod when my computer went crazy and I had to reformat. Haven't installed this again but happy it's still around!:)

davidlallen
Jul 15, 2009, 12:22 AM
So far nobody has tried it with 3.19. It may work. See also this thread (http://forums.civfanatics.com/showthread.php?t=324388).

Muad-Dib
Jul 19, 2009, 08:19 AM
It crashed on startup for me, but then I removed the DLL and now it works.

davidlallen
Jul 19, 2009, 06:21 PM
Thanks for the confirmation. You will find the only difference the dll makes, is whether animals can use roads. I will see if I can find a volunteer to update the dll to 3.19.

Lib.Spi't
Aug 11, 2009, 04:17 AM
Hey david I made a load of text entries for the pedia a while back don't know if you would be interested in them or not there is pretty much one for all the units and buildings feel free to take a look and use them if you want. With any luck I've uploaded the right file.

Alphareaper
Sep 19, 2009, 07:54 AM
This mod is or BTS?? or just normal civ4? because most mods i find is for BTS =<

davidlallen
Sep 19, 2009, 09:40 AM
This mod is for BTS 3.17. You can play it with BTS 3.19 but you have to install it, and then remove assets/cvgamecoredll.dll. Then it will work, but one feature will be missing related to movement speed along roads. I updated it locally to 3.19 but there is some graphics problem when I do that, so I haven't released it yet.

davidlallen
Jan 01, 2010, 10:48 AM
After a little over a year, I have come back to Fury Road with an update! The main goal is to update the mod to 3.19. I have also added some of the art which has been contributed in the sub-forum.

See the updated first post in this thread for the download details.

* Radscorpion art by deliverator
* Art by Deon: garage, barracks buildings; deathclaw; Ironhead leaderhead
* Leaderhead art by C.Roland and refar: Debbie
* The stronger heroes, Tank Gal and Tankbuster, are only enabled once some civ has built a midgame unit such as antitank or machine gunner.
* Three new mapscripts by Seven05
* Fixed two bugs detected by Dresden in python (v10 feedback thread post #5)
* Civilopedia text and Debbie background by Lib Spi't
* Stevie background by Jabie

One thing I did not do is make a new tech tree. Several readers have contributed ideas and/or code. Changing the tech tree requires a lot of playtesting. I have not done this yet, but it still may happen in the future.

Lib.Spi't
Jan 02, 2010, 05:09 AM
Cool! I've been waiting for the 3.19 update tried to fix it myself but didn't get very far...

Now to download and start remaking my modmod in the 3.19 framework.

Also increedibly excited to have some of my stuff in the mod (GEEK!) hehe. It's sad but true.

Happy New Year Fury Roaders and God Bless

Chusquero
Jan 18, 2010, 02:26 PM
Hi, I'm remaking the Fury Road overview (http://jendaveallen.com/fury-road/promotion/overview.html) and I'm not able to take screenshots because I don't have CivIV here. I guess if someone you (whoever read this) can send me some of your screenshots. Or just post them here.

Thanks.

richundo
Feb 18, 2010, 01:19 PM
This mod is great! It's an awesome avenue that I would love to see some expansion on. I know you already mentioned it before but an expanded tech tree would be very cool. Also, consider some more differentiation between the civilizations. Some unique units and such would be great. With a short tech tree that is probably harder, but keep it in mind. Thanks for the Mod. Everytime I find one I like it's like Christmas.

Zambaku
Jun 25, 2010, 11:18 AM
Is this for Civ4 vanilla or does it work with the expansion Warlords aswell?=)

davidlallen
Jun 25, 2010, 02:37 PM
It is for BTS. I am pretty sure if you have only Warlords and not BTS, it will not work. This is true for most mods on the forum.