View Full Version : What Modmod's Do you Play with?
Afforess Aug 29, 2009, 09:06 AM I'm curious as to what modmod's are favorites, and which you dislike. You can choose as many options as you want. If you feel that you have a stronger particular favorite or dislike, please explain it in a post.
Please don't feel like you're offending me if you don't choose a particular modmod, I would just like to know what people would prefer I spend my time on.
Civ Fuehrer Aug 29, 2009, 11:26 AM I like to play with most of them... whenever I get a chance to play.
Supercheese Aug 29, 2009, 03:07 PM I play with:
- Jooyo's custom dll and his Terraforming, Make Jungle, and Plant Forest modmods
- Vincentz' Secret Agents, Satellites, and Industry modmods
- Afforess' Beautification Project, Meteorology, and Realistic Diplomacy modmods
- The new ConstructSounds (obviously :p), [but when RoM 2.8 comes out, it won't be a modmod anymore, as it will be included]
I have tried to mod the .dll myself, but the damn thing refuses to properly link (although it compiles all right). I wanted to add just one line of code to establish a "Rebase Range" for aircraft equal to twice their air range (see http://forums.civfanatics.com/showthread.php?t=239144)
I always found it silly that air units can only air-strike or recon an area within their fuel range, yet for some reason they can rebase all the way across the map...
But anyway, that didn't work out for me, so I still use Jooyo's .dll.
Afforess Aug 29, 2009, 03:45 PM I have tried to mod the .dll myself, but the damn thing refuses to properly link (although it compiles all right). I wanted to add just one line of code to establish a "Rebase Range" for aircraft equal to twice their air range (see http://forums.civfanatics.com/showthread.php?t=239144)
I always found it silly that air units can only air-strike or recon an area within their fuel range, yet for some reason they can rebase all the way across the map...
But anyway, that didn't work out for me, so I still use Jooyo's .dll.
Don't feel bad, it took me ages to get my first DLL to compile. I could never get it to work with VS2008, and those silly makefiles. I gave up and use Codeblocks, which doesn't need makefiles, so it's so much easier...
But, you picked a modcomp that is way out of date, you should try one that is for 3.19 or 3.17 first. older modcomps need more work, because of the patchs...
Supercheese Aug 29, 2009, 09:16 PM Don't feel bad, it took me ages to get my first DLL to compile. I could never get it to work with VS2008, and those silly makefiles. I gave up and use Codeblocks, which doesn't need makefiles, so it's so much easier...
But, you picked a modcomp that is way out of date, you should try one that is for 3.19 or 3.17 first. older modcomps need more work, because of the patchs...
I am not trying to merge that whole mod, just a single line of code from it, and even that I significantly altered.
I have tried following the tutorial(s) posted on these forums that use Codeblocks; I can follow the instructions but I always get linker errors -- something about unresolved externals or such. I figure my operating system (Vista x64) may have something to do with it.
Maybe I'll try again some time on XP or Vista x86, but I'm not sure I'll be any more successful...
Afforess Aug 29, 2009, 09:52 PM I am not trying to merge that whole mod, just a single line of code from it, and even that I significantly altered.
I have tried following the tutorial(s) posted on these forums that use Codeblocks; I can follow the instructions but I always get linker errors -- something about unreferenced external variables or such. I figure my operating system (Vista x64) may have something to do with it.
Maybe I'll try again some time on XP or Vista x86, but I'm not sure I'll be any more successful...
It isn't the OS, I'm using Win7 x64. But I did have to Download the 2003 VS toolkit thing, which took forever...
Hydromancerx Aug 30, 2009, 12:30 AM I like yours Afforess however I am not using them at the moment since they nerf the resource limitation to units. Such as axemen not needing copper anymore to make.
I also think your Mountain Mod is too powerful and need to be limited with a tech req to make it more balanced.
Schwarzbart Aug 30, 2009, 11:40 AM beside having many of the mods from here I also made some minor XML changes for my own.
- going up with the XP limits for Babarian and Animals
- max exp keeping after updating is 999
- removed the obsolent Tech of the Resources (If I knew how to do it I would add the obsolent of resources to a UN Resolution)
I dislike that somehow the Mountains in my curent snail game are messed up (I didnt install the Mointains Mod). The Mountains give 2 Food basic and are faste to move trough then go around them thrugh 2 Hills with a road.
Afforess Aug 30, 2009, 12:20 PM I like yours Afforess however I am not using them at the moment since they nerf the resource limitation to units. Such as axemen not needing copper anymore to make.
Understandable. My Next version will be without Resource Refinement, as it seems that's what breaks the resources. As I see no fix in sight, We may lose that modmod forever...
I also think your Mountain Mod is too powerful and need to be limited with a tech req to make it more balanced.
I believe I can make it so you can't move over mountains until your research Tech XYZ, but you will still be able to get the production from them in your cities. Would this be fine?
Hydromancerx Aug 30, 2009, 04:35 PM Understandable. My Next version will be without Resource
I believe I can make it so you can't move over mountains until your research Tech XYZ, but you will still be able to get the production from them in your cities. Would this be fine?
Yeah a "Mountaineering" tech req would be nice to have in place to allow heavly slowed down movement over them. Then possibly a 2nd tech called "Tunneling" could then allow faster movement later on in the game. Such as "Tunneling" req "Explosives". I am not sure what tech should be the req for "Mountaineering" but i am guess it would be something in maybe in the prehistoric or classical time period. Maybe like "The Wheel" or "Hunting" would be good reqs.
As for still getting production, that seems reasonable. It was the movement of units that seemed unbalanced.
NBAfan Aug 30, 2009, 04:39 PM I use all of Vincentz's except guilds. I also play with os79's mods, Sarkyn's Stone mod, Dancing Hoskuld's tea mod and Afforess' Realistic Diplomacy, Seafaring mods.
Blue Senshi Sep 01, 2009, 08:28 PM I like AAranda's mods but because they're not compatible with most other mods, I can't play anyone elses except Sarkyn's and Vincentz's if AAranda's is loaded.
I would like to try yours, Afforess, and Quibing's, but they weren't compatible. Jooyo's enslavement and 3 plot radius cities sound good too.
Dancing Hoskuld Sep 02, 2009, 09:17 AM I spend all my time testing and merging which in RoM is a moving target :). So far I have all non-DLL mods which are biased towards the early game except AAranda's working together. I reciently got AAranda's Religions working with the rest although it needs some ballancing for some of the religions. Vincentz Guilds mod also needs some ballancing. I did have a piracy mod working with it but made some changes and it dissapeared :)
little_cyclone Sep 03, 2009, 11:20 AM I really enjoy Afforess' military civic mod (am currently in the process of putting together an expanded version :) ), and have just started using Generalstaffs' civic buildings. Both recommended for those who like to try emulating different kinds of governments, and not just finding the "best" civic.
vincentz Sep 03, 2009, 09:46 PM Vincentz Guilds mod also needs some ballancing.
I would love some feedback on that ;) Which ones are too powerfull and which ones are useless? What map size/speed you play with?
zappara Sep 04, 2009, 07:56 AM My modmods are missing from the list! :p ;)
os79 Sep 04, 2009, 09:31 AM At present:
1. Vincentz:
A. Warlords (removed (S) Warlords myself)
B. Spies (all of three)
C. Satellites
D. Jungle Camp
E. Industry
F. Sea Hunters
2. Jooyo
A. Forest Stuff (Terraforming, planting, etc)
B. Enslavement (Though I agree with Afforess about wanting the slaves to automatically change over to regular workers or just vanish when I stop using Slavery)
3. Afforess
Not sure yet as I need to refine his mods to be sure...
But I like production queue, mountains, and resource refinement
4. Zappara :p ;)
A. Dido, Nefertiti
B. Demark with Margette
C. maybe Austria with Maria Theresa (testing)
C. maybe Albania with Teuta (testing)
Yeah, yeah, yeah, I know these leaders have low-cut shirts... My answer is "So?" :D I happen to like them :D.
5. Forgot his name
Fortifications
6. Sarkyn
Increase Stones
That is all for now.
I want to add few others later after I'm satisfied that they don't slow RoM terribly.
Afforess Sep 04, 2009, 09:35 AM My modmods are missing from the list! :p ;)
Oh, the extra leader pack? I completely forgot about that one...:eek:
zappara Sep 08, 2009, 09:59 AM Oh, the extra leader pack? I completely forgot about that one...:eek:
and Mega Civ pack ;)
JaeChunDaeSung Oct 12, 2009, 08:56 AM I've mostly used Afforess, Generalstaffs, and Aaranda's with varying success, owed to the fact the current heap I'm running these all on is 8 years old and relatively obsolete.
I'd gladly use the mega civ pack too because I'm all for having so many more civs to play and play against, and would really like a few out of the many religions Aaranda incorporated.
I'd definitely use more mods otherwise, but right now, I'm playing it safe, because I've been having to reinstall the mod after so many error messages involving misplaced files or customizations and tweaks.
RealityKey Oct 12, 2009, 01:52 PM I use and enjoy Aananda's religion mod along with Afforess' mods.
Did Zappara do the Joan of Arc leaderhead? I like that one as well :)
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