Vincentz Infinite Projects [VIP MOD]

(also, see http://forums.civfanatics.com/showpost.php?p=12415058&postcount=680)

So....
Randomized number of collateral units hit
Randomized amount of collateral damage
Randomized Ranged attack damage
Randomized Bombard damage
Randomized Airbombard damage
Randomized Airstrike damage

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I'm REALLY happy about the result :D
 

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Wow! sexy. Hmnnn, do I need to clear the old version first? or will the newer version overwrite?
 
Wow! sexy. Hmnnn, do I need to clear the old version first? or will the newer version overwrite?

Nothing new has been uploaded as of yet, but when it comes, you can do both.
The uninstall is (imho) pretty annoying, coz it takes forever (forever here, is a very relative term, as it will, not really take forever, but atleast 20-30 seconds, unless you have SSD, in which case it will take less) to uninstall (compared to just click the VIP folder and hit delete), but it cleans up the registry (or at least I hope it does) and removes the StartMenu Shortcuts.

If you do "just" delete it, or install on top of old, the installer will say that an old version is still active, and ask if you wish to uninstall it. This will only take microseconds, and is the method I use.
 
changelog'ish :

Due to the limited open borders (only pleased will open their borders to foreign military) the following units will be free to enter foreign borders :
Ships -> All (makes sense even in vanilla (and why is caravel allowed and not others anyway...)
as I see it, the Laws of the Sea's 3 mile, later 12 mile borders is too small to effectively be shown in civ, while the 200 mile borders in which a nation can fish, drill for oil or other usage of the seas resources fits nicely with the culture borders. However irl the 200 mile financial zone border doesnt give jurisdiction to the nations, and allows foreign (but peacefully intentionally) ships to cross.), so... all ships can sail everywhere

Missionaries -> Hey, they are just a man who likes to preach. If you dont like what he is saying, you can send your warlord after him (or simly adopt Theocracy).

other stuff added :

Defender withdrawal -> If a defender have a withdrawal chance, it might run back and send out a new unit to defend (if there is more than one unit on the tile) or, if only 1 unit on tile, and it have greater movementpoints than the attacker, it will try to move away from that tile in the opposite direction of the attacking unit.

Max 32 civ on map (instead of the vanilla max 18)
 
yup (with UnitAI:Counter), but have a minor problem, the yellow borders visualising airrange, doesnt use airrange, but ground range. I deleted a function in dll, so the bombarding range works, but really wanted to show the airrange (the one the sieges is actually using) instead of the groundrange :
(the groundrange yellow border is blocked by features/hills/mountains (basically anything with <iSeeThrough>1</iSeeThrough> or above), even though its possible to shoot over those).

Any help would be much appreciated :D (iirc DCM has it right?)

Spoiler :
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edit : here is the lines i removed

Code:
	if (!pPlot->canSeePlot(pTargetPlot, getTeam(), airRange(), getFacingDirection(true)))
	{
		return false;
	}

--------------------------------------

Added multiple production mod -> If the city have too much production, instead of wasting the hammers, it will output gold. And if there is a queue it will produce multiple units/buildings

Added Gold from Dispand -> If you dispand a unit within your own borders, you will recieve gold (1/4 of production iirc)

Added See Invisible Promotion mod :

Added Hunter promotion -> Allows to see hidden units (animals and such. Not spies)

Added Sonar promotion -> Allows ships to see submarines

---------------------------

Pretty much going on a frenzy, randomizing everything :

Golden Age Randomization Lenght -> Normal was 10 (lets call it X) (which is a bit extended compared to vanillas 8). Now its Random(X) + 1/5 of X. which means unmodified with normal speed the range is between 2-12. A Golden Age will now also cause a babyboom (+1 :food:) for every tile, to balance up the possibly shorter golden ages, however...
Golden Ages will
only give +:food: if already 3 :food: on tile
only give +:hammers: if already 2 :hammers: on tile
only give +:commerce: if already 2 :commerce: on tile

Also, Palace gets to be Government Center again (was throneroom), Throneroom moves to Sculpure (AND Monarchy) giving 25% bonus to golden age lenghts, but only buildable by Noble, and Palace Garden is moved to Aesthetics, and keeps the Start Golden Age.

---------------

Thinking about how badly it would suck to waste a GP on a 2 turn Golden Age, I changed it to Half a random + a half : ((Random(X/2)+(X/2)) or in normal speed, the range of 5-10.

Also made two new icons :
Ranged Attack (used to look exactly like siege bombard)
Airbomb (used to look alot like airstrik. Might change airstrike too)
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Changed Ranged Attack to Airstrike and made new Ranged icon

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and never really wasnt happy about the (dark) bomb, so....
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:goodjob:
I need a vacation to play all of this!
 
- 32 civ dll and a new Colossal map size for those with NASA built super computers, who wants to conquerer the world.
Anyone who wins a domi victory on marathon on one of those will have an engraved medal on the start screen :D

Spoiler :
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Your VIP mod is up to date

You are using the latest version (0.92) of Vincentz Infinite Projects

Do you have an Updater built in now?

Or are you Teasing Everyone! :lol:

JosEPh :)
 
its not really an updater, its just a version checker, to see if the one installed is the latest version uploaded. Ofcourse the link to the newest version will be available on the message if its outdated.
So, a manual updater I guess you can call it :D
 
So how do I get 0.92?

JosEPh ;)
 
I'm not finished with it yet.
Have added a lot of stuff, but havent playtested, and the above AI autorun was the only one of its kind (though it actually looked like the AI was doing pretty decent).

Might upload it as a "beta" though. I'm needing lots of feedback from 0.91 for balancing. Even though it have been downloaded 800+ times, this thread is mostly full of my own comments/thoughts/changelogs.

And since there havent been any big interest in a 0.92 release, I have waited and added, and added, and modified, and changed, and... well.... stalled.

Some things I havent come around changing yet (techtree and unit strenghts) and especially the latter is a high priority task, as the last game I played I smashed the opponents with relatively small tech advantage.
 
I'm not finished with it yet.
Have added a lot of stuff, but havent playtested, and the above AI autorun was the only one of its kind (though it actually looked like the AI was doing pretty decent).

Might upload it as a "beta" though. I'm needing lots of feedback from 0.91 for balancing. Even though it have been downloaded 800+ times, this thread is mostly full of my own comments/thoughts/changelogs.

And since there havent been any big interest in a 0.92 release, I have waited and added, and added, and modified, and changed, and... well.... stalled.

Some things I havent come around changing yet (techtree and unit strenghts) and especially the latter is a high priority task, as the last game I played I smashed the opponents with relatively small tech advantage.

AH HAH! so you are a tease. My Civ Guardian warned me about modders like you :)
 
So... what would you prefer : a possibly bugged 0.92 fast or a relatively bugfree 0.92 in an unknown future?
With the new multiple gamecore features, I could certainly use more eyes on it, rather than have to meticulously go through it myself.
 
So... what would you prefer : a possibly bugged 0.92 fast or a relatively bugfree 0.92 in an unknown future?
With the new multiple gamecore features, I could certainly use more eyes on it, rather than have to meticulously go through it myself.

Either is fine bro, I was just tweaking your chain a little. I have no prob's if you need more testers for this, as I consider it a stellar mod. Give me the parameters of what your using as benchmarks, and I'll base my games on that for a bug hunt :).
 
Possibly buggy to generate dialogue. :D

I'm currently pulling back from C2C and until the New AND2.1 is released by 45* I don't have much going on there either.

JosEPh ;)
 
Possibly buggy to generate dialogue. :D

I'm currently pulling back from C2C and until the New AND2.1 is released by 45* I don't have much going on there either.

JosEPh ;)

AND2.1 is about to be released? OOHHHHH, my summer drool factor just increased.
 
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