[MOD] FexFX--Bigger-&-Longer(v1.52.0) -=New and Improved=-

FexFX

Prince
Joined
Nov 26, 2005
Messages
402
Here it is! The Latest version of my MOD!
I have actually broken it down into three files.
1) FexFX--Bigger-&-Longer(v1.52.0)
----Replaces all four game speeds, one new map size, and other modifications (details below).
2) FexFX--Bigger(v1.52.0)
----Contains only the new map size and other changes but not the new game speeds for those wishing to play the larger map on the original speeds(details below).
3) FexFX--PublicMaps(v1.52.0)
----Contains maps which will work with the new map size (details below).

The next three posts will contain the "ReadMe"s for each file followed by the file itself!

Enjoy and Happy Holidays!
:cool:
 
FexFX--Bigger-&-Longer(v1.52.0)
===============================

DESCRIPTION:
Adds the Mammoth map size option. Replaces the original Game Speeds with custom game speeds which are all longer than Epic. Adjusts the camera behavior. Adds persistient time and turn number displays. Adds 20 new Unique names for each category of Great Person.


DETAILS:
The Mammoth map defaults to 40x25 Plots which is a grid of 160x100, or 16,000 map squares on the Archipelago, Balanced, Continents, Custom Continents and Islands map types. The Great Plains, Highlands, Hub, Ice Age, Inland Sea, Lakes, Maze, Mirror, Oasis, Pangea, Ring, Team_Battleground, Terra, Tilted Axis and Wheel map types will require that you obtain and install the FexFX--PublicMaps(v1.52.0) map pack in order to work properly with this map size.

The Four Available Gamespeeds in this MOD are:
FX-Marathon(1200)
FX-Grand(1000)
FX-Endurance(875)
FX-Extended(750)

The FX-Marathon(1200) speed is a modified and re-balanced version of the Marathon speed included in the official 1.52 patch.

Each of these four Game Speeds have been carefully tweaked to maximize addictiveness.

The camera has been modified somewhat. It now takes longer to reach 90 degrees vertical, the camera zooms out farther overall to give you a more complete Globe view, and the cloud layer now takes longer to appear resulting in the cloud layer only appearing as you are about to enter Globe mode. The cloud layer was changed in this way to improve peroformance.

The Main Interface screen has ben changed to display the turn and the time constantly in this manner:
HTML:
	Turn 1   4000 BC    7:25 PM
Checking or unchecking the option to display the time in the options menu will have no effect with this mod loaded. This was the only easy way to avoid a lag in the display of the aditional information at the beginning of every turn.


EXTREME DETAILS:
In all Four Game Speeds the math has been balanced in a much more detail oriented way. Culture, Training, Research and Contruction each use four separate numbers which are then used as the basis for all of the other speed options except for Barbarians, Hurry gains, Golden Ages and Inflation which use completely unique numbers.
Here is the rough Schema I used:
--------------------------------
Flat% - This number represents the relationship between the Normal number of turns (460) and the number of turns in the selected speed and is calculated as (460/target speed)%. This is used for Culture or anything else which should closely match the overall length of the game.

Rsrch% - This number is used for research and is slightly different for each of the game speeds: FX-Marathon(1200) it's (Flat%+20%), for FX-Grand(1000) it's (Flat%+16%), for FX-Endurance(875) it's (Flat%+14%) and for FX-Extended(750) it's (Flat%+12%).

Train% - This number has two versions, for FX-Marathon(1200) and FX-Grand(1000) the number is (Flat%-20%), and for FX-Endurance(875) and FX-Extended(750) it is (Flat%-16%). This results in 1/5th and 1/6th faster unit production, respectively, relative to the timeline.

Build% - This number has two versions as well, for FX-Marathon(1200) and FX-Grand(1000) the number is (Flat%-10%), and for FX-Endurance(875) and FX-Extended(750) it is (Flat%-8%). This results in 1/10th and 1/12th faster building construction, respectively, relative to the timeline.

Barb% - The formula I used for this was ((50%*(turns/660))+100%). This results in a gradual increase in Barbarian production and agression with a direct relation to the 150% figure used on the original Epic mode. The result is also a lot less harh than the straight multiplication of 150% which resulted in the original Marathon mode having barbarians set to 300%.

Golden% - Used to calculate the Golden Age duration, this number is reached by (Flat%/1.2).

Hurry% - Based on the numbers in the default gamespeeds this number is reached by (100/Flat%).

Inflate% - Based on the numbers in the default gamespeeds this number is reached by (27/Flat%).
--------------------------------

These number resulted in these percentages for each gamespeed by number of turns:
HTML:
Turns	Flat%	Rsrch%	Train%	Build%	Barb% 	Golden%	Hurry% 	Inflate%
1200 	260%	313% 	208% 	234%	190% 	216%	38%	10%
1000 	217%	252% 	173% 	195%	175%	180%	46%	12%
875 	190%	216% 	158% 	174%	166%	158%	52%	14%
750 	163%	182% 	135% 	149%	156%	135%	61%	16%
And these numbers are then applied like this:

<iGrowthPercent> Flat%
<iTrainPercent> Train%
<iConstructPercent> Build%
<iCreatePercent> Build%
<iResearchPercent> Rsrch%
<iBuildPercent> Train%
<iImprovementPercent> Flat%
<iGreatPeoplePercent> Build%
<iCulturePercent> Flat%
<iAnarchyPercent> Build%
<iBarbPercent> Barb%
<iFeatureProductionPercent> Build%
<iUnitDiscoverPercent> Rsrch%
<iUnitHurryPercent> Build%
<iUnitTradePercent> Flat%
<iUnitGreatWorkPercent> Flat%
<iGoldenAgePercent> Golden%
<iHurryPercent> Hurry%
<iHurryConscriptAngerPercent> Build%
<iInflationPercent> Inflate%
<iInflationOffset> -(Build%)

For city size I took these values: 0, 0, 10, 100, 500, 5000, 50000
and multiplied them by the Flat%.

Further changes were made to the ResearchPercent modifiers for each difficulty level found in CIV4HandicapInfo.xml, and for each map size as found in CIV4WorldInfo.xml. Beyond that, minor changes were made to the ResearchPercent modifiers for the eras as found in CIV4EraInfos.xml to make the Ancient, Modern and Future era researches take just a hair longer. In the case of Ancient, this is because ancient was the era most stretched in its average length, and for Modern and Future it was to slow down the end game just a little.

You will see that in FX-Marathon(1200) mode, Research and training both have been slowed down a bit form the default version of Marathon, while Building has been sped up. This should prevent games from ending in 1400AD by winning the Space Race! The change to the training percent is minor and is more the result of following a chosen mathematical formula than the result of any feeling that 200% was not a proper choice in the original mode.


NOTES:
The reason that all of the original game speeds were removed was that there was no easy way to balance short games without throwing off the long games, and vice-versa. Further, if someone is choosing to run FexFX--Bigger-&-Longer(v1.52.0) they are probably not going to be running one of the standard game speeds! If someone wants to use the Mammoth size I have packaged it separately as FexFX--Bigger(v1.52.0).

Attempting to use the Great Plains, Highlands, Hub, Ice Age, Inland Sea, Lakes, Maze, Mirror, Oasis, Pangea, Ring, Team_Battleground, Terra, Tilted Axis and Wheel map types without the FexFX--PublicMaps(v1.52.0) map pack will result in an unusual map type. You will get a 40x25 Plots map with no oceans or lakes. The terrain will gradiate from Tundra at the edges to junlge at the Equator smoothly passing through each terrain type along the way. While this map type may be an accident, some may find it interesting to play.


INSTALLATION:
Extract the contents of this archive into your main MOD folder, most likely located:
Program Files\Firaxis\Sid Meier's Civilization 4\MODS


TO PLAY:
Launch Civilization 4, go to the Advanced Menu.
Select Load a MOD.
Choose “FexFX--Bigger-&-Longer(v1.52.0)” from the listed MODs.
You will be notified that the game will restart to utilize the MOD.

COMPATABILITY:
This MOD been tested under version 1.52 of Sid Meier's Civilization IV.
 

Attachments

  • FexFX--Bigger-&-Longer(v1.52.0).zip
    126.1 KB · Views: 3,465
FexFX--Bigger(v1.52.0)
======================

DESCRIPTION:
Adds the Mammoth map size option. Adjusts the camera behavior. Adds persistient time and turn number displays. Renames existing Gamespeeds to reflect the number of turns in each speed, for example: Normal(460).


DETAILS:
The Mammoth map defaults to 40x25 Plots which is a grid of 160x100, or 16,000 map squares on the Archipelago, Balanced, Continents, Custom Continents and Islands map types. The Great Plains, Highlands, Hub, Ice Age, Inland Sea, Lakes, Maze, Mirror, Oasis, Pangea, Ring, Team_Battleground, Terra, Tilted Axis and Wheel map types will require that you obtain and install the FexFX--PublicMaps(v1.52.0) map pack in order to work properly with this map size.

The camera has been modified somewhat. It now takes longer to reach 90 degrees vertical, the camera zooms out farther overall to give you a more complete Globe view, and the cloud layer now takes longer to appear resulting in the cloud layer only appearing as you are about to enter Globe mode. The cloud layer was changed in this way to improve peroformance.

The Main Interface screen has ben changed to display the turn and the time constantly in this manner:
Turn 1 4000 BC 7:25 PM
Checking or unchecking the option to display the time in the options menu will have no effect with this mod loaded. This was the only easy way to avoid a lag in the display of the aditional information at the beginning of every turn.

The display names of all game speed have been altered to include the number of turns in each speed so that they will now display like this:
Marathon(1200)
Epic(660)
Normal(460)
Quick(320)


NOTES:
Attempting to use the Great Plains, Highlands, Hub, Ice Age, Inland Sea, Lakes, Maze, Mirror, Oasis, Pangea, Ring, Team_Battleground, Terra, Tilted Axis and Wheel map types without the FexFX--PublicMaps(v1.52.0) map pack will result in an unusual map type. You will get a 40x25 Plots map with no oceans or lakes. The terrain will gradiate from Tundra at the edges to junlge at the Equator smoothly passing through each terrain type along the way. While this map type may be an accident, some may find it interesting to play.


INSTALLATION:
Extract the contents of this archive into your main MOD folder, most likely located:
Program Files\Firaxis\Sid Meier's Civilization 4\MODS


TO PLAY:
Launch Civilization 4, go to the Advanced Menu.
Select Load a MOD.
Choose “FexFX--Bigger(v1.52.0)” from the listed MODs.
You will be notified that the game will restart to utilize the MOD.


COMPATABILITY:
This MOD been tested under version 1.52 of Sid Meier's Civilization IV.
 

Attachments

  • FexFX--Bigger(v1.52.0).zip
    100.4 KB · Views: 926
FexFX--PublicMaps Map Pack(v1.52.0)
===================================

DESCRIPTION:
This map pack adjusts the existing map scripts so that the FX-Mammoth map size can be used with Great Plains, Highlands, Hub, Ice Age, Inland Sea, Lakes, Maze, Mirror, Oasis, Pangea, Ring, Team_Battleground, Terra, Tilted Axis and Wheel map types.


DETAILS:
FX-Mammoth defaults to 40x25 plots with the Archipelago, Balanced, Continents, Custom Continents and Islands map types. For these map types this map pack is unnecessary. For each of the above mentioned map types however, the scripts for each map had to be modified to allow for an additional map size. As with the original map sizes, none of these maps use the default plot sizes, opting instead for custom plot sizes for each map size option. Below are the Plot Sizes for Mammoth with each of the map types included in this map pack:
--------------------
Great Plains - 22x17
Highlands - 32x20
Hub - 32x20
Ice Age - 40x16
Inland Sea - 26x16
Lakes - 26x16
Maze - 30x17
Mirror - 26x16
Oasis - 28x17
Pangea - 32x20
Ring - 32x20
Team_Battleground - 20x13 or 16x16 depending on team placement choices.
Terra - 47x30
Tilted Axis - 31x31
Wheel - 32x20
--------------------
Please note that Terra may run pooly on some computers at this size.


NOTES:
One Plot equals four grid squares.
The Mammoth map defaults to 40x25 which is a grid of 160x100, or 16,000 map squares.
The original Huge map size defaults to 30x20 which is 120x80 or 9,600 map squares.
While some of the above sizes are smaller than the default size for Huge, each of them follows the same sizing schema as the original map sizes. For example, the Inland Sea map type is 21x13 on Huge and 26x16 on Mammoth.


INSTALLATION:
To install this Map Pack, simply extract all of the files into:
My Documents\My Games\Sid Meier's Civilization 4\PublicMaps
These maps should cause no problems even if you are not running the MODs which contain the Mammoth map size.


COMPATABILITY:
These maps have been tested under version 1.52 of Sid Meier's Civilization IV.
 

Attachments

  • FexFX--PublicMaps(v1.52.0).zip
    91.7 KB · Views: 988
If you have any Questions, Comments or Suggestions, dont hesitate to let me know, I always welcome feedback of any sort!
 
I tried to get it to work and it won't. I unpacked the zip file as you said into the main mods folder (although I have tried both that one and the my documents one). The entry appears in the list under "advanced" options. It says its going to restart and load the mod. Then it shuts down, looks like its about to start up and just sits on the desktop without actually loading the mod.

Something I'm doing wrong?
 
I found the problem dude. The unpacked directory name from your zip archive is not being accepted by Civ when it tries to reload the game, must be some bad characters in there that civ doesn't like or something. I just renamed the directory to something nice and simple, in my case "FEXFX Custom" and the next time I tried to load the mod it worked. You might want to check this.
 
Thanks!
I am updating the files attached to this thread with simplified directory names!
Meanwhile, for those who have already downloaded the mod...
If anyone is have a problem getting the mod to run, simply change the directory name that the mod is installed in.
...or download the new files listed above...the only change is in the directory name.
I did not have this problem with the mod when I tested last night and the only thing I did with the mod today was to write the "ReadMe"s shove it all into Zips, and then upload it, so maybe not everyone is having this issue.
 
BTW, I forgot to mention, I've been using the new mod now for a bit now and it runs very nice. Great work, I'm sure I'm not the only one here who is thankful for all the work the modders put into their stuff.

Thanks again!
 
Thanks for the feedback Cropper!
You are the second one to report this problem and the first to solve it!
:)
I think it was something about the (v1.52.0) that was throwing it because I had a report that FexFX--Bigger(v1.52.0) and FexFX--Bigger-&-Longer(v1.52.0) were both doing it...until I found that out I was looking at the "&" as the suspect...
 
Hi FexFX,


I have used your earlier mod and have had many hours of enjoyable game play. In fact -- I play on noble level -- I have been steadily increasing the number of AI civs so as to acclimate myself to the game; the last game I played I faced seven or eight other civs.

I played the longest game your last mod allowed and can happily report that the whole game kicked ass. I eventually won a domination victory in the year 2100-ish. The last great battle was truly incredible since it involved so many units, over a wide expanse of territory. There were so many fronts to the endgame war that it seemed a careful and balanced strategy was necessitated (of course I think my strategy was sloppy and capricious -- lost a few cities, etc... lol).

The earlier games that I played without your mod did not seem to carry the same magnitude (in many areas) that yr mod delivers. You promised epic proportions and that is what was received. These expansive game-based situations, I think, are due to the effect of increasing the production values while trying to keep research values in line with the standard version of the game (as you previously explained)....

There were, however, some anachronisms i.e. some technological developments occurred late in the like flight, modern armor units, etc. These situations may have been borne out of the type of game/scenerio that I payed and perhaps are not typical for every game, but it still was fun.

In the later part of the game, I encountered some global warming issues... 'global warming near yr capitol'.... After my second message of global warming I thought oh **** this game is going to sand; but, global warming did not seem to ruin the game since it occurred rather infrequently after that point. I am just pointing this out in case others have encountered any global warming problems. It looks like it will be okay though....

So all in all great work. I am definitely downloading yr new mod right now.

As for what I will be doing next:

1. playing it on one of yr mammoth (is that the word you used?) maps with maximum civs

2. perhaps trying for a culture victory since that is the only victory I have never tried for


I just wanted to let you know that your work is appreciated and any further improvements/additions are always welcome.

peace in the middle east,
signal
 
Thanks for the reply Signal!
I always enjoy hearing from people who are playing my mod and enjoying it so thoroghly!
:)
This time around I am myself in a Mammoth Marathon game...
I think I may have slowed tech down a bit more than expected, but we shall see...
:)
I may have goofed in not accounting for their "rebalance" of the tech chart itself. :p
In any event Its taking me longer to get techs and therefore I have definitely solved the "space race in 1400" problem and the "Gunpowder in 720ad" problem!
I defy anyone to do that now!
Hehehe!
My only question is will things work out in a timely fashion or be too late now?
 
Had a little time to play this morning, and I managed to enter the medieval tech level...Its the first half of the 11th century...this is perhaps a bit late, but I got kinda screwed on my starting position (jungles like crazy!) and then got swarmed by barbarians that wiped out most of my hard earned tile improvements and then just as the barbarians chilled out, I got hit by Montezuma who was having a bad hair day and declared war on me for no good reason.:eek:
At this point however my empire is stable at ten cities, I am producing workers like mad, and Shall beat back the jungles soon! I just wish Firaxis had not raised the early costs so high because I am having trouble getting my research level to stay above 30%!!! :mad:
Well we will see what's what soon!

One thing is for sure, I wont be winning a space race in the year 1400ad!
:)
The only question is will I still be waiting for flight in the year 2000ad?
:confused:
 
1152ad...all seems lost...the romans and the japanese have both decided I need to be exterminated even tho we had had no unpleasant relations up to this point...

Firaxis did not lie...the AI is quite a bit more agressive and hostile!
 
1168. I have given up. The Roman hordes line the horizon as far as the eye can see.
Three cities have fallen.
It is mere a matter of time.
The hemlock I gave my staff has done its job and now I sit staring down my own goblet of oblivion.
May the gods grant me peace.


Wow...over 500 turns and I had to concede!

Watching the replay I was very stunted.
Also 14 civs may be just a tad too many for me to deal with until I get the feel for my own mod and the new patch...
 
keldath said:
hi fexfx

im playing your mod - combined with composite mod,
its great, you did a hell of a job.

thanks

keep up the good work.

Thanks!
I appreciate the feedback!

I am playing through again, this time I got a good start...Man those barbarians are insane in the new patch! I cant imagine playing Marathon with them set to the level Firaxis chose! Geesh!

This time I am in the 8th century and I made a line-drive for War Elephants early on...good thing too because they are all that saved me from the evil barbarians! I am on the cusp of the Medieval era and I think this feels just about perfect to me in pacing!

And I see above that I have broken 100 downloads already!
 
HI/ I love this mod. I played the previous one, slow and real big. Couldn't finish though, kept crashing.
tried 12 civs, 875 turns/terra.
am doing quite well, but my lap ( 256 mb ati card) crashes if i scroll too much.
 
Where should I download this if I want to combine it with other mods? Sorry, I am a noob at modding.
 
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