[MOD] Nexus Combined Mod

Nexushyper

Warlord
Joined
Dec 3, 2002
Messages
245
Location
Colorado
Nexus Combined Mod 1.0

This mod combines Sevo Fusion Mod (Minus the main menu screen), Caravans and Supply Trains Mod, Unit Statistics Mod, Military Bases Mod, Mercenaries Mod, Great Specialists Mod and my own unit naming options.

As of right now there are a few bugs, see known bugs below.

Please post what you think, what bugs you find, solutions to bugs you find(Like code and file it is in or/and the file you edit.)

Again, thanks in advance for helping me, and I hope you enjoy the mod.


Nexus Mod
Version 1.0
MP Compatible: Untested
Release Date: 3/15/2006
File Size: 120MB (83MB Ziped)


DOWNLOAD: www.badongo.com

(I have no other download site at this time)



--Installing--
Unzip the downlaod
It will create a folder called Nexus Mod
Either unzip the file to the Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\
or unzip to your desktop and move the folder Nexus Mod to the \Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\


--Features--
As listed above this mod is a combo of other mods.
-Unit Statistics on your units
-Hire mercenaries to augment your military
-New Specialist like general, doctor, statesman
-Military bases(Army, Navy, Air Force)
-Nexus Unit Naming Options.
-Merc Unit Naming Options


--Nexus Unit Naming Option--
Let me talk about Unit naming Options. (And THANK YOU Teg_Navanis for helping me fish out the bugs with it)

Unit Naming Options gives you 4 naming options for your units.
Civ4 Default naming
Teg_Navanis Unit Statistics naming
TheLopez random name
Nexushyper naming

Let me explain. You build a Tank. What name does it get?
If you let Civ4 name it: Tank
If you choose Teg_Navanis option: Tank 1
If you choose TheLopez: Acaresh Trera
If you choose Nexushyper option*: Tank 1st Army 1st Corp 1st Div

*Denotes you can even modify this option even more
If you choose my option you can also pick from using 1 vs 1st, Army vs A, and 1stArmy vs 1st Army(Note difference is ONLY a space)
Thus depending on your style/options you pick it could look like any of these below.
Tank 1st Army 1st Corp 1st Div
Tank 1stArmy 1stCorp 1stDiv
Tank 1st A 1st C 1st D
Tank 1 Army 1 Corp 1 Div
Tank 1stA 1stC 1stD
Tank 1Army 1Corp 1Div
Tank 1A 1C 1D
Tank 1Army 1Corp 1Div

For Ships it uses Fleet, Group, Squad. (Based on U.S. Navy info)
For Air Units it uses Wing, Group, Squad. (Based on U.S. Air Force info)
The numbering cycles. So Unit 1 built is UNIT_NAME 1st Army 1st Corp 1st Div, then unit 2 built is UNIT_NAME 1st Army 1st Corp 2nd Div, etc.
Every 5 units it cycles to the next Corp.
After Corp 5 it cycles to next Army, starting with 1st Corp, 1st Div.
It repeats this until Army is 30, Corp is 25 and Div 25, then cycles to Army 31-60 Corps 1-26 Div 1-26, then Army 1-30 Corp 26-50 Div 26-50,

then Army 31-60 Corp 26-50 Div 26-50, then cycles to Army 61-120 Corps 1-50 Div 1-50...
You get the point.
The code allows for 125,000,000,000 unique names for Land units, same for Sea and same for Air. (I doubt you will go thru that many units in one game but you never know!!)



--Merc Unit Naming Options--
I added code to custom name Mercs. Instead of just the random name, it gives random name (First and Last name) and then unit type. This appears to not be working. (Fixed for next version. Mercs can be named First [Middle] Last, plus either Unit name or not. So it reads Albelic Yunic's (Warrior) or Albelic Yunic's Warrior (Warrior) )



--Minor Fixes to Combined Mods--
Added promotions so that realfort and stackaid would properly work as intended when combined with other mods.
Fixed a few units decs.
Fixed military bases so they have an icon


--Known Bugs--
When new game starts the first screen displays twice. (The one that tells you what civ you are what techs you got etc.) Fixed with next version
When you build your first city it gives two windows to ask what you want to name it. (Even logs it twice as beging built) Fixed with next version
Some files load the ini settings, some don't.... no clue what is with this.
Custom merc naming appears to not work correctly. Fixed with next version
There is a bug with custom naming is picked. You will get an error(in debug mode) when units die/are used (Settler). Teg_Navanis is working this one. (Thanks) Fixed with next version



--Combined Mods--
I would like to say thank you to all these people below that I used thier mods to combine as one. Thanks to all.

Hastur: Caravans and Supply Trains Mod
Teg_Navanis: Unit Statistics Mod
TheLopez: Great Specialists Mod
TheLopez: Military Bases Mod
TheLopez: Mercenaries Mod
DireAussie: Random Events Mod
The Lopez: Random Name Generator
Nexushyper: Unit Naming Option(change to Unit Statistics Mod)
Sevo: Sevo Fusion Mod (which contains the following
-Willowmound: ActualQuotesDiplomacy Text v1.21
-Frontbrecher: *Lost Wonders v1.0
-Frontbrecher: *Lost Units v1.0
-TheFourGuardians: UN Modification v?
-Bhruic: CulturalDecay-v0.1
-Bhruic: RealFort-v0.4
-Bhruic: *TechConquest-v0.3
-Master Lexx: *GreenMod v1.7: Forest replanting ideas, Temples
-SupremeOverlord: Enhanced Foreign Advisor v1.7
-SupremeOverlord: Enhanced Military Advisor v1.0
-12Monkeys: Modified Special Domestic Advisor, v1.1
-12Monkeys: Intercept Mission Reinitialization v1.1
-12Monkeys: PlotList Enhancement v0.96
-Zuul: Promotions Traits v0.4
-Vovan: Civilopedia Unit Upgrade Chart
-Anhu: 5-Formations (modified)
-Thalassicus: Concept for ancient era music
-Scizor2120: Idea for Industrial Civ Changes
-MerakSpeilman: Commerce Icon Change
-Sevo: Improved Civilopedia v1.9
-Sevo: Ancient Era Music Selections
-Sevo: City Screen Commerce Display
-Sevo: Modified Replanting Forest
-moehrensteiner: Center Wonder/Era Movies/Pics
-Frenchman: New Era Pictures
-Exavier: Nuclear Submarine Concept
-Requies/Jiggles: Great People Mod (new one)
-Snaitf: Show Attitude Mod
-C. Roland: Art Work for Magellan's Voyage
-FexFX: Extended GameSpeeds, camera angle changes
-Lordroy: Custom merging of ClockMod, GreatPeople, Settler relig, etc.
-Homegrown: Clock Mod
-New Civs: Original Concepts by L'Ankou, Jecrell, Ariks, CivArmy, and Sadistic.
-Animated leaderheads by L'Ankou.

* indicates parts or concepts of the mod were incorporated only

If I forgot anyone that helped me or I used parts of your mod, please message me and I will add your name so you get the credit you deserve.
 
This MOD looks great. I love playing the Sevomod right now. I've been waiting for an updated version to add a few new MODs. I just quickly tried to download your MOD but it didn't look too easy with the site you are using. Could you give quick instructions as to how to do it? Thanks! I look forward to trying this out. Nice work!
 
Ahhh! I see the "Click here to Download" button has appeared near the top of the page. Downloading now.....
 
Yeah sorry. I tried using 3ddownloads.com but they have yet to get back with me.

If you or anyone else knows of where I can upload this to PLEASE let me know.


I love Sevo's mod as well, but I also liked the others that I added to his. I figured I'd combine them and make a new Mod based on a combo of others. I also added my own unit naming code as well.

Look back for updates. As Sevo and others make updates and as I make fixes I will post them and patch links.
 
i just dowloaded it no probs and fired it up, it looks great:goodjob: I have been planing to combine a few mod comps together but it seems you have beaten me to it and saved me many hours of frusterating work :D i noticed the bugs you mentioned, they are annoying but not that important in the overall scheme of the game, and dont detract that much from game play itself ;) overall excellent work !!! i cant wait to see future releases of this mod :mischief:
 
Huge problem. It can't load the CVInterfaces module for some reason, so there's no interface at all. Is this a feature or a bug?
 
@Drakonik
I have only had that problem when I was combing mods. The one I uploaded didn't have that issue for me otherwise I wouldn't have uploaded it.
I assume you did place the folder "Nexus mod" in your Mods folder. So I'm not sure what is wrong.


I will keep testing again though.

Edit: Just tested it again. I am not getting that error. If anyone else is please let me know.

Also, I think I have a fix for "There is a bug with custom naming is picked. You will get an error(in debug mode) when units die/are used (Settler)." Let me test some more before I make a patch and let me try to fix atleast one of the other bugs as well.

Thanks for the feedback.
 
I did place it in my Mods folder, but everytime I load the mod, it says it cannot load CVEventInterface.py. It's in my Python folder, and the mod is in the Mods folder. I can't say why it's not loading. I hope you can fix it. This mod looks good.

Edit: Well, I'll be a son of a gun. It worked this time. That's the strangest thing. Oh well.
 
Glad to hear it works. I have found Civ 4 caches to much, and thus if it goofs it caches that too. I had this problem earlier this week and clearing the cache worked. I am guessing if you start the mod enough times the cache will auto clear. (?)



As for the Mod, I have fixed another bug. "Custom merc naming appears to not work correctly. "


As soon as I figure out where else to host files I will upload a new version and release a patch.

I'm still working on the first two bugs. They are very annoying, but I have yet to trace down which file is the cause. I know it happened when I combine the Merc mod with Sevo's Fusion Mod. But the file just will not show itself!
 
:eek: Wow, I've played a few games with your mod, and it's the best I've ever played! The mercs make everything so much more useful:D , even if they are extremely pricey:crazyeye: . I'm just wondering how to get one of your guys out of a mercenary contract. But this is and awesome mod, thank you so much!

This warrants an A+ in my book.:goodjob:
 
I believe I fixed all bugs except the one where it is not properly reading the ini file. Though I have a thought for that and will be getting to it ASAP. I still need a better place for file uploads so people can download. :(

Anyways, I should be able to toss together a patch file that will unzip and replace fixed files.


@Tycoon101: Mercs prices can be changed. In the ini there are settings (which right now you have to manually change the .py files but like I said I will get that fixed now)

As for how Mercs work. TheLopez coded it, it is his mod I just combined it with outhers. Please see his thread for all the details on Mercs. http://forums.civfanatics.com/showthread.php?t=162016
 
Hi,

nice effort. Couple of things I notice:

Techconquest doesn't seem to be working. I always get 0 points; and yes the other civilization was on the same level as mine, research wise (roughly at least). The mercenary mod is pretty buggy as well; never played it on its own, but this is the behaviour I found in your mod:
* after some time, I couldn't hire mercs anymore. The main screen where you hire them just stayed empty. The three listboxes showed fine, but they never got populated with units
* there is sometimes a "contract out" icon with a red no sign over it. There's no tooltip for this, so I have no idea what's going on with it
* mercenary upkeep and mercenary income always show up as zero
* I was unable to recall units once I contracted them out

A quick way to disable unit naming would be nice too; I can see that for some people the unique identification would be useful, but to me the very long names are just getting in the way.

Thanks for the time you put into this!
 
Thanks for the feedback.


Techconquest doesn't seem to be working. I always get 0 points; and yes the other civilization was on the same level as mine, research wise (roughly at least).

Yep. I saw that too. It is in the works as this feature is one that I combined in. I will either work on this week or what for the owner of that mod to post thier update(as one is on its way.)

The mercenary mod is pretty buggy as well; never played it on its own, but this is the behaviour I found in your mod:
* after some time, I couldn't hire mercs anymore. The main screen where you hire them just stayed empty. The three listboxes showed fine, but they never got populated with units

Haven't seen that before, but I also have several updates for Mercs that will come out with the next version.

* there is sometimes a "contract out" icon with a red no sign over it. There's no tooltip for this, so I have no idea what's going on with it

Yes I saw that. TheLopez(who wrote the MercMod) might make an update soon. If not I will figure this out this week also and include it in the next version.

* mercenary upkeep and mercenary income always show up as zero
* I was unable to recall units once I contracted them out

Not sure on these. Will look into it.

A quick way to disable unit naming would be nice too; I can see that for some people the unique identification would be useful, but to me the very long names are just getting in the way.


Yes I have made lots of changes to this today. Also, this will be fixed/improved in the next version.


Again, thanks for the feedback. Should have a patch and new version out within days. I made a LOT of changes today and what to play a game and test them as well as look for other issues like missing tips, etc.
 
:crazyeye: nice mod but could anyone out there help fix these bugs? this would benifit everyone! maybe issue a patch.
 
Thank Nexushuper! Been playing the mod more and more, and it still rocks:rockon: I, unluckily, cannot help at all so this may seem somewhat demanding: could your perhaps find some people to get some wonder movies running for those awesome wonders?
Again, this is one awesomely awesome mod, and I can't thank you enough.:goodjob: :salute:
 
Loos like a very nice combination. You should look at some changes in the FairStart version of sevos mod. Liked a lot stuff in there (but a few resources where too unbalanced).
 
I just started playing this MOD and each and everytime i get a NEW city and each Tech advance(s), they come up TWICE (as does the sound for each). I was playing single player/custom/Benin, if this helps, will report more as i go thru MOD.:(

EDIT: missed the Known bugs sorry!!! WHOA !!!!!
 
I tried playing this MOD over the weekend and didn't seem to have any problems loading it. When it came time to make my first move there was no interface. I tried ctrl+I but nothing. Very stange.

I also tried this in Multiplayer and the same thing happened. Is this issue going to be addressed in your next patch?

Looks like a great MOD, can't wait to use it.
 
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