[Warlords] CivFusion

ripple01

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CivFusion 0.31
Author: ripple01
For: Civ4 Warlords, 2.08

Full download here: http://www.3ddownloads.com/Strategy/Civilization 4/Mods/CivFusion/CivFusion 0.31.zip

Patch download (v0.30 to v0.31) here: http://www.3ddownloads.com/Strategy/Civilization 4/Mods/CivFusion/CivFusion 0.31_Patch.zip

Please read the second post for the release notes for this prerelease version and the third for some screenshots.

Features:

1) New Civilizations

12 new civilizations with leaderheads, UU's, UB's, First Contact text, flags, etc.

Abyssinia (Menelik II, Haile Selaisse)
Austria (Franz Josef, Maria Theresa)
Babylon (Hammurabi, Nabuchadrezzar II)
Byzantine (Basil II, Theodora)
Iroquois (Deganawida, Hiawatha)
Israel (David)
Maya (Pacal II)
Netherlands (Johan de Witt, William of Orange)
Portugal (Afonso Henrique, Herique I)
Siam (Mongkut)
Sioux (Crazy Horse, Sitting Bull)
Sumer (Gilgamesh)


2) New Leaders

8 new leaders for exisiting Civs

Celts - Boadicea
Germany - Hitler
Greece - Pericles
Japan - Hirohito
Korea - Sejong the Great
Ottoman - Ataturk
Vikings - Canute
Zulu - Cetshwayo


3) New Trait & Trait effects

Seafaring- Free Promotion (Navigation 1) to naval units, 50% Faster Production of Work Boat, Double Production Speed of Lighthouse, Harbor, Drydock

Other traits have bonuses that better suit them, for instance: +2 to diplomatic relations for Charismatic, -25% War Weariness for Aggressive (CCCP mods)

Each leader has a different trait, filling all of the trait combinations.


4) A radically expanded and retooled tech tree

# of techs in each era:

Ancient- 27
Classical - 21
Medieval - 24
Renaissance - 23
Industrial - 39
Modern - 37
Future - 1

for a total of 172 techs. (!)


5) New units

Over 35 new units have been added to increase the number of choices available as regards to air, sea, and land warfare and espionage.

Battering Ram
Hypaspist
Cataphract
Informant
Cog
War Galley
Galleass
Bombard
Arquebusier
Cuirassier
Line Infantry
Privateer
Man Of War
Ship Of the Line
Combat Medic
Balloon
Airship
Cruiser
Dreadnought
Early Destroyer
Early Infantry
Early Tank
Biplane
Anti-Aircraft Gun
Anti-Tank Infantry
Corvette
Intercontinental Bomber
V-1
Nuclear Submarine
Cruise Missile
Tactical Nuke
Military Freighter
AEGIS Cruiser
Mechanized Artillery
Mobile SAM
Strike Fighter


6) New Wonders

20 new wonders have been added, some with accompanying wonder movies.

Circus Maximus
Copernicus' Observatory
Leonardo's Workshop
Magellan's Voyage
Statue Of Zeus
Art Of War
The Sphinx
Theory Of Evolution
Adam Smith's Trading Company
Cure For Cancer
Gutenberg's Print Shop
Isaac Newton's University
J.S. Bach's Cathedral
King Richard's Crusade
Plato's Academy
SETI Program
Theory Of Evolution
Spirit Of St. Louis
World Trade Center
Leaning Tower of Pisa


7) New Buildings

19 new city buildings

Town Clock
Archery Range
Siege Workshop
Alchemist's Shop
Cinema
Fusion Plant
Mass Transit System
Naval Base
Nuclear Plant
Pagan Temple
Sewer System
Shipyard
Solar Plant
Steel Mill
TV Station
Shooting Range
Tavern
Ethanol Plant
Missile Silo

Ethnically diverse cities have been added, courtesy of GeoModder and others


8) New Resources

7 new resources have been added, balanced with existing resources.

Coffee
Citrus
Potatoes
Cotton
Salt
Pearls
Tobacco


9) New Spaceship Part

SS Fuel Cells


10) Custom Game Speed - CivFusion

855 turns of gaming goodness to give you ample time to play with all the added toys!


11) Many other tweaks/changes!


Changes from ver. 0.30

Changes:

Trade on Coast moved to Sailing
Trade on Ocean moved to Cartography
Map Trading moved to Paper
Remove Jungle moved to Iron Working
Added Geomodder's Ethnic Diverse CityStyles
Monumnet & Stonehenge obsolete moved to Navigation
New Icons for Naval Aviation, Jet Propulsion, Thermodynamics, Ritualism, Mechanized Warfare
Some strategy text added and updated
Fixed bugs with no movies playing
 
CivFusion 0.31 Release Notes

CivFusion is a mod that takes the best content from the Civ4 modding community and combines it
into 1 expanded game mod. IMO, the tech tree is like the skeleton to the entire game. The tech
tree in CivFusion has been totally redesigned and a number of techs have been added to better
reflect the evolution of history abd technology. To fill these new technologies (a few of
which still need content) I have added a number of new buildings and wonders and units to flesh
out human development and warfare. The mod also includes 12 carefully chosen new civilizations
complete with unique units and buildings. Many other tweaks and small changes have been introduced
over the course of the game. Additionally, because of the expanded amount of content, I have added
a custom gamespeed (which is recommended, the other ones have not been set yet), CivFusion, that is
855 turns.

This version of the game is roughly playable up until ~ 1930. Anything after that is not
balanced yet and even up until then alot of tweaking and fine tuning still needs to be done. I am
releasing this as a preview version to generate interest. After BtS is released, I am planning
to release a final version of the mod. I already am making plans for the BtS version.

I am also looking for people to help out and make this the best mod in the community. If you can
help with any of the following please contact me:

SDK programming
Python programming
Gamefont.tga editing
Civilopedia entries

Additionally, I am looking for a person with an intimate familiarity with Civ4 game mechanics to
help me with some detail oriented work regarding unit strengths, costs, promotions,
building/wonder costs, etc. I feel I am good with big picture ideas and implementation and not so
good with the intricate details. If you feel like you can help in this regard, please contact
me.

A couple of issues:

1) The Joan Of Arc leaderhead is screwed up. I have it partially working, but I was a little
unsure of how to fix it.

2) The Civics system is pretty much not working, I have had to disable some effects on some of
the civics due to a couple of bugs in the CCCP. These will hopefully be fixed in the BtS version
of the CCCP.

3) The missile units are not working correctly as I have not implemented the missile component
of Dale's Combat Mod yet.

4) There may be a smattering of TXT_KEY's not complete yet. Also, the Civilopedia is pretty much
not finished.


Credits

CivFusion is largely based on the CCCP 2.08.03 and the newest version of jray's Unaltered
Gameplay Hodegepodge. The 12 new civilizations are taken from CivGold 3.0. Some of the wonders
are from Gaius Octavius's Lost Wonders of Civilization mod. The civics system is largely taken
from Aussie Lurker's Expanded Civics Mod, slightly altered by me. City graphics are from
GeoModder's mod, I think some of them were done by Chamedrys (who did some other units and
buildings). Many of the units/buildings were taken from: Amra's Mod, Sevomod, ViSA, Total
Realism, Nyomod, Composite XL, Fall From Heaven, History in the Making.. Some ideas were borrowed
from HephMod as well as some of the other mods mentioned above. All of the content was found here
at CivFanatics.

Also, the Rise and Rule mod for Civ3 was a huge inspiration and some of the tech graphics and
tech ideas were borrowed from it.

A more complete credits will be done before final release.
 
Screenshots:
 

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dled the mod and enjoying the hell out of it,its funny are before BTS we start getting great mod and this is one of them:goodjob:
 
I will give a try :goodjob:
 
Looks like a cool mod, gonna check it out. Just one question, why is capitalism list under government as a civic?

Shouldn't that be under Economy?
 
This looks great!!! But I have trouble downloading from filefront. A small pop up window informs me that that I have to wait X number of minutes adn that the window will refresh in 60 seconds. When it does the window is so small I can't see when it is time to download. Am I doing something wrong? Is the any other place I can dl this from? I would love to give it a try.
 
If I had know so many mods would be using the 2.08.03 version of CCCP I would have tried to debug it more thoroughly, be advised their are know bugs that interfere with AirStrike missions and the experience level bonus of Charismatic trait. I'm focusing on BtS code now and probably won't come back to WL code soon if ever.
 
Was able to dl after allowing cookies from file front. Mod is locking up when I right click to have units move.
 
hi, ripple01, I downloaded it, but I can't play, in my pc it doesn't have any interface.
I don't know why, but some mods this happens and some don't.
I uninstalled and re-installed, but (in a custom game or play now) it's the same again. If anyone can help me I do appreciate it.Thanks very much.
 
I'm back from vacation. Thanks to all of you who have left positive comments; they are much appreciated. I've answered a few questions below:

Looks like a cool mod, gonna check it out. Just one question, why is capitalism list under government as a civic?

Shouldn't that be under Economy?

I think you might be mixing my mod up with another one. Capitalism is not listed under the Government heading...

Impaler[WrG];5624797 said:
If I had know so many mods would be using the 2.08.03 version of CCCP I would have tried to debug it more thoroughly, be advised their are know bugs that interfere with AirStrike missions and the experience level bonus of Charismatic trait. I'm focusing on BtS code now and probably won't come back to WL code soon if ever.

I was aware that there were a few bugs remining in the WL CCCP. I plan on porting this mod over to BtS as soon as its released. If you need a beta tester for the BtS CCCP I'd be glad to help, let me know.

Was able to dl after allowing cookies from file front. Mod is locking up when I right click to have units move.

hi, ripple01, I downloaded it, but I can't play, in my pc it doesn't have any interface.
I don't know why, but some mods this happens and some don't.
I uninstalled and re-installed, but (in a custom game or play now) it's the same again. If anyone can help me I do appreciate it.Thanks very much.

Sorry to hear you guys are having problems. I would suggest making sure you are patched to Warlords 2.08 and that you have cleared your cache. You can clear the cache by holding the [SHIFT] button down while the mod is loading. Hope this helps...
 
I'm currently trying to get fellow Beta testers to beta test for me (I figure they should know how :rolleyes: ) I'll be sure to tap all the testers I can find here on CFC and things should move quite rapidly once the game hits shelves and the new CCCP with it. I'm modifying the Schemas to try to make WL mods play under the CCCP with as little modification as possible, we might see conversion at very high speeds compared to the porting that followed warlords despite the greater number of changes.
 
I am patched to 2.08 and always clear the cache when loading a new game.
 
@NikNaks93: thanks for your answer, but no, I'm not playing under Japanese version, my pc is completely in English(I got 4 months to successfully install windows in English!) and my game lso was changed o English version with the help of some guys from here.
I'll try clearing the cache to see f it works, this mod is a very good one I do want to try!
thanks, anyway.
 
Actually I'm in the U.S., and I also haven't been able to try this mod because I'm having the no interface problem too.
 
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