Strategy World

strategyonly

C2C Supreme Commander
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This is the last time i update this MOD, cause avain has now made his Component into a regular MOD. Thx for trying this out.

http://forums.civfanatics.com/downloads.php?do=file&id=3198

The main reason for this MOD is to try and get a Culture, Diplomatic or Space Race MOD started.

Still just putting things in the MOD, will re-organzize later, thx for your patience? But it does work GREAT!!


If you want a conquest MOD this is not it.
If you do not have lots and lots and lots of time to play, this also, is NOT for you.

The main goal of this mod is to allow the player to patiently grow an empire while actually participating in the many wars that breakout during the course of the game. If a particular civilization is nagging you to stop trading with their worst enemies, or a much stronger civ declares war on a much weaker one, then you, the player, will be able to do something about it with your army of hundreds. CAUTION: "AI Opponents will also have large armies" army of hundreds.

This is the Tier for the Techs (costs) listed:

1. 1 000 trying out 500
2. 1 518 - - 759
3. 2 775 - - 1388
4. 3 771 - - 1886
5. 4 507 - - 2507
6. 5 982 - - 3582
7. 6 437 - - 4437
8. 6 829 - - 5829
9. 7 984 - - 6984
10. 8 198 - - 7198
11. 8 771
12. 9 104
13. 9 796
14. 10 146
15. 13 056
16. 14 524
17. 25 552
18. 31 139
19. 35 285
20. 38 000
21. 43 880
22. 46 666
23. 50 000

Just re-did the Tech tree back to the original techs that the base MOD had. As of 4 Oct 07. Now just have to put the tiers back in the try-out way.


Version 002 just uploaded as of 07:00 am, 7 Dec 07.
Download:
http://forums.civfanatics.com/downloads.php?do=file&id=7329
 
Technologies

Spoiler :
- 41 New Technologies Added.
- Tech Tree Revised. 19 Ancient Techs, 19 Classical Techs, 20 Medieval Techs, 18 Renaissance Techs, 18 Industrial Techs, 20 Modern Techs, and some others.

List of New Techs:

Advanced Archery
Catapults
Advanced Construction
Simple Machinery
Medieval Medicine
Tactics
Explosives
Sociology
Advanced Mathematics
Alchemy
Renaissance Medicine
Telescope
Advanced Engineering
Naval Tradition
Advanced Tactics
Advanced Chemistry
Machine Guns
Metallurgy
Coal Power
Steam Trains
Electric Motor
Analytical Engine
Chemical Philosophy
Commercial Flight
Alloys
Hydro Power
Orbital Physics
Nuclear Warfare
Entertainment
Solar Power
Advanced Metallurgy
Isolinear Circuitry
Advanced Lasers
Artificial Intelligence
Bioneural Circuitry
Advanced Composites
Advanced Cybornetics

Note: Machinery now has two techs. Simple Machinery and Advanced Machinery. Original was dropped.
Each Tech will provide something whether it be units, buildings... etc... so each one is useful.

The technology advisor screen has also been completely redone. All techs, including the new ones, are shown, and for the most part are in different locations. Players will notice that there are arrows pointing from one tech to another and in some cases to or from multiple sources. For those who are unaware, the arrows are actually the OrPrereqs as found in the CIV4TechInfos.xml file. Originally, I wasn't aware of this fact and so when I made the tech tree originally, I didn't want any OrPrereqs at all. So, I made it with only AndPrereqs. This of course generated a tech tree in game without any arrows. I didn't like that but then discovered how it works so, I added all the AndPrereqs to the OrPrereqs section as well. This DOES NOT make the slightest difference at all as the AndPrereqs overrule the OrPrereqs if both are identical. The end result? A real long and neat looking tech tree.

NOTE: Some techs lead to another that is actually above or below it. In those cases, the arrow generation code makes a line start on the right side and then backs up underneath the tech it comes from and then either goes up or down (depending on the case), and then under the tech it points to, and then over to the left of the tech it unlocks where the arrow itself ends up. It's kind of difficult to put it in words but I am sure the player will understand once they're in game. Unfortunately I don't know which file makes the arrows and if I did, I am uncertain how it would work so I haven't pursued it. It's not bad though as there are still the buttons in each tech that has a prereq so it's not at all confusing.


New Units

Spoiler :

Bronze Axeman
Bronze Maceman
Bronze Spearman
Bronze Pikeman
Bronze Knight
Iron Axeman
Iron Swordsman
Iron Maceman
Iron Spearman
Iron Pikeman
Iron Knight
Steel Axeman
Steel Swordsman
Steel Maceman
Steel Spearman
Steel Pikeman
Steel Knight
Advanced Catapult
The Bronze, Iron, and Steel versions of the above units are all identical to their specific class. i.e.: Bronze Swordsman, Iron Swordsman, and Steel Swordsman, all look the same with the exception of their color and number of them onscreen. Bronze types appear as a single bronze colored unit, Iron types appear as two greyish units, and Steel types appear as 3 silvery or light greyish units. If single unit graphics is turned on however, all three types will appear as one single unit.

New Civ: Firaxis: Leader Sid, play as this leader to get the full benefit of those units listed above. Otherwise you will play with the EDU units that some with each and every civ here.


Resources

Spoiler :
- 2 new Resources. Tin and Titanium. Tin is revealed by mining, and Titanium is revealed by Advanced Metallurgy.
Both are needed for certain units.

14 resources from Amra/ResMod

Coffee
Sulphur
Rubber
Natural Gas
Ancient Temple
Lost Civ
Amber
Clay
Cacao
Apples
Lemons
Lead
Tin
Pearls


Buildings

So many to list, will do it later.
 
Credits:

Spoiler :
Main base is from MarnzMOD, many,many thx.

Idea was by Agent 009

Zerver /bernie14 / danrell / Roamty /Darque /and
AlazkanAssassin/GarretSidzaka/Andrew_JayQuueg/meatwad4289
/Kael and FfH2 Team/CivGoldTeam/Duel/Chugginator/civmansam/
Supa/ArneoKerdarun/Zuul/MeteorPunch/Rabbit,White/Chalid/bmarnz/
Aranor/Wyz_sub10/snafusmith/C.Roland/woodelf/GarretSidzaka/
Robo Magic Man/TheBladeRoden/krowtrobot/seZereth/PSYX/
J_Period/Ploeperpengel/Chamaedrys/nautil/Hadrean/sepamu92/sharick/
ggganz/Italicus/ArdRaeiss/Hell's Angel/McGlocklinMA/mirtan/
Cafegio/korvgubben/The Conquests/Chiyu/hrochland/Khai/
Swarog/Walter Hawkwood/Fëanor/Nickolai/Axel/Mozza/bmarnz/
Bakuel/Gedemon/Grave/Zebra 9/bhiita/GeneralMatt/Houman/
Edgecrusher/timboobaa/Polycrates/FuzzyWuzzyBunny/asioasioasio/
siam/jojoweb/lamppost4/Sevo/Quueg/meatwad4289/Dale/avain/
dutchking/Psychic_Llamas/frenchman/PW90/GigaNerd/Dr. Funkshadow/
GIR/esnaz/



Even if you get way behind, you can make it up, just by building more cities, but be warned dont build to fast, but do build, build, build. Try to build at least 50 cities as soon as you can.
 
Tech tree does need some work, need ideas. DO you think it needs to be stretched out more? Just re-did my tech tree as of 4Oct.

Spoiler :
-Added 6 Techs:
Aeronautics
Exposition
Polymers
Astrophysics
Artificial Intelligence
Quantum Mechanics
-Added 5 units: (from Amra's mod)
Panda Bear
Polar Bear
Siberian Tiger
Biplane
Mark V (early tank)
-Added 2 buildings
Powder Mill (gunpowder units +3 XP)
Rubber Factory (provides rubber)
-Added 2 civic categories: (inspired by VISa)
Education: Ignorance/Heritage/Apprenticeship/Private Schools/Military Training/Public Schools
Healtcare: Shamanism/Herbalism/Private HC/Regulated HC/Subsidized HC/Government Funded HC
-Added World Expo event
-Added new corporation: Fashion House (provides culture with silk/dye/cotton/fur/cow/pearls)
-Added 3 SpaceShip parts:
SS Navigation Array
SS Computer Core
SS Warp Drive
 
Change logs:
Had to re-do everything all over, found a crash when entering the Theology tech , changed it back to bases original techs.

Spoiler :

Improved Formations from ExtraMod by Chiyu
Fortifacation
Rotarcraft
Added 2 Civs:
Hungary from ExtraMod/Amra'sMod
Goths by Fierabras/Amra
Added 3 units:
Bell UH1 (Huey) helicopter by snafusmith
AEGIS Destroyer by snafusmith
UCAV (unmanned combat aerial vehicle) by me
Implemented AirForces flavor units by Gedemon
Added Convention Center building
Switched Israeli unique building from Airbase to Mossad by esnaz
Added Airbase as regular building
Added 8 Wonders from ExtraMod by Chiyu:
Plato's Academy
Theatre of Dionysus
Leaning Tower
Flavian's Amphitheatre
Ishtar Gate
Reichstag
Big Ben
Torii
plus Mont Saint Michel Wonder by hrochland
Added 3 National Wonders:
Crystal Palace by charly1977
Beach Resort by hrochland
NASA by hrochland
Pushed original spaceship parts further back in tech tree
Added a new culture level: poor>fledgling>developing>refined>prosperous>influential>legendary
-Bananas now require Orchard
-Rubber now requires Plantation
-Fixed several Text bugs
-Changed Ancient Temple/Lost Civ scale
-Vehicle Factory no longer required for Armor units, now gives Armor units +4 exp, req 3 barracks
-Promotion icon fix
-Several of the new resources now give have a Corporation bonus
-Fixed Natural Gas Plant bug
-Added Solver's Great General/Military Academy bug fix
-Added Solver's Custom Events
-Added Olive Press improvement from Extra mod
-Change Forbidden Palace to Provincial Palace. Can build one for every 4 courthouses. (varies with game speed)




I need someone to build a Title screen for this MOD, thx.
 
I D\L this looks interesting
started a game founded city first tech will take 208 turns :eek:
2047 beakers epic speed
WTH
please explain :confused:
 
I D\L this looks interesting
started a game founded city first tech will take 208 turns :eek:
2047 beakers epic speed
WTH
please explain :confused:

Thats about right, if you look at the Tiers i have above, it tells you the costs, this is a cultural, diplomatic or Space Race game, NOT a conquest or timed one, as stated above. Pls read all of the above info, thx.;)

Those maps that have lots of goody huts, may or may not hurt your culture even more. Depends if your the recipient or not. So EXPLORE fast and furious.
Once you have lots and lots and lots of cities it gets so easy, after that.

If you see that your opponent has over 450 more points than you, best to start over he has gotten too many goody huts in the beginning.

But of course i always play on QUICK speed.
 
So... you changed some stuff, but how is it at all related to the victory conditions? I can get a "cultural, diplomatic or Space Race game" by checking and unchecking little boxes.
 
So... you changed some stuff, but how is it at all related to the victory conditions? I can get a "cultural, diplomatic or Space Race game" by checking and unchecking little boxes.

Thats what i am trying to say, this is intended have an alternative to gameplay, everyone can have a QUICK conquest etc. But if it takes you a long long time to win, then thats the purpose of this MOD, to enjoy the game more dramatically.
One thing noted is to have at least a Large map and only play with around 6-9 civs, that way the barbarians can build up their cities, once that begins, the fun will start. On Normal or above best thing to do it build up to 15-25 cities and then just protect them from hordes of barbarians/enemy players that will be coming, just like in regular life back in the olden days. Rather than how fast can i conquer this or that, this is intended to just have fun playing. Once you build over 25-30 cities the techs will come at a rather faster pace. But i guess to an answer to your question, sure you can check the boxes but wont it be better to have fun playing a long time rather than just go out and play at a fast pace. You can do that with any other MOD. Thats why i changed the cost values. I hope this explains it somewhat??:mischief:
Alot of the MODs out there are almost the same, nowadays, so this changes it, thats the point.
If you want a normal game, play my other MOD, thats fun also, and the next update will focus on modular civs made by me. (Next Fantasy War).
 
I have a problem, too may loads errors...

I'm on BTS 3.02 i have Warlords 2.13 and vanilla 1.74

I link my .ini

I modified .ini of "BTS" of "My documents"
 
I have a problem, too may loads errors...

I'm on BTS 3.02 i have Warlords 2.13 and vanilla 1.74

I link my .ini

I modified .ini of "BTS" of "My documents"


This was built after BtS 3.03 if that helps you? Make sure you have modules enabled.
 
Just to point out some bugs, The city menu in ancient sound like the future version, please correct almost every city menu sounds. I also recommend that promotions should be set into the techs so that it can be accurate... I hate to have a warrior to become a kamikaze cause explosives was never invent in stone age.
 
The city menu in ancient sound like the future version, please correct almost every city menu sounds.


I tell you what, YOU do the sounds that would be great here, and make it for THIS mod, and i will put it in that way, hows that!! But YOU have to make it work for this mod ok.:mischief:
 
Strategy, I'm interested in any mod which changes the way we play and this seems to do that.
I'm still not clear on how things would go. You recommend large maps, few civs, quick speed, is that right?

The techs come slow so i have a long time with my old veterans (good)

I can afford to have 25 cities. I go for culture or space with a siege mentality, 'come and get me'.

Is that about right?
 
Strategy, I'm interested in any mod which changes the way we play and this seems to do that.
I'm still not clear on how things would go. You recommend large maps, few civs, quick speed, is that right?

The techs come slow so i have a long time with my old veterans (good)

I can afford to have 25 cities. I go for culture or space with a siege mentality, 'come and get me'.

Is that about right?

Well the speed is really up to you, but i always play quick no matter what MOD i play. And you know i have never completed a MOD yet. The techs are slow (for now) but after that 25-50 city they will come alot faster (usually about every 40-50 turns then). This way you enjoy some of the techs and benefits, unlike most MODs that you can get techs rather fast and what are the purpose of some of the techs then? Space would be a really good one, since there are three more stages of the space added. But again choice. I personally never ever play more than 9-11 civs no matter what MOD i play on, gets to slooow way down the road if too many. Now if the other civs gets waaay to far ahead of you in the beginning (mostly due to goody huts) start over. But that means like 100 to 500 ratio. First time thru i would play on Quick, just to get the feel, i really think people would like this MOD its quite big and interesting with tons of stuff to do once the techs start coming.:p
Ideas are always welcome.
 
Constructive feedback ;

I made 2 starts but had to give up both. first I over expanded. i thought the city maintenence might be reduced to allow more tiles worked and so more commerce for tech. It wasnt and I went broke.

2nd attempt I stayed on two cities as financial and built on the coast, this meant I could work 3 comm tiles in the sea.

I was building warriors and deleting them every turn to keep costs down.Then settlers and deleting them.

I got to BW to chop the amber for alot of commerce and was on track , but .... the turns of a quick game had run through to nearly half the game. I was still just developing out of warrior status.

I stopped because I knew I wouldnt get to a point where I was building a good army.

IMO the techs need to be shorter so that you can get to medieval units at least with in 450 moves.

:)

The tech tree and units and all the other features make this a good mod for sure
 
Constructive feedback ; IMO the techs need to be shorter so that you can get to medieval units at least with in 450 moves.

:)

The tech tree and units and all the other features make this a good mod for sure

Interesting, and thx for the feedback, that means alot to a modder, good/bad/helpful, all good stuff.;)

OK that means that i need to lower tiers from level 6 and below to make it more playable, HUH! But that means then if you get LUCKY and get alot of goody huts, your going to take off like a raced ape, and then the other civs could do that also and leave you in the dark. UMM.

What the heck, its only a game. I tell you what let me try some stuff out and i will get back to you'll, maybe i will lower cost by half each in the first 4 tiers, do you'll think that might be better??:mischief:
Need some more feedback from people thx, its your game, let me know how you'll want to make it more playable, and the feedback is the most important, and again thx.;)
 
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