GRM7584
King
Note: For anyone interested, I am no longer supporting this mod. I am in the process of slowly converting this mod to BTS while making minor alterations along the way. Apologies to anyone who enjoyed this mod and wished for its relativistic historical and content-packed goodness to continue: You will have to wait a bit longer before anything playable is ready. - June 22, 2008
Nyomod - Warlords-only (2.08) XML mod: Civics, Techs, Unique Religions, Historical Accuracy...
Declared Stage: Alpha. Feedback/Testing/Basic Balance/Feature Creep.
Download Immediately!
Current Readme:
Nyomod: Phase Doki-Doki. V.004
-Mod by GRM7584
Functionality: Loads, Plays. Potential for bugs: Low. Known bugs: Few.
Balance: Some Testing Done. Religious foundings approaching optimum dates, most techs in line. Some rebalancing done on techs, buildings, civics, and traits.
What is the purpose of Nyomod?
-To alleviate historical inaccuracies, expand gameplay options, Make use of Warlords assets, and add brand new historical inaccuracies.
What can I expect?
-A whole lot of XML modding. New units, new buildings, new techs, and extensive changes to all existing units and buildings.
I demand specifics!
-6x7 Civics Grid, Unique Religions, Religious UUs, Horse Archers that use-*gasp*-archery (Ranged), a Sprawling tech tree (122 techs, all with game effects), more potential for historical accuracy (Pyramids can be completed by 3000 BC with effort, Religions will be founded closer to realistic dates), more traits (all of which have benefits for development and war), and Earth scenarios at various dates as "starting points".
Where is this mod going?
-Theoretically, it is improving in balance and completion until it hits V.100. The next step would be phase Buru-Buru, incorporating choice mod components and graphics from the CFC community (The first aspects of this phase have already begun, ahead of schedule). After that, phase Pan-Pan, the final incarnation of the mod, for when Beyond the Sword is released.
Compatibility Notes:
-Compatible with Terrain Graphics alterations (such as Blue Marble)
-Compatible with Kael's Speed Mod (To merge Speed Mod with Nyomod, simply copy the CVGameCoreDLL.dll file from the Assets folder in Speed Mod to the Assets folder in Nyomod.)
Known Bugs and Incomplete Aspects: Specifics.
-Tech Tree - Some icons missing, notably for certain promotions. No idea why.
-Civilopedia/Strategy/Quotes - Currently only partially complete.
-Units - Nuclear Bomb isn't graphically up to speed.
-Text - Some diplo text may be a bit goofy.
Corrected Bugs/Balance/New Features for next build:
-Fixed Gun Cavalry Tech Requirement and Strength (Should require Rifles and Nationalism, Strength 18)
-Fixed Dragoon Tech Requirement (Should require Flintlock and Statehood)
-May attempt new compatibilities...jdog's Revolutions is a distinct possibility, and keldath has offered a combined .dll with SpeedMod, Flying Mod, Missiles Mod, and Ranged Bombardment Mod. Both will require some XML implementation before they are ready, and the latter may warrant the addition of a new unit which might not be in standard Nyomod.
Need Feedback on:
Do Techs match up to historical discovery dates? (See the Tech Tree spreadsheet included for general ideas...I used it to plan out the tech tree and get everything placed snugly)
Do Religions match up to roughly historical founding dates? (Note that order of founding is not that important...just the matching up of dates)
Are Wonders built at historically appropriate times? (Most wonder pedia entries mention their time of completion...mention it to me if there is an entry which does not mention this, or buries the date in its body)
Does the AI use a wide variety of civics? (If all the AIs are *always* using one civic, mention this)
Do all AIs seem to avoid certain techs? (Note that depending on flavor, it is possible for multiple AIs to have a tendency to ignore techs...this is only important if AIs whose flavors match a tech are still ignoring it. For instance, if Shaka is passing up a military tech, or Isabella is passing up a religious tech.)
Do you personally find any particular building or unit imbalanced, or too good to pass up?
Do you find yourself pursuing the same tech strategy or path every time?
How intense is the effect of starting terrain on civs? Are some bonuses, improvements, or terrain combos just too effective to allow?
Are traits relative balanced? Keep an eye out for AIs in this matter: If AIs with a certain trait always seem to be at the tip-top of the list by a 50% lead compared to AIs without that trait, it is probably significant data.
Need Info/Assistance on:
-City Plots in relation to buildings (for missing and mis-scaled buildings)
-Incorporating City Art Styles
-Tech Tree icons (for graphical bug in tech tree)
-Negative unit health regeneration (attrition damage, how to implement)
-Era-Specific Building Models (which xml files, how to implement)
Breakdown of Earth scenarios that are already in, and Earth scenarios that are planned: Post 19
Previews/Files follow.
Nyomod - Warlords-only (2.08) XML mod: Civics, Techs, Unique Religions, Historical Accuracy...
Declared Stage: Alpha. Feedback/Testing/Basic Balance/Feature Creep.
Download Immediately!
Current Readme:
Nyomod: Phase Doki-Doki. V.004
-Mod by GRM7584
Functionality: Loads, Plays. Potential for bugs: Low. Known bugs: Few.
Balance: Some Testing Done. Religious foundings approaching optimum dates, most techs in line. Some rebalancing done on techs, buildings, civics, and traits.
What is the purpose of Nyomod?
-To alleviate historical inaccuracies, expand gameplay options, Make use of Warlords assets, and add brand new historical inaccuracies.
What can I expect?
-A whole lot of XML modding. New units, new buildings, new techs, and extensive changes to all existing units and buildings.
I demand specifics!
-6x7 Civics Grid, Unique Religions, Religious UUs, Horse Archers that use-*gasp*-archery (Ranged), a Sprawling tech tree (122 techs, all with game effects), more potential for historical accuracy (Pyramids can be completed by 3000 BC with effort, Religions will be founded closer to realistic dates), more traits (all of which have benefits for development and war), and Earth scenarios at various dates as "starting points".
Where is this mod going?
-Theoretically, it is improving in balance and completion until it hits V.100. The next step would be phase Buru-Buru, incorporating choice mod components and graphics from the CFC community (The first aspects of this phase have already begun, ahead of schedule). After that, phase Pan-Pan, the final incarnation of the mod, for when Beyond the Sword is released.
Compatibility Notes:
-Compatible with Terrain Graphics alterations (such as Blue Marble)
-Compatible with Kael's Speed Mod (To merge Speed Mod with Nyomod, simply copy the CVGameCoreDLL.dll file from the Assets folder in Speed Mod to the Assets folder in Nyomod.)
Known Bugs and Incomplete Aspects: Specifics.
-Tech Tree - Some icons missing, notably for certain promotions. No idea why.
-Civilopedia/Strategy/Quotes - Currently only partially complete.
-Units - Nuclear Bomb isn't graphically up to speed.
-Text - Some diplo text may be a bit goofy.
Corrected Bugs/Balance/New Features for next build:
-Fixed Gun Cavalry Tech Requirement and Strength (Should require Rifles and Nationalism, Strength 18)
-Fixed Dragoon Tech Requirement (Should require Flintlock and Statehood)
-May attempt new compatibilities...jdog's Revolutions is a distinct possibility, and keldath has offered a combined .dll with SpeedMod, Flying Mod, Missiles Mod, and Ranged Bombardment Mod. Both will require some XML implementation before they are ready, and the latter may warrant the addition of a new unit which might not be in standard Nyomod.
Spoiler Info and Feedback Needed :
Need Feedback on:
Do Techs match up to historical discovery dates? (See the Tech Tree spreadsheet included for general ideas...I used it to plan out the tech tree and get everything placed snugly)
Do Religions match up to roughly historical founding dates? (Note that order of founding is not that important...just the matching up of dates)
Are Wonders built at historically appropriate times? (Most wonder pedia entries mention their time of completion...mention it to me if there is an entry which does not mention this, or buries the date in its body)
Does the AI use a wide variety of civics? (If all the AIs are *always* using one civic, mention this)
Do all AIs seem to avoid certain techs? (Note that depending on flavor, it is possible for multiple AIs to have a tendency to ignore techs...this is only important if AIs whose flavors match a tech are still ignoring it. For instance, if Shaka is passing up a military tech, or Isabella is passing up a religious tech.)
Do you personally find any particular building or unit imbalanced, or too good to pass up?
Do you find yourself pursuing the same tech strategy or path every time?
How intense is the effect of starting terrain on civs? Are some bonuses, improvements, or terrain combos just too effective to allow?
Are traits relative balanced? Keep an eye out for AIs in this matter: If AIs with a certain trait always seem to be at the tip-top of the list by a 50% lead compared to AIs without that trait, it is probably significant data.
Need Info/Assistance on:
-City Plots in relation to buildings (for missing and mis-scaled buildings)
-Incorporating City Art Styles
-Tech Tree icons (for graphical bug in tech tree)
-Negative unit health regeneration (attrition damage, how to implement)
-Era-Specific Building Models (which xml files, how to implement)
Breakdown of Earth scenarios that are already in, and Earth scenarios that are planned: Post 19
Previews/Files follow.