[BTS] MarnzMod

How do you modify the cathedrals so that they require fewer temples? It doesn't seem realistic to me to have only one cathedral for every ten or so temples. I can't figure out where the limit is.

Would it be possible to make the limitations a bit more complex, say, requiring a minimum population for both the city and the entire empire? In the real world, most large cities would have a cathedral. In fact, in the Middle Ages a city was defined as a town with a bishop.

<PrereqBuildingClass> <BuildingClassType>BUILDINGCLASS_JEWISH_TEMPLE</BuildingClassType>
<iNumBuildingNeeded>2</iNumBuildingNeeded>
</PrereqBuildingClass>
This out of civ4buildinginfos.xml.

The limit is more of a game mechanism than anything intended to mirror reality; it prevents players seeking a cultural victory from building a dozen cathedrals without spreading their religion around first.
 
O.K., so how should I adjust the value to allow more cathedrals? The prerequisite is a lot more than two temples. I don't need one in every city, but maybe one for every four or five temples instead of ten or whatever the limit is.
 
Hmmm... Ok, I'm just going to set this up first... Load the mod and patch as per directions. Everything works 4.0. Use advanced start to set up three cities with 1 warriors each and a few pop points. On turn 5 I find Paris to the east and can see the city from a hill. One unit in it. I foresee a rough game ahead. The unit just happens to be $%^&*() Mech Infantry! Just how advanced a start can the AI implement?

I decide to look around via WB. Find cities with Polar Bears, Tigers and two more with Mech Infantry.

WTFO?

Edit: Ok, must be just me. Read the whole thread and no one else seems to have experienced this "feature"
 
Very nice mod, only been able to play a game or two, but very nice. I especially like the new resources (though I think apples give a bit too much food, realistically). Just a question, have any of the events been updated for stuff like the new resources in this patch? Mostly, I'm just talking about having a worked ancient temple or lost civ resource giving a chance for the "ancient texts" event that normally triggers on city ruins, or maybe getting the "black pearls" event from clams on a pearls resource. I looked around a bit, but I couldn't see anything about events, mostly about happiness issues.
 
I seem to have a bug chewing on the Heavy Swordsman Unit. The Sevopedia is empty, therefore(?) it has no icons in the interface. You can build one, move-fortify-sentry it, attack-defend with it and delete it using keystrokes. You cannot upgrade it or upgrade to it, as these require icons in the interface.
 
I seem to have a bug chewing on the Heavy Swordsman Unit. The Sevopedia is empty, therefore(?) it has no icons in the interface. You can build one, move-fortify-sentry it, attack-defend with it and delete it using keystrokes. You cannot upgrade it or upgrade to it, as these require icons in the interface.

Sounds like updating problems. Did you install MarnzMod progressively, i.e. 1.6, then 1.7 etc, or just the base then the most recent version? If you look on the front page, it says which patches need each other to work. It's a bit of work, but that's the cost of customization :)
 
Sounds like updating problems. Did you install MarnzMod progressively, i.e. 1.6, then 1.7 etc, or just the base then the most recent version? If you look on the front page, it says which patches need each other to work. It's a bit of work, but that's the cost of customization :)

I'll Check my version folders. It may also explain the CTD when choosing Shinto?:sad:
 
I seem to have a bug chewing on the Heavy Swordsman Unit. The Sevopedia is empty, therefore(?) it has no icons in the interface. You can build one, move-fortify-sentry it, attack-defend with it and delete it using keystrokes. You cannot upgrade it or upgrade to it, as these require icons in the interface.

Your not the only one, just had that exact same thing happen to me with the archer unit (was playing as the Israelis if the problem is civ-specific).
 
I'm getting CTDs and have the Idraelis in my game. Previously I played a ful game without a hitch. Maybe it's those Israelis. Can't play now :(
 
bugreport: in multiplayer, the scoreboard is missing here, which is a major flaw for a multiplayer game: no general overview, no instant info about diplomacy, no religion info for other civs..
cheers
ka
www.ninc.at
www.nnw.at
 
Interesting as I haven't had any of these bugs so far. I installed the complete 1.8c version btw.

I have to say this is one of the most fun mods I've played so far. I have a couple suggestions for it:

0. Fix the bugs.

1. update the city graphics and buildings using this mod: http://forums.civfanatics.com/showthread.php?t=234268

2. Consider adding in some more future techs and units, you can draw inspiration from Final Frontier, and maybe snag a few units from there, I saw the spaceships used as naval units for example, in Zappara's Rise of Mankind mod...

3. Update to the latest version of the Varietas Delectas mod.

After that I think this mod would be complete.
 
Some of the random events need to be updated (pearls should have a chance to trigger the "black pearls" event, the "Johnny Appleseed" event should also give a source of apples).
 
I do as well, Sword of Geddon. I think he's just having a bit of a vacation, what with the holidays and all.

Also, I noticed that the temples for the added religions cost significantly more than the temples for the standard Civ4 religions. I was rather impressed when I founded Hellenism as my state religion and found out that a temple would take 202 turns to build on epic speed. After looking in the XML files it seems that the "old" religions (Hindu, Bhuddist, Christ, etc.) had temples cost a standard of 80, while the "new" religions (Hellen, Amun-Ra, etc.) cost 135. I fixed this for my personal game (version 1.8c)
 
Also, I noticed that the temples for the added religions cost significantly more than the temples for the standard Civ4 religions. I was rather impressed when I founded Hellenism as my state religion and found out that a temple would take 202 turns to build on epic speed. After looking in the XML files it seems that the "old" religions (Hindu, Bhuddist, Christ, etc.) had temples cost a standard of 80, while the "new" religions (Hellen, Amun-Ra, etc.) cost 135. I fixed this for my personal game (version 1.8c)

Thanks for the heads up on the temple costs. I'll check mine now. Has it been fixed so you can build shrines for the new religions? I couldn't do it in 1.8
 
I do as well, Sword of Geddon. I think he's just having a bit of a vacation, what with the holidays and all.

Also, I noticed that the temples for the added religions cost significantly more than the temples for the standard Civ4 religions. I was rather impressed when I founded Hellenism as my state religion and found out that a temple would take 202 turns to build on epic speed. After looking in the XML files it seems that the "old" religions (Hindu, Bhuddist, Christ, etc.) had temples cost a standard of 80, while the "new" religions (Hellen, Amun-Ra, etc.) cost 135. I fixed this for my personal game (version 1.8c)

How do you do that? What xml file is it under? :confused:
 
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