1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

[BTS] [Mod Pack] Composite XL - 2.0.01

Discussion in 'Civ4 - Modpacks' started by Ket, Aug 2, 2007.

  1. darkedone02

    darkedone02 The Suggestor

    Joined:
    Mar 9, 2006
    Messages:
    1,728
    Location:
    Louisville, Kentucky
    The only thing that I can do, is give out suggestions and help out searching for music to listen to throughout the ages.
     
  2. doompigeon

    doompigeon Chieftain

    Joined:
    Aug 20, 2006
    Messages:
    98
    All I personally need a mod to do at the moment is make corporations worthwhile... the spoiler thing says that you've made them unaffected by inflation but the read-me in the folder you download doesn't mention that... is that planned for the next version but not implemented yet? If so... chop chop! :-D

    Haven't started playing it yet but this looks great. Well-done.
     
  3. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    899
    Location:
    Austin, TX
    The teaser section is where I usually post the next version.

    Soon there where be a current version and a next version message.
     
  4. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    899
    Location:
    Austin, TX
    2.0.1.5 Released

    The Link On The First Post Should Take You To The Correct Page as I updated The File. For The Lazy http://forums.civfanatics.com/downloads.php?do=file&id=6312

    Final Additions to 2.0.1.5 that made it into this cut.


    Spoiler :
    2.0.1.5
    ------------------------------------------
    Python - Show Turn Numner (+Max Turns)
    Python - Show Current Era
    Python - Compat XP Counter
    Python - (Show Civ Names Or Leader Names)
    Python - (Show Attitude Color Text Or Icons)
    Python - Score Per Turn or Hide Score
    Python - No Dead Civs Score
    Python - Raw Commerce Display
    Python - Show Turns Left
    Python - Extra Attitude Icon Support (Porges)
    Python - AI Attitude Value Support
    Python - Clock Options Changed
    GFX - Porges GameFont.TGA Added
    TWeaks - Tweaks Listed Above Marked *** [INFO] *** Added
    SDK - Solvers Compilation of SDK Fix's
    * Fixing a possible infinite loop problem with unit movement.
    * AI now more likely to promote siege units with Accuracy to better handle the changes to bombardment in BtS
    * AI understanding of what is an "early Wonder" now correct for non-Normal game speeds.
    * AI civs that are close to reaching a Domination victory recognize that and are more likely to declare war, in particular with Aggressive AI.
    * "Dead unitgroup walking" crash fix as per Dale
    * No-conscript colony crash fix as per Gyathaar
    * Another colony crash fix as per myself
    * Fixed the bug allowing Forts in foreign territory, which would result in Forts overrunning useful rival improvements.
    * AIs close to domination population will have a high priority for health buildings in cities that are unhealthy.
    * AIs close to domination population will put a high priority on researching Genetics and will like other health techs better.
    * The AI will be less reluctant to raze cities that have its state religion if it doesn't have the shrine for that religion.
    * Corporation maintenance is now exempt from inflation, so the costs don't blow up so much.
    * Poison Water and Ferment Unhappiness missions changed for non-Normal speeds. Only the duration scales now, not the effect. So on Marathon, it will be -8 happy for 24 turns, not -24 happy for 24 turns.
    * Added possible workaround for a crash bug.
    * Fixed an infinite loop problem with city attackers (thanks Gyathaar)
    * Blockade code rewritten so that blockading is now much faster, as per Gyathaar
    SDK - Route Pillage Mod
    pYTHON - update Improved Espionage Screen
    Python - Great Person Bar
    Python - Main Screen City Loop Buttons
    Python - Specialist Stacker
    Python - Specialist Buttons
    Python - Golden Age Sign
    Python - Slight repositioning of the City Screen Culture, Nationality and Great People Bars for greater length and symmetry to accommodate turn counters
    SDK - 34 Civs Modification
    MAP - 2 Maps Removed For Edit For 34 Civ DLL
    Map - Giant Earth 30 Civ


    *** 34 CIV DLL NOTE ***
    The .dll is now compiled for 34 civs. This means that existing maps will not run. The need to be edited in a specific way to expand the number of civs. I have removed all the old maps and included a 30 Giant Earth Map. I will re-add the old maps in version 2.0.2.0
     
  5. darkedone02

    darkedone02 The Suggestor

    Joined:
    Mar 9, 2006
    Messages:
    1,728
    Location:
    Louisville, Kentucky
    sweet, now to play this new version.

    Edit: I found a bug!



    As you can see, there is a ghost images of the citizens... what is up with that?

    I also got a single question, are you going to add in your alternative religions here then real-world religions?
     
  6. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    899
    Location:
    Austin, TX
    Hmmm.... Must be a missing hide, I'll look into it...
    Religions will be modded a great deal more. Im taking it slow right now waiting for things to catch up :)
     
  7. rukawascsu

    rukawascsu Chieftain

    Joined:
    Aug 2, 2007
    Messages:
    2
    I got a problem with the new release.

    All the icons of beaker, hammer, gold, etc are missing in my game. I switched back to the old version (2.0.1) and everything is back to normal. Here is a screen to show the problem

    http://img.photobucket.com/albums/v702/RukawaSCSU/Civ4-bug-1.jpg

    T_T please take a look. I tried delete and recopy the mod, but still got same problem.
    Sorry if the pix is too big.
     
  8. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    899
    Location:
    Austin, TX
    Thats odd as thats controlled by the fonts file. It shows up fine here.

    I will look into it.
     
  9. Laurencius

    Laurencius Just a tourist.

    Joined:
    Apr 26, 2007
    Messages:
    106
    Gender:
    Male
    Location:
    Slobovia
    I completed a game using your first release version and had a lot of fun with it. I just downloaded your newest version and will be playing it the next day or two.

    One request: I would love to see some of the flavor infantry and tank units like the Japanese Infantry and the T-34 and so on.

    Thanks for the mod! :)
     
  10. marvin7

    marvin7 Chieftain

    Joined:
    Jun 8, 2007
    Messages:
    8
    Like it, want to use it, but cannot understand the jungle delay. Does this not make civs near the jungle totally screwed? Could you please provide the filename and edit to change remove jungle back to iron working? I would really appreciate it. Just spent 2 hrs trying to figure it out. Rest is great, although I suggest incorporation of the the cathedral expansion ala the bts alt_religion mod. Makes religions much more fun.
    Thank you very much.
     
  11. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    899
    Location:
    Austin, TX
    Heres's whats going on now...
    I've halted new changes till I get the info structure of the mod completed.

    This will be done similar to how I did the old one, where it was built on top of unaltered with flavor. So what I'm doing now is converting all formations to the regiment formations I used before. This will take me some time.

    Release 2.1.0.0 will be next, this will have the unaltered game play changes and then the regiments changes...

    In reguards to the jungle changes those are being toned down to allow slash and burn earlier.
     
  12. Impaler[WrG]

    Impaler[WrG] Civ4:Col UI programmer

    Joined:
    Dec 5, 2005
    Messages:
    1,750
    Location:
    Vallejo, California
    On the Civics changes I'd recommend consolidating down the number of effects on each civic to 3 or less, particularly remove very small effects like +10% and the like, their really just noise in the process of choosing a Civic. If you feel it necessary don't be afraid to completely remove some of the old civic effects in favor of new ones.
     
  13. marvin7

    marvin7 Chieftain

    Joined:
    Jun 8, 2007
    Messages:
    8
    Cool. But could you please tell me the file and xml code to alter to simply change remove_jungle back to iron_working. I changed all the buildinfos.xml worker tasks back to orig but didnt do the trick. Just tell me which file and code line to make change(s). I can copy from orig files so no need to outline revision.
     
  14. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    899
    Location:
    Austin, TX
    Marvin give me a few days and I'll have it removed in the next release.....
    I'm moving next week so I'm trying to get version 2.0.2.0 out which begins the mod in modular base and with the Unaltered Gameplay Interface Tie In...

    I'd love to have a CCCP tie in as well... HINT HINT Impaler.
     
  15. doompigeon

    doompigeon Chieftain

    Joined:
    Aug 20, 2006
    Messages:
    98
    This mod is good... very good.

    You seem to be the only one saying they exempted Corporation maintenance from inflation... 1) how did you do that? Are we sure it works? 2) Where is the code that does that, so I could stick it in other mods?

    Thanks.
     
  16. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    899
    Location:
    Austin, TX
    Its an SDK fix....
    Its part of a SDK compilation of fixes by dale and solver and some others.
     
  17. chipper_30

    chipper_30 Chieftain

    Joined:
    Apr 10, 2003
    Messages:
    63
    Location:
    Clearwater, FL
    Hi there, thanks for this nice mod :goodjob:

    Is there some kind of world wonder limit? I think I have read through this thread and not found anything on this subject... but in my game my first city is not able to build any new world wonder after it has built two already.
     
  18. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    899
    Location:
    Austin, TX
    Yes there is a limit I do believe I noted in...

    2.0.2.0 will be out soon, and it will have much more details of what has changed as well as some stuff being backed out.
     
  19. Impaler[WrG]

    Impaler[WrG] Civ4:Col UI programmer

    Joined:
    Dec 5, 2005
    Messages:
    1,750
    Location:
    Vallejo, California
    DD2: It looks like theirs a bug in my main screen code. My first suspion is that your seeing those "ghoestie Citizens" when using the city cycle buttons when the city screen is up which would be caused by the update code not properly obscuring them when you cycled from a city of high pop to one of low pop. If you could provide me with some details of when/how it occurs it could help me trouble shoot a solution.
     
  20. Ket

    Ket Composite Of A Composite

    Joined:
    Jul 26, 2006
    Messages:
    899
    Location:
    Austin, TX
    2.0.2.0 Release Imminent...

    I'm about to start the compile and then I will play test.

    This is a clean release all previous changes are backed out.

    To Install you must have modular loading turned on...
    Go to your MAIN GAME .INI File
    CivilizationIV.ini which in my case is in my my documents/beyond the sword directory and make sure this line has a 1 not a 0

    ; Modular XML Loading
    ModularLoading = 1

    Also Delete the Prior Release's...
    Spoiler/Teaser
    Spoiler :
    2.0.2.0
    - All Changes Backed Out Fresh Release
    Merged In .10 Unaltered Gameplay [CTRL-ALT-O For In Game Menu]
    Merged In Keymod 1.1
    Merged In Fix's of Keymod from Ethnic Art Style 1.1
    Merged In Actual Quotes V4.00
    Merged In Solver and Crew's SDK Fixes
    Skytale/saw192837/Tweedledee Small Europe Map 64x40
    Synterra 15 Civ 52x32 Terra Earth






    Detailed Change List
    [SOLVER AND CREW SDK]
    * Fixing a possible infinite loop problem with unit movement.
    * Poison Water and Foment Unhappiness missions now have the same effect, duration and cost on all game speeds, to mirror the official patch.
    * AI now more likely to promote siege units with Accuracy to better handle the changes to bombardment in BtS
    * AI understanding of what is an "early Wonder" now correct for non-Normal game speeds.
    * AI civs that are close to reaching a Domination victory recognize that and are more likely to declare war, in particular with Aggressive AI.
    * "Dead unitgroup walking" crash fix as per Dale
    * No-conscript colony crash fix as per Gyathaar
    * Another colony crash fix as per myself
    * Fixed the bug allowing Forts in foreign territory, which would result in Forts overrunning useful rival improvements.
    * AIs close to domination population will have a high priority for health buildings in cities that are unhealthy.
    * AIs close to domination population will put a high priority on researching Genetics and will like other health techs better.
    * The AI will be less reluctant to raze cities that have its state religion if it doesn't have the shrine for that religion.
    * Corporation maintenance is now exempt from inflation, so the costs don't blow up so much.
    * Added possible workaround for a crash bug.
    * Fixed an infinite loop problem with city attackers (thanks Gyathaar)
    * Blockade code rewritten so that blockading is now much faster, as per Gyathaar
    * Fixed Quick-speed crash (whoops)
    * Auto-explore change per Bhruic.
    * Auto-explorers will heal when wounded.
    * Advanced start population selling fixed per Gyathaar
    * Fixed the AP-conversion hammer bug
    * AI will use espionage to destroy non-resource terrain improvements - such as Towns.
    * AI may destroy improvements through espionage just because it hates you, with no war plan
    * Increased likelihood of the AI stealing techs - hopefully it will do so now
    * Fixed AI airstrike bug
    * AI now only capitulates to the team which has done them a majority of the damage.
    * On non-aggressive AI, the AI's are more aggressive early in the game.
    * AI trains more units early in the game.
    * AI SHOULD do a better job of bribing other AI's (this may or may not work)
    * The cost to Bribe AI's into war now uses a new algorithm, it better reflects the impact of the bribe (ie a large AI charges a lot more to be ordered around). Generally bribing will be more expensive, especially cases where it used to be excessively cheap.
    * AI's tell you to sod off if you try to bribe them onto a victim with an intact nuclear arsenal.
    * AI brags about it's nukes more.
    * Always Peace now suppresses AI militarism (with some barb awareness).
    * AI spends less on Espionage.
    * AI trains spies with lower priority.
    * AI better aware of Free Market / Environmentalism corporation impact.
    * Exploring units should now heal.
    * Possibly fixed exploring "YoYo" issue.
    * Fixed a puppet strings exploit related to naval invasions.
    * Fixed some issues which hampered or stalled AI early game expansion.
    * Tweaks to Governor, particularly "Emphasize Food"
    * Fixed an undefended cities issues.
    * Destroying Towns through espionage will turn them into Villages, etc.
    * Slight tweak to the AI selection of HQ city when founding a corp
    * Splitting off a colony no longer tends to create the same civilization

    [INTERFACE]
    CTRL-ALT-O Brings Up Interface Menu!!!!!!!
    •Option Switching Core by ruff_hi and EmperorFool.

    •Main Screen Interface
    *Not Just Another Game Clock TheLopez
    *Remove Dead Civs from Score by TheLopez
    *Power rating in Score by EmperorFool
    *Attitude Icons by Porges

    •Pop-up Game Messages
    *Civ4lerts by Dr. Elmer Jiggle
    *Reminders by Eotinb

    •Advisor Screens
    *Better Espionage Screen by Almightix
    *Sevopedia by Sevo
    *Great Person Tech Preferences by ruff_hi

    •City Screen
    *Specialist Stacker by TheLopez
    *Raw Commerce by Sevo

    •Unit Modifications:
    *Unit Renaming by TheLopez
    i.Roman Numeral Naming by sen2000
    ii.City Naming by Porges
    iii.Random Names by TheLopez
    iv.City Naming and Numbering Porges
    v.Borg Naming by ruff_hi

    [GRAPHICS]
    EDU/CITY Styles Civ Flavor Units


    Special Thanks to the unaltered game play team for some hard work getting the unaltered mod to the state its in!... WOOT
     

Share This Page