[BTS] [Mod Pack] Composite XL - 2.0.01

Ok, here is the file... Like I said this is a major change of direction to where we where going before, and most of the XML changes where backed out. But I want to get the SDK changes and interface changes tested.

DOWNLOAD HERE NOW! : http://files.filefront.com/Composite+XL7z/;8306325;;/fileinfo.html

DELETE THE OLD VERSION....
Set your INI file for modular loading (it will not effect anything else) and get some games tested. :)

2.0.2.1 which will start to merge in the XML changes should be out, later in the week.

I need to modify the first threads....
In the first thread I'm going to go over the focus of the mod so everyone knows the hell there getting into.

A note about 24/30/34/40/ ect civ .dll...
Currently Dale found a major bug with going past 18 civs so we will not be supporting the 24/30/34 whatever civ's till this is fixed.
 
Mod Packs About To Be Borged For Inclusion
(This does not mean the mods will be added in full but I lean on some mods for the base concepts of the mod and to give credit where credit is due, and to give some idea of where this is going I have added this to the text... This is a composite after all!!!!!!)

DearMads - New Balance Mod
GRM's - Nyomod DD
Chiyu - "Extra" Mod
Ganarts - Extended Mod
Gir - Sevomod ADD On
Sevo - Sevomod
Hephaistion - Hephmod
Zappara - Epic Mod
Houman - Total Realism Mod
Andy Terry - XX Centrury Mod
Max Riga - Max Riga Mod
 
Thanks Avain... Your Keymod Plays very heavy in the first release and gives me my base flavor that we will build on later on the road (2.0.2.3) with the regiments changes. It was just the thing I needed to lay on top of EDU/CityArt

Currently there is only one SDK change, and that is Solvers Compilation.
I did that As I'm forking all the "Flavor" Changes into an add on for the unaltered game play project. So version 2.0.2.0 if the composite is essentially the first flavor Ad on (unreleased) for unaltered. Just without the .DLL's and now I'm merging in the changes.

ANYWAY... in your question. I usually don't keep a SDK folder with the builds as I pull from so many sources as we go down the releases. But the solver fix's are available here:
http://apolyton.net/forums/showthread.php?threadid=168750
 
Release Path

2.0.0.1 - Done Concept Mod Early Testing
2.0.2.1 - DONE (Base Flavor And Interface and SDK Work)

2.0.3.1 - Major XML Changes
2.0.4.1 - Continue XML - Dale Ranged Bombardment - Lopez Route Pillage
2.0.5.1 - Regiments
2.0.6.1 - Extended Tech Tree
2.0.7.1 - Extended Units/Buildings/Wonders/ For New Tech Tree
2.0.8.1 - New Civ's And Leaderheads

2.1.0.0 - General Wide Scale Release Of Mod Version 2.1.0.0
 
Mod Packs About To Be Borged For Inclusion

GRM's - Nyomod DD

I wanted to update my mod for BTS but I don't know if I have the time or patience to do so. Feel free to incorporate anything from Nyomod; I was happiest with how the tech tree and civics turned out in that, but I don't know exactly what you are planning on assimilating.
I do have a lot of ideas for interactions between the new BTS features and my mod plan; since I've played through 2 regular games now, I may dl your mod and see what's going on in there.

On a personal note, all my time is technically free, but most of it is being used for physical training, preparing my worldly goods for liquidation in a yard sale, and moving out of this rental, as I have joined the USAF and could be in basic as early as mid-october. Er, I also may have abandoned a team or two (along with my mod) when I temporarily phased out of CFC a few months ago.
 
Hey GRM!!! Congrats on The USAF that should be fun.

I'm the last one to . .. .. .. .. . about anyone abandoning a team, as well I disappeared for a year :)
 
I'm working on the new release...
I'll have a teaser up tonight some time im sure.
 
Teaser Text...
This is just whats working there is a bit more instore for this release

Spoiler :
2.0.2.1
[Global Define Changes]
Quick Game Handicap Set To Noble
Commerce Percent Change Set to 5% Increments
Barbarian Max XP 25
Global Warming Chance Reduced
Globe Circumnavigate +2 Moves
Non State Religion -1
Base Religion Anarchy Length 2

[Technology]
Tech Traiding At Guilds
Map Traiding At Astronomy
Free ICBM At Fission
Robotics Requeres Plastics


[Bonus's - Land - Worker Builds]
Horse Reveals At The Wheel
Horse +1 Commerce Added (0/1/1)
Oil +1 Commerce Added (0/1/1)
Coastal Oil Possible
Wine Trades At Pottery
Whale +1 Production (1/1/0)
Coastal Whale Possible
Whale Boats +1 Production (0/2/2)
Workshop At Machinery
Workshop +1 Production With Gunpowder
Pasturizing Sheep Now 1/1/1
Road In Forest Requires Bronze Working
Winery Build At Pottery
Cottage Build At Monarchy


[Mods Added Or Updated]
Gedemon Regiments Version .01
Updated to Version 1.02 Avians Keymod
Unaltered Version .11








[Temp Removed]

[Game Speeds]
Game Speed Year Adjustments for Flow Of Game (----------
***IMPORTANT*** MARATHON (1170 turns) speed is SHORTER than EPIC (1865 turns) AND NEW BALANCE (1196 turns) speed, as I have not mooded that speed. Again, the speed this mod is DESIGNED for is NEW BALANCE- make SURE YOU SELECT IT!
----------)
Major date changes. Begin game at 10,000 BC with 250 year advances. This more accurately reflects when Pottery/Hunting/Agriculture and stuff like that was first used, as far as we know. The years quickly (at 4000 BC) begin to flow the way you expect.
 
We wont see an update till next week, there is a lot going in this week with the base game play XML changes plus the basic religion and civic system in place.

Im also trying to get the wonders and some of the units taken care of... But we shall see how that goes. The biggest thing in the next release is regiments are in place.

As far as the MP version, I have no idea what makes something go out of sync as I do not play MP. So if you want to check the mod under MP conditions I dont see anything that would hose it in the last release, although as we get into ranged bombardment which may be in the next version and some other SDK changes it may not work. Your Mileage May Vary.. No Animals where harmed... Void Where Prohibited by Law... Do not taunt happy fun ball....

Current Teaser Text.... This is stuff thats done or close to done.....

Spoiler :
2.0.2.3
[Global Define Changes]
Quick Game Handicap Set To Noble
Commerce Percent Change Set to 5% Increments
Barbarian Max XP 25
Global Warming Chance Reduced
Globe Circumnavigate +2 Moves
Non State Religion -1
Base Religion Anarchy Length 2
WW Hit By Nuke Changed to 10
WW Attacked With Nuke Changed to 15
Max Withdrawal Probability 95
Combat Experience In Borders 110


[Technology]
Tech Traiding At Guilds
Map Traiding At Astronomy
Free ICBM At Fission
Robotics Requeres Plastics


[Bonus's - Land - Worker Builds]

Horse +1 Commerce Added (0/1/1)
Oil +1 Commerce Added (0/1/1)
Coastal Oil Possible
Wine Trades At Pottery
Whale +1 Production +1 Commerce (1/1/1)
Coastal Whale Possible
Whale Boats +1 Production (0/2/2)
Workshop At Machinery
Workshop +1 Production With Gunpowder
Pasturizing Sheep Now 1/1/1
Road In Forest Requires Bronze Working
Winery Build At Pottery
Cottage Build At Monarchy
Deer +1 Commerce (1/0/1)
Aluminum Trades At Metal Working
Aluminum +1 Commerce (0/1/1)
Coal Reveals At Metallurgy
Coal Trades At Metal Working
Copper Trades At Metal Working
Iron Trades At Metal Working
Stone Trades At The Wheel
Gold Trades At Metal Working
Insense +1 Commerce (0/0/2)
Ivory Obsoletes Plastics
Silk +1 Commerce (0/0/2)
Silver Trades At Metal Working
Spices +1 Commerce (0/0/2)
Whale Reveal At Seafaring
Jungle +1 Production (-1/1/0)
River Jungle (0/0/1)







[Mods Added Or Updated]
Gedemon Regiments Version .01
Updated to Version 1.02 Avians Keymod
Unaltered Version .11








[Temp Removed]

[Game Speeds]
Game Speed Year Adjustments for Flow Of Game (----------
***IMPORTANT*** MARATHON (1170 turns) speed is SHORTER than EPIC (1865 turns) AND NEW BALANCE (1196 turns) speed, as I have

not mooded that speed. Again, the speed this mod is DESIGNED for is NEW BALANCE- make SURE YOU SELECT IT!
----------)
Major date changes. Begin game at 10,000 BC with 250 year advances. This more accurately reflects when

Pottery/Hunting/Agriculture and stuff like that was first used, as far as we know. The years quickly (at 4000 BC) begin to

flow the way you expect.









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


[Partial Credits]
[Mod COmps Borged]
Chiyu - Extra/Expanded Mod
Dearmad - New Balance Mod
Ganarts - Extended Mod
Gir - Sevo Mod Add Ons
Sevo - Sevo Mod
Houman - Total Realisim
GRM - Nyomod
Zappara - Epic Mod
Hephaistion - HephMod

[SDK Borged]
Solver - Multiple SDK Fix's
Dale - Ranged Bombardment (2.0.3.0)
The Lopez - Route Pillage Mod (2.0.3.0)

[Graphics Borged]
Rabbit White - EDU
GeoModder - CityArt
Avain - Keymod
Regiments - A whole host of people (Gedemon)
 
LOL! Let me see if thats just due to the ini settings... Look for a difinitive answer with the next release... I do want to support multiplayer.. I just dont know what breaks it.
 
Sweet thanks Ket, I should have thought about the ini but am so used to the mods not working in MP I just figured it didn't work. lol keep up the good work
 
Good luck on that man! You make some nice mods :goodjob:
I may try out in a later time. So many mods to try, and I didnt even try all in BTS vanilla :crazyeye:
 
Sir,

I have registered and posted this, my first message, to show my thanks for all the hard work you have put in to provide us all with this MOD. Having spent a couple of years trolling the forums and taking advantage of other peoples work, I thought it was time to make the effort.

I have followed (downloaded) your work for some time now, and was saddened by your absence following your unfortunate time towards the end of last year. Your return is most welcome!! My kids will again forget that the guy hunched over the screen yelling "but I was one turn away from completing that!!" is their father.

I appreciate that some of the work is a grouping of the hard work of others and I would like to extend my thanks to them.

So its a Diolych Yn Fawr from Wales :)
 
Wow... Its definably stuff like that that keeps me going....

On the release front im holding release for version .15 of the unaltered gameplay mod to merge into it. Currently we are using .11 and its a bit out dated.

I'm also going to test out how modular units and civs work with the new formation stuff. I will most likely have to tweak out the new units to work well with the new formations.

I'm having some difficulty with extending the game turns out like i like to do, its causing an odd c++ crash so i have that code pulled out.
And I have a pretty heavy work load of whats going in... so things should start picking up soon in release mode.
 
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