[BTS] [Mod Pack] Composite XL - 2.0.01

Yes there are scale changes across the board for units. I will be increasing them by a factor of 20% over time... :)
 
Waiting on 1.3 of regiments to hit then we shall update after I get it in and tested :)
 
Im still very much working on the update. This will be a big one, and it really depends on when I stop adding buildings and units.

I'm going to try to get 2.0.2.4 out in the next day or 2....

Currently finished teaser list as follows. More substantial teaser coming soon...


2.0.2.4
Updated To Regements Version 1.2 (Keymod 1.3-EDU-CityArt)
Solvers Events 0.2 (20 New Events)
Updated SDK to Latest Solvers SDK Fix's
Incorperated FexFX Game Speeds


[Global Define Changes]
Max World Wonders Per City = 4
Max Team Wonders Per City = 4

[Religion Changes]
All Religions More Unique In Ability
Spread Factors Changed Judasim - 50 Christianity - 150 Islam - 125 Hindu - 75 Buddhism - 75 Confucianism - 50

[Civic Changes]
All base civics have been revamped and changed this is balance pass one.

[Wonders]
Extensive wonder list with release notes

[Regiments Version 1.2 Units Added]
Dreadnaught
Age of Sail > WW2 Naval addition started.
 
Why did you use FexFX instead of New Balance?
I love the pace of the game that New Balance creates and was therefore delighted to see that you would include it in this excellent mod.

Looking forward to 2.0.2.4
 
I will more than likely include new balance as well, the problem is that new balance was causing a c++ crash interacting with the "Not just another game clock mod"
 
I was supposed to get the fex-fx speeds in email by the virus scanner of the senders side ate it and am waiting for that... :)
 
I was supposed to get the fex-fx speeds in email by the virus scanner of the senders side ate it and am waiting for that... :)
Take your time, I'm just teasing. I just can't play the game without this mod. ;)
 
Ok FedFX Speeds are now in and tested release will be incoming as I package it this afternoon.
 
Current Change Log, Uploading now...

Spoiler :
2.0.2.4
Updated To Regements Version 1.2
Solvers Events 0.2 (20 New Events)
Updated SDK to Latest Solvers SDK Fix's
Incorperated FexFX Game Speeds
Norway Civ Added With 2UU


[Regiments Version 1.2 Units Added]
Dreadnaught


2.0.2.3

[Interface Changes]
Updated Base Inferface To Unaltered .15 (CTRL+ALT+O For Options)
Tech Window 1.g1 Roamty
Modern Flags - Roamty
America --> Flag of USA
China --> Flag of China
Egypt --> Flag of Egypt
England --> Flag of England
Germany --> Flag of Germany
Greece --> Flag of Greece
India --> Flag of India
Mali --> Flag of Mali
Mongol --> Flag of Mongolia
Russia --> Flag of Russia
Spain --> Flag of Spain


[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 +1 Commerce (0/1/1)
Stone Trades At The Wheel
Insense +1 Commerce (0/0/2)
Ivory Obsoletes Plastics
Silk +1 Commerce (0/0/2)
Spices +1 Commerce (0/0/2)
Jungle +1 Production (-1/1/0)
River Jungle (0/0/1)

[Building Changes]
Bunker @ Refrigeration
Obelisk Obsolete @ Calendar
Observatory Also Requires Liberalism
Labratory @ Computers
Broadcast Tower @ Radio
Market Health -1
Great Library @ Alphabet
Hagia Sophia @ Engineering
Sistine Chapel @ Theology
Notre Dame @ Music
UN @ Fission

[Units]
BTS 2UU Included
-----------------------
Zulu Ibutho
Viking Longboat
Sumerian Chariot
Spanish Treasure Fleet
Russian T-54
Roman Cavalry
Portugese Blazer
Persion Tremor
Ottoman Sipahi
Native American Brule
Mongolian Bataar
Mayan Plumed
Malinese Vavalry
Korean Kobukson
Khmer Phakak
Japanese Zero
Indian Elephant
Incan Elite Quechua
Holy Roman Arquebusier
Greek Companion
German Teutonic
French Dragon
Ethopian RPG7
English Spitfire
Egyptian Crawler
Dutch Mercenary
Chinease Junk
Celtic Chariot
Carthaginian Elephant
Byzantine Dromon
Babylonian Swordsman
Aztec Elite Jaguar
Arabian Ansar
American Minuteman

Air Forces Mod Flavor Units
---------------------------
A6M-Green
A-10
Amiot350
B17g
B25
Campini Caproni
De Havilland Vampire
Dewo520
Eurofighter
F4
F5E
F5Even
F15
F18
F86
F117
FlatG55
FockeWulf190a
G4m3
G4m3 Japan
Hurricane
IL2-Shturmovik
JA-37
JU87
JU88
LA-7
Macchi_MC 2002 Folgore
Me262
Mig3
Mig15
Mig15r
Mig21
Mig25
Mig29
Morane Saulnier 406
Nakajima Kikka
Ouragan
p40-China
p47
P51 Mustang
p59
Rafale
Rafale A
Savoia 79
Su7B
Su25
Su25 Russian
Su37 Blue
Su37 Desert
Su37 Russian
Su47
t-50 Sukhoi
Tu95
Tu95r
Tu-22m
Tu-160
Tupolev TB3
Val
Vickers Wellington




AA Gun Unit

[Promotions]
Air Force Promotions
--------------------
Ace
Air To Air Missle 1
Air To Air Missle 2
Air To Air Missle 3
Chaff
Improved Radar
Interception I
Interception II
Strafing
Multiple Target Acquisition 1
Multiple Target Acquisition 2
Multiple Target Acquisition 3
ECM
Range 1
Range 2
Range 3
Torpedoes




[Mods Added Or Updated]
Gedemon Regiments Version 1.01
Updated to Version 1.02 Avians Keymod
Unaltered Version .15
BTS Flag Mod - Thorn 1.0
2nd UU Compilation
Updated To Latest Solvers Fix's

Solvers BTS Unofficial Fix's List OF Changes
--------------------------------------------
* 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.
* 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
* Poison Water and Foment Unhappiness missions now have the same effect, duration and cost on all game speeds, to mirror

the official patch.
* 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
* Governor fills the food bar better.
* Governor should work hamlets over cottages.
* AI offers larger bribes to other AI's, and doesn't care how much it "overpays" to bring another party into war.
* The vassalizing thing should work now.
* Fixed bug where defensive units idle.
* Hamlets WILL be preferred over cottages.
* Fixed independence-loving colonies
* AI will prefer to run Foment Unhappiness in cities that have been hit with Poison Water and vice-versa
* Fixed possible negative inflation situation (thanks Esper23)
* AI prefers to poison water supply of cities with a low food bar to ensure population loss.
* Fixed bug causing the new capitulation behavior to malfunction.
* Fixed bug causing units to sit around outside cities.
* AI now knows how to use Steal Tech and Incite Revolt
* AI's may choose to not be espionage "petty terrorist" and instead only use large espionage missions (like steal tech and

sabotage project).
* AI uses spies more smartly (camps them in cities to get the discount)
* AI values espionage buildings more
* Another couple of minor changes to governors









[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
FexFX - FexFX Bigger Longer

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

[Graphics Borged]
Rabbit White - EDU
GeoModder - CityArt
Avain - Keymod
Regiments - A whole host of people (Gedemon)
BTS Flag Mod - Thorn 1.0
Airforces Mod - A whole Host OF People (Gedemon)
 
The Wonders where pulled out and i will be releasing them in 2.0.2.45
So there will be an interm release. In a few days.

I'm also trying to track down a bug causing a python error when a route is pillaged. It does not effect gameplay just pops an error.

2.0.2.4 http://files.filefront.com/Composite+XL7z/;8571375 File Download
 
Ket

I am using Lt. Bobs 40 civ dll along with Gedmon's 28 civ version of Pantastic Worlds with your mod. Hence, I replaced your dll with Lt. Bob's. Do you forsee any problems, or is there anything essential I will be missing out on?

Just one more thing though, and I realize that you most likely will not want to do this, but it is just a thought. You know how, when using a huge map, those silly leaderheads start to hang in the latter stages of the game? Well, as you probably know, Total Realism has replaced those cartoonish charicatures with unanimated, classic historical paintings and sculptures. Not only does this remove the cartoonish nature of the stock depictions, and are they more historically educational and therefore fun, in my opinion, but more importantly, they don't hang when the game starts to lag, like especially upon reloading in the later stages, nor do they waste so much time with repetitive and redundant animations, as when one plays with lots of civs, a good part of the game is spent just having to watch these seemingly constant and endless animations pop up one or two times between every turn. Anyway, needless to say, I really much prefer them. As I said, I imagine you are most likely not interested, or even if you were, it would rank far down near the bottom of your vast task list, but I just thought I would toss it out there as a thought.

Have always enjoyed your work. Thanks a lot!
 
YAR!
AVAST! IT BE INTERNATIONAL TALK LIKE A PIRATE DAY!

I just thought I'd drop by and let all o' ye know that I'll be watchin' this thread with a close eye (the one without the patch thank ye!) and I'll be using any feedback ye offers to work on me own speed mod...

Sadly as mentioned in me own thread, I'll not be releasin' the intended update to Bigger-Longer-Deeper-Harder since the new speeds I've put together'll only function proper-like in Beyond the Sword!
 
Ket

I am using Lt. Bobs 40 civ dll along with Gedmon's 28 civ version of Pantastic Worlds with your mod. Hence, I replaced your dll with Lt. Bob's. Do you forsee any problems, or is there anything essential I will be missing out on?

Just one more thing though, and I realize that you most likely will not want to do this, but it is just a thought. You know how, when using a huge map, those silly leaderheads start to hang in the latter stages of the game? Well, as you probably know, Total Realism has replaced those cartoonish charicatures with unanimated, classic historical paintings and sculptures. Not only does this remove the cartoonish nature of the stock depictions, and are they more historically educational and therefore fun, in my opinion, but more importantly, they don't hang when the game starts to lag, like especially upon reloading in the later stages, nor do they waste so much time with repetitive and redundant animations, as when one plays with lots of civs, a good part of the game is spent just having to watch these seemingly constant and endless animations pop up one or two times between every turn. Anyway, needless to say, I really much prefer them. As I said, I imagine you are most likely not interested, or even if you were, it would rank far down near the bottom of your vast task list, but I just thought I would toss it out there as a thought.

Have always enjoyed your work. Thanks a lot!

As of the next patch this will become a problem, currently all you are loosing is the solver SDK fix's but honestly thats a pretty extensive list of fix's to loose. I don't sugest doing what you are doing.

The reason I have not moved to 32-40 Civs is that dale discovered a consistent crash and I dont want to destablize the game any more than needed. Once that crash is fix'ed I am sure I will put more civ's in.

Not sure on the leaderhead issue, I would not mind going to static leaderhead images if i found some art that was good enough, or it could be a toggle switch that the user could choose.
 
Yes, I understand about the risk involved with more than 18 civs at the moment. I commend you for your prudance.

Lt. Bob has included Solver's latest fix in his dll, so I won't be missing out on that. For your next upgrade I guess I will have to go with 18 civs again for awhile until we get another patch from Firaxis.

I do also highly recommend the Pantastic Worlds huge world map that Gedemon has included in his mod. I think it is the next best thing to Ghengis Kai's (it is pretty much, like most of them, just another version of Rhyes, with some modifications), but it is not so big so that it acutally works if you have a good enough machine.

Sorry to bother you about the static leaderheads, but I really do prefer them, and do think they are much faster to deal with. Walter Hawkwood answered my inquirey with the following link. I suppose the Total Realism Team would be proud to have them included in your mod, but I don't know. He was kind enough to me to post me this.

Thanks again, and Austin Rocks!


In assets/xml/art folder of Beyond the Sword find CIV4ArtDefines_Leaderhead.xml

Back it up.

Then unzip the contents of the zip file in the link into your BtS folder (it should overwrite the mentioned file and add some files that don't overwrite anything).

You should now have all the leaders except those added by BtS (plus BtS-added Suleiman and Pericles) display with TR graphics.

http://rapidshare.com/files/56789231/Assets.zip
 
Hi, i´m new to the forum, as well to CivIV-Modding.
First i must thank you for creating this mod!

Second I want to report a crash. Is there a special thread for bugreporting in Composite XL?
Do i need to upload a savegame anywhere?

thx
AngelusDD
 
Hi, i´m new to the forum, as well to CivIV-Modding.
First i must thank you for creating this mod!

Second I want to report a crash. Is there a special thread for bugreporting in Composite XL?
Do i need to upload a savegame anywhere?

thx
AngelusDD

This would be the place to do the bugreports.
Any information on what happened and when and a savegame would be appreaciated. The save game can be uploaded to a message post.

:)
 
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