Civ++

krowtrobot

Chieftain
Joined
Dec 8, 2005
Messages
74
Location
Iowa City, IA
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Greetings! This mod is a mod for Beyond the Sword, and is something I've worked on for quite some time, and only now am I posting. This mod is basically the same gameplay found in Civ IV, but with major additions in key areas.
---------FEATURES---------
1. Future Age: There is an entire tech tree here now, with future units and buildings. Not like the NextWar at all though.
Spoiler :
-14 new techs, from Mech Walkers to Artificial Intelligent and more!
-New Units: Jump Infantry (replace AT Inf, Marine, SAM Inf); Mech Walker (replaces Mech Inf); Dreadnought (replaces Modern Armor); Y-Class Interceptor (replaces Jet Fighter); W-Class Strike Bomber (replaces Stealth Bomber); AEGIS Battleship (replaces Destroyer, Battleship); Super Carrier (replaces Carrier)
-New Buildings and Wonders

2. Unique Units: All sides have 3 unique units, and some more.
Spoiler :
Practically too many to count, but examples are: Man o' War (replaces Ship of the Line for British); Me262 (replaces Fighter for Germans); Katyusha (replaces Mobile Artillery for Russia); Spahi (replaces Knight for Ottomans); And MANY more!

3. Civ Traits: Gone are the mixing and matching of Civ Traits. Each Civilization, not leader, possesses One single trait (basically two normal traits combined) that is completely unique to that Civ.
4. Civics: There are 3 new civics per area (15 total).
5. Religion: You may now win a religious victory with 60% religion, also you may not build buildings for non-state religions. Finally, each religion has specific abilities and advantages and are discovered at different times.
Spoiler :
Christianity +2 Culture (Temple gives +3 Happy, +3 Culture)
Islam +2 Culture (Temple gives +2 Happy, +2 Culture, +2 XP)
Buddhism +2 Culture (Temple gives +4 Happy, +2 Culture)
Judaism +1 Coin (Temple gives +1 Trade Route)
Hinduism +1 Coin (Temple gives +10% Income)


That's the quick rundown. There are tons of different little gameplay changes in these area listed above, and I'll try to address any issues/questions as they arise.
------------------------------------------------------------
----------------DOWNLOADS--------------------------------
That's about it. It's a 33 MB zipped file, so download it from here:
http://www.gameflood.com/Mashup/Index.cfm?intModID=10188
http://rapidshare.com/files/51893886/Civ__107.zip.html
(Go to Post #63 to get the fixed file if you have 1.07)

Also, most of the time I will only be changing the XML, so if you already have the mod, you can download the newer versions from here:
http://forums.civfanatics.com/uploads/73658/Civ_108NoUnits.zip
This is a 6MB file and includes everything (including art) except the Assets/Art/Units folder, which takes up 27MB of the 33MB I have.

And then dump it into the Beyond the Sword Mods folder.
-------------------------------------------------------------
--------------VERSION HISTORY-----------------------------
Spoiler :
Version 1.01 (Aug 17, 2007)
-Fixed the Civics screen
-Fixed some Flags and colors schemes
-Fixed some Traits for some sides

Version 1.02 (Aug 19, 2007, 1:14 AM CST)
-Fixed a tech screwup for the Native Americans

Version 1.03 (Aug 19, 2007, 2:40 AM CST)
-Fixed Maya Flag
-Made ships have more realistic sizes (so Triremes are smaller and Battleships bigger)
-Put Chariots down to 2 rendered units instead of 3 (the 3 being a mistake)
-Put all infantry-type units up to 6 rendered units instead of 3 (for more epic/"realistic" battles)
-Added the Super Carrier unit to the Nanotechnology tech (should have been there, but was accidentally left out)
-Fixed a minor bug with the EventsTriggers file asking for Religions I have deleted

Version 1.04 (Aug 19, 2007, 8:50 AM CST)
-Put the Units folder into the Assets/Art folder (mistake in my last version - You can just move the Folder Assets/Units to Assets/Art yourself, so it looks like Assets/Art/Units)

Version 1.05 (Aug 19, 2007, 12:35 AM CST) -Download Full Version
-Fixed a problem with the MiG fighter not showing up

Version 1.06 (Aug 22, 2007, 11:50 AM CST) -Download Full Version
-Added Arcology shielding (three types) from Next War mod
-Added Nanoids Promotion for most unit types from Next War Mod
-Added Hunter-Seeker Algorithm National Wonder
-Changed the Stealth/Stealth Detection of Stealth Helicopters and Scout Vehicles to INVISIBLE_STEALTH from INVISIBLE_SUBMARINE
-Added the Laser Destroyer, that adds a second option for Destroyer upgrades, that is more physically menacing than his Stealth counterpart, and can see Subs.
-Changed building pics for Future buildings (raided Next War)
-Thought Control Civic and Artificial Intelligence Wonder now provide Espionage bonuses
-Increased price for AEGIS Battleship from 225 to 280.
-Fixed ArtDef for Artificial Gravity Park
-Lessened Health bonuses for future techs, and got rid of the Free Tech for Superstring Theory

Version 1.07 (Aug 28, 2007, 2:20 PM CST) - If you have 1.06, you can download the smaller file
-Added a new Future Tech with wonders and Civics
-Overall added 5 new Civics for the Future Age
-Added specific Leader traits, to differentiate leaders slightly

Version 1.08 (Sept 3, 2007, 7:00 PM CST) - If you have 1.07, you can download the smaller file (Or you can go to post #63)
-Fixed a small crash to desktop bug with the Telepathic Matrix and the Cloning Vats


---------------------------------------------------------
Enjoy!

-------THANKS!------
-Thanks to everyone who made models and units in the Forums! Some of these units are my own, but many were made by so many different people that if you see a unit in here that you made, THANKS!
-Thanks to Rise of Nations, which inspired me to do many of the nation Traits, specifically the names for them, but also what do to for them. Also inspired many units, as well as the button pics for those units.
-Thanks to Alpha Centauri which has inspired me to do some of the Civics and wonders, specifically regarding the future age.
-Thank YOU for downloading and playing my mod, and for all your contributions on this and other forums that helped to make this mod possible!
 

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Like promising but can you be more say clearly, because presented of this maniere it wont look serious ;)

However i will give it a try in my next game :mischief:
 
Looking good, will try asap :)
 
Looks good. I'd love to try it, but my family's stupid firewall blocks the download page. If you could upload it to CivFanatics, that'd be great!
 
Ok. I posted some changes and also some pics. Here's the menu page pic. Is anyone else having problems downloading the mod? I'm new to this uploading business, so let me know if you need me to post it somewhere.

Thanks!
 

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Uploading to CivFanatics would probably be the best idea, though RapidShare worked fine for me.
 
Good fun here!

While I like your new thematic trait system, my only whine is that as it stands (unless there are subtle variances I'm missing), most leaders of a given Civ are now indistinguishable. Like with Teddy, Washington, and Lincoln all having the Power of Ingenuity is there any functional differences between them as my leader (I get that the AI may still play them with unique personalities)?
 
Found a bug (might be in full game as well, not sure), but when I upgrade my Greek Fire Boat to a Caravel I don't get the 1 cargo space (it now says I have "0/1" cargo space). I'm not able to add any non-military units to these upgraded caravels although caravels made normally work fine.
 
Hmm, that's a weird bug. I'll have to look into it when I get the chance. Thanks for letting me know.

As for the Leaderheads, I had contemplated giving each leader a very minor difference, but as for now, there is no difference. Part of the reason I did this was once you enter a game, you so rarely see your own Leaderhead but so often see what side you are, I thought bringing out the side and ignoring the leaderhead was the best option. I may make a future release with minor differences, but for now all leaders are the same (excluding the AI treats leaders the same way it did before, they have only lost their traits) I really wanted to bring out the fact that you are playing as Germany or America, vs. Bismarck or Lincoln.

Question: Can I upload a 33MB file to CivFanatics? And if so, where and how? Thanks!
 
Hmm, that's a weird bug. I'll have to look into it when I get the chance. Thanks for letting me know.

As for the Leaderheads, I had contemplated giving each leader a very minor difference, but as for now, there is no difference. Part of the reason I did this was once you enter a game, you so rarely see your own Leaderhead but so often see what side you are, I thought bringing out the side and ignoring the leaderhead was the best option. I may make a future release with minor differences, but for now all leaders are the same (excluding the AI treats leaders the same way it did before, they have only lost their traits) I really wanted to bring out the fact that you are playing as Germany or America, vs. Bismarck or Lincoln.

Question: Can I upload a 33MB file to CivFanatics? And if so, where and how? Thanks!

No clue. Looking at this:

http://forums.civfanatics.com/uploader.php

They seem to mention a 30M file limit but I know many have gone over that, perhaps you first need clearance from a mod?
 
I'm assuming Native Americans aren't supposed to start with the Printing Press Technology?
 
I'm assuming Native Americans aren't supposed to start with the Printing Press Technology?

Oops! I have upped the version to 1.02 and fixed this issue. I have no clue as to what is causing that weird issue with the Greek Fire unit though.

Thanks!
 
Thanks for the help so far and keep letting me know about bugs. Also, I have wanted to add an Inquisitor unit to this mod for a while, but I've seen a could ones online and don't know which one to choose. I would really like an Inquisitor that functions like the one in the Gods of Old scenario, but have tried my hand at this and failed. Anyone have any suggestions for the best mod for Inquisitors out there?
 
There are no details in the Civilopedia for the MiG. If just not implemented it may not be a big deal as long as the Russians can still build SOME SORT of Jet Fighter.
 
There are no details in the Civilopedia for the MiG. If just not implemented it may not be a big deal as long as the Russians can still build SOME SORT of Jet Fighter.

Doh! That's because in my latest version I accidentally put the Units Folder under Assets. Move it to the Assets/Art folder and it will work. I'm posting the fixed version.
 
Gah! I hate Gameflood.

I'm getting the error message "The address type is unknown or unsupported" when I try to download the mod.

It looks promising though, it's a pity I can't try it.
 
Doh! That's because in my latest version I accidentally put the Units Folder under Assets. Move it to the Assets/Art folder and it will work. I'm posting the fixed version.

Made the move and while most of the new UUs and UBs have art (as they did before I made this folder move), there still is no Civilopedia entry for the MiG.
 
Ok, I finally isolated the MiG Problem. Sorry about that. Try the new version and let me know if it is still wrong.

Also, I added another download site, for those having trouble with Gameflood. Finally, I added an upload on CivFanatics that includes all the files EXCEPT the units, so if there is a newer version that does not say you need the units, then you can download this.
 
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