Civ++

Hey krowtrobot,

I see you have your own version of the CIV4EventTriggerInfos.xml in the mod. Is it possible to ask why this was needed? I have my own modified events in effect with the main game (added Solver's Events plus disabled ALL Quests since I think they're unfair to the AI who has no clue what to do with them) and was hoping they would work with this mod.
 
I see you have your own version of the CIV4EventTriggerInfos.xml in the mod. Is it possible to ask why this was needed? I have my own modified events in effect with the main game (added Solver's Events plus disabled ALL Quests since I think they're unfair to the AI who has no clue what to do with them) and was hoping they would work with this mod.

The only reason it is there is because I no longer have Confucianism and Taoism as religions, so to avoid an error on startup, I fixed the original file. So if you simply delete any mention of Confucianism and Taoism in your own file, it should work with my mod.

I want to download this Mod...But the download links are confusing, and the main download link doesn't show whether I am downloading 1.06 or not...

Can you please make this clearer

Sorry about that. I'm still getting used to this whole hosting a file business. The files up there are 1.06, for now. In the future I will put the version number on it. Sorry.
 
Hey krowtrobot,

I see you have your own version of the CIV4EventTriggerInfos.xml in the mod. Is it possible to ask why this was needed? I have my own modified events in effect with the main game (added Solver's Events plus disabled ALL Quests since I think they're unfair to the AI who has no clue what to do with them) and was hoping they would work with this mod.

Well in answering my own question I see these edits are mainly about removing all references to the now non-existent religions (Taoism and Confucianism). Have you found, Krowtrobot, that these references to the now abolished religions in the CIV4EventTriggerInfos.xml cause errors?
 
Superb the job that you did with the traits.. but i think that should be a diference between the leaders...

I mean Stalin didnt the same things that peter did...
but should be small bonuses... i think...
The only thing i want to complain is about the lack of documentacion about the changes that you made to your mod..

Thanks for all of your compliments as well as suggestions! I have gotten the Leader differences requests elsewhere, so I expect to have it in the next iteration. Also, I am sorry about the lack of hard documentation. I will include that as well in the next iteration. I will try to get this stuff out soon. Thanks for your patience!
 
Well in answering my own question I see these edits are mainly about removing all references to the now non-existent religions (Taoism and Confucianism). Have you found, Krowtrobot, that these references to the now abolished religions in the CIV4EventTriggerInfos.xml cause errors?

As to actually causing in-game errors, I have no idea, but my hunch would be that you would be safe. However, it is easy enough to copy your original file, paste it over mine, and then edit it to get rid of these two religions in the file.

Also, if anyone is wondering why I got rid of them, it was mainly for balance purposes with my new religion system. In the old system, almost no one would become Christian or Islam because they were so late, but that was ok cause they added another religion you could spread and build temples for. Since I changed this whole system, I felt that each religion needed a fair chance, and I felt 7 made it too crowded (for a 7 player game) so I killed 2, and rearranged where all the religions occurred. Anyways, it is purely for balancing.
 
As to actually causing in-game errors, I have no idea, but my hunch would be that you would be safe. However, it is easy enough to copy your original file, paste it over mine, and then edit it to get rid of these two religions in the file.

Also, if anyone is wondering why I got rid of them, it was mainly for balance purposes with my new religion system. In the old system, almost no one would become Christian or Islam because they were so late, but that was ok cause they added another religion you could spread and build temples for. Since I changed this whole system, I felt that each religion needed a fair chance, and I felt 7 made it too crowded (for a 7 player game) so I killed 2, and rearranged where all the religions occurred. Anyways, it is purely for balancing.

Yeah, your logic beat out my laziness! Now those two religions no longer exist. I actually think you picked a decent representative batch there. As I see it:

Buddhism: Represents all Eastern Philosophy/Religions (Shinto, Confucianism, Taoism, Feng Shui, etc.).

Hindusim: Represents all of the Pantheon based religions (Norse, Egyptian, Tribal Gods, etc.)

Judaism: Represents all of the early Monotheistic based religions (while I'm sure there are many examples in history, I can't think of any other good examples besides Judaism itself).

Christianity: Represents all of the many schools of Christianity out there.

Islam: Represents all of the many schools of Islam in the world today.
 
Buddhism: Represents all Eastern Philosophy/Religions (Shinto, Confucianism, Taoism, Feng Shui, etc.).

Hindusim: Represents all of the Pantheon based religions (Norse, Egyptian, Tribal Gods, etc.)

Judaism: Represents all of the early Monotheistic based religions (while I'm sure there are many examples in history, I can't think of any other good examples besides Judaism itself).

Christianity: Represents all of the many schools of Christianity out there.

Islam: Represents all of the many schools of Islam in the world today.

I never thought about that way, but sweet!
 
Thanks for all of your compliments as well as suggestions! I have gotten the Leader differences requests elsewhere, so I expect to have it in the next iteration. Also, I am sorry about the lack of hard documentation. I will include that as well in the next iteration. I will try to get this stuff out soon. Thanks for your patience!

No, thank you, you did a superb job,
the lack of documentation its not a big issue, but if we have some info it going to be a lot better for me... but anyway most people (like me) dont often read the manual first... when you have a game you first try it and the read the manual for some help (or when you arent playing like when you are in the bathromm :nuke:

Good, job, this mod is very well balanced!!!.. the best mod i try..
 
hey what happen in this forum???
no body post here??
I been playing this mode and have a lot of fun!!!

My suggestions:
1_ leaders should have different traits (keeping their nationality traits (there are wonderful) but adding some differenciation between them.

2_ The rest of the games is very good for me... i hope that this mod keep on developing!!!..
 
I don't know why the forum hasn't been so active as late. But anyways, I am posting version 1.07 now, which includes changes in the Civics, future Age, and now each leader has a slight bonus. Anyways, keep posting any problems or comments or suggestions. Also, if anyone wants to rate my mod, that would be great!
 
Hey krowtrobot,

I just downloaded 1.07 and started a game with Egypt. I tried the previous version as well and I loved the changes and additions you made. It a shame that I haven't commented on your wonderful work before so please forgive my laziness.

I am somewhere around the end of classical era now so it is a little early for useful feedback. I find the mod quite promising so far so keep up the good work.
 
I voted 5/5 because your mod is excellent, and superior to Civ IV
 
I voted 5/5 because your mod is excellent, and superior to Civ IV

Thanks!

It a shame that I haven't commented on your wonderful work before so please forgive my laziness.

Don't worry about it, Kalim. I'm happy you like what I've done! I didn't change alot overall, but merely tweaked what I felt need to be there but wasn't. Keep enjoying and posting!:goodjob:
 
I don't know why the forum hasn't been so active as late. But anyways, I am posting version 1.07 now, which includes changes in the Civics, future Age, and now each leader has a slight bonus. Anyways, keep posting any problems or comments or suggestions. Also, if anyone wants to rate my mod, that would be great!

I am at work rigth now... but i am looking foward to the new update...
wich file i should download??? the smallest one (i have the mod installed) or the complete one wich is 33 mb?

Im looking foward to see the changes you made to leader traits...

As feedback for you and other players...

1_ religion system is perfect... i like that you cant found so easely an early religion, with misticysm as starting tech... i like the bonuses that each religion or temple has..

2_ The CIv traist were perfect.. very well balanced.. i hope that you did the same job with leader traits..

3_ i dont reach future age right now.. i won with apostolic palace diplo victory... on monarch... so i never reach contemporany age.

4_ Some issues:: i dont want to enter in a religious political debate... but:
THe replacement for Arabian Spy is the "terrorist"... well first of all the modern terrorist are muslims not only arabian... in fact the jews (i am jewish) made those terrorist acts to england to force them to free israel to us... my point is the arabian should have an spy not a terrorist unit.. except you put "terrorist" to all civs spy units (because poison water supplie.. destroying buildings are terrorist acts)...
- Why Jews get a comercial bonus??? +1 trade rout and +1 money per citie??? i know that many of us, dedicated to comerce.. but the same did all the people in the mediterranean.. and where from all religions like Genova or Florencia in italy... Carthaginians ....

But anyway i love the religions diferenciation i dont ask any change a give you my opinion only ( and i think this is because Firaxis dindt diferenciate them)

5_ i think that firaxis should put you in their team.. because you make me want to play CIV again...

Keep the good work.!!!

PD: the Unique units were superb an well balanced betwen civs... if the have a huge bonus from their traits the dont have a superb UU.... so is fine....
 
THe replacement for Arabian Spy is the "terrorist"...

I did this for 2 reasons. First, I did this before the change in Spy mechanics, so spies were purely modern. Thus I made a cool looking terrorist unit with an AK47, BUT, now since they start in Writing, I can't have an AK47 guy in the ancient world, but I can set him up for the Modern. So, he looks normal in the ancient, and looks like a terrorist in the Modern period. Also, while I can change the way they look for different periods, I can't change their name. So he's called a terrorist, even though that makes no sense for the ancient period. And now the second reason: I wanted another unique unit for Arabia.

Why Jews get a comercial bonus??? +1 trade rout and +1 money per citie

I did this for several reasons: First, I gave culture bonuses to religions that sought to expand their religion (Christianity, Buddhism, Islam). Judaism, historically, has never sought out converts, so I didn't see why they should have a culture bonus. However, in the Old Testament, the concept of an afterlife is generally dismissed (see the Psalms, or Job for example) as that idea did not develop until around the 2nd century BC. Thus rewards for the righteous and punishment for the unrighteous had to occur in this life-time. While I understand that Judaism has developed their notions of the afterlife since the 2nd century BC, I was basing the reason I gave them economic advantages on the reasoning that being economically successful implied God's blessing (cf. Joseph, Abraham, Job, etc.). Anyways, I also wanted the religions to be different, and so take it as a balancing thing if nothing else.


Anyways, thanks for your comments! As to your question as to what to download, unfortunately I didn't put version numbers on my previous releases, so I would just download the 33MB version if that's not a huge inconvenience.
 
I downloaded the small version 6 mb og your mod, and works well...

about terrorist and jewish temple... i understand your reasons... and you have good arguments about that, so is fine for me..

about the leader traits, i think you did a great work... because they add more choices to the player..

i wonder how the traits will if i choose "unrestricted leader options"..
 
i wonder how the traits will if i choose "unrestricted leader options"..

Then you'll play Spain with German advantages. There is no real way (without changes Python stuff) of having specific advantages for a side, you can only do leaders. Thus you would probably unbalance the game, and I never really intended this, but... If you want to try it, have fun, but it might be unbalanced.
 
Then you'll play Spain with German advantages. There is no real way (without changes Python stuff) of having specific advantages for a side, you can only do leaders. Thus you would probably unbalance the game, and I never really intended this, but... If you want to try it, have fun, but it might be unbalanced.

Yes you are right it might be unbalaced...
i going to try to night back home... im at work and just wondering..

Are you planning any major change to your mod??
 
Great job! It's one of the best mod I've ever seen!

Thanks!

Are you planning any major change to your mod??

Right now I think 1.07 sits well with me. I may put something up in the future, but I want to give people a chance to enjoy this version for right now.
 
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