Civ4 Reimagined

Civ4 Reimagined 2.0a

This update is not savegame compatible (sorry, not even with 2.0)

Download Civ4 Reimagined 2.0a

Fixes
-Fixed a crash that would sometimes occur when a barbarian unit was killed
-Global warming scales with map size

If you already started a game with v2.0 you can probably just continue without updating, The crash seems to only occur once per game and you can just reload and play on. If you play on a smaller map size though global warming will be a bit crazy.
 
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Version 2.0a. I can't pillage tiles in enemy territory. There is no pillage button and Shift+P doesn't works. Neutral tiles works fine.
Edit: Oh, I got it. That's because of protective trait of an enemy leader. Well, then I just pay my respects for this cool mod. I am surprised it is not very popular.
 
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I think the K-mod ai is a bit overtuned - it just feels that in reagrds to military I am in a constant prisioner dilema where both I and the Ai are just dumping resources in the military without significant AI gains. Would it be possible to modify Ai priorities as to make it less psicopathic with Dow's and see when they need to prio other elements or go for different targets (specially if a civ is getting ahead of then)
 
Great to see it's still being updated! Great mod, and I really appreciate the team's work on the AI as well!
 
Thank you for all for your feedback! As you can see, development has been kinda on hold for a while now. There might be some further updates down the line but at the moment I don't really have the time. But it is worth checking the github repo once in a while, there will still be fixes and minor updates.

I think the K-mod ai is a bit overtuned - it just feels that in reagrds to military I am in a constant prisioner dilema where both I and the Ai are just dumping resources in the military without significant AI gains. Would it be possible to modify Ai priorities as to make it less psicopathic with Dow's and see when they need to prio other elements or go for different targets (specially if a civ is getting ahead of then)
The AI is definately a bit more aggressive and also they prioritize wars against neighbors instead of far away civs much more than in the base game. If you want less aggressive AI there is no super easy way. You can play around with the XML values in LeaderheadInfos (BuildUnitProb and the declare war thresholds). Playing on bigger maps with less player should also help, very often the lack of space will cause early wars. But yes maintaining a decent military is a must else AI will choose you as a presumably easy war target.
 
I think the K-mod ai is a bit overtuned - it just feels that in reagrds to military I am in a constant prisioner dilema where both I and the Ai are just dumping resources in the military without significant AI gains. Would it be possible to modify Ai priorities as to make it less psicopathic with Dow's and see when they need to prio other elements or go for different targets (specially if a civ is getting ahead of then)
I thought this was intended. Every time the AI wears me out in a long drawn war its always because that side is more comfortable waging a war than I am. The result being my side is worst off and their side better off because they can afford a long war and do other things, while I can't. Of course, if this is just the AI being brainless then it should be changed.

It could also just be a natural result of no tech trading. With tech trading you can bribe civs to peace.

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On a side note, my own feedback for 2.0:

1) "Protective" feels worthless on Coastal land. Not having tiles pillaged is useless when a single naval vessel can blockade 10 tiles. I tried making Protective add promotions to naval units too, and it feels pretty good in my game. So I'd recommend that.

2) Traditionalist idealogy should definitely be a hard, but viable path in the late game. No doubt such a civ would and should suffer huge unhappiness penalties, and Traditionalist civs should not get opinion bonuses with one another, but a civ that persists through should be rewarded in some way. I'm thinking a strategy revolving around Tall/Mega Capital city gameplay, and/or perhaps religion/priest-focused gameplay would fit such a role. I tried adding a national wonder that can only be built in Capital city (unlocked with Mass Media), that gives huge bonuses but only when using Dynasticism/Theocracy/Absolutism. It doesn't feel very good yet... but that's the idea I'm proposing and hope can be worked on.

3) Pyramids feels like a poor version of Stonehenge. Is this intended?
 
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Maybe I didn't set it up properly, but I noticed that this mod breaks vanilla BTS and other mods, after creating a custom game with the Totestra map script. I think it made changes to the documents folder that prevent other mods from working properly.
 
Kick-arse mod that deserves more attention than it gets. Is Babylon OP?
 
I tried to give this a go but the program just stops working after I get the mod to load from the menu, no error message at all. Maybe I didn't install it properly.
 
I tried to give this a go but the program just stops working after I get the mod to load from the menu, no error message at all. Maybe I didn't install it properly.
The contents of the zip file should be extracted into \Beyond the Sword\Mods folder. Did you use the zip download or did you download it directly from our repository https://github.com/pbatr/Civ4-Reimagined? In any case in the end the folder structure should look like this: \Beyond the Sword\Mods\Civ4 Reimagined and then inside Assets, Info etc. Do other mods work for you?

Maybe I didn't set it up properly, but I noticed that this mod breaks vanilla BTS and other mods, after creating a custom game with the Totestra map script. I think it made changes to the documents folder that prevent other mods from working properly.
This mod doesn't make changes outside of its directory. If you install it properly (see above) it cannot affect other mods or the base game. I can still switch between my mod and other mods without problems.
 
The contents of the zip file should be extracted into \Beyond the Sword\Mods folder. Did you use the zip download or did you download it directly from our repository https://github.com/pbatr/Civ4-Reimagined? In any case in the end the folder structure should look like this: \Beyond the Sword\Mods\Civ4 Reimagined and then inside Assets, Info etc. Do other mods work for you?
I tried both methods and still no results from loading the mod, as the game just shuts itself off regardless. The odd thing is that Debug view doesn't pick the error at all, yet it is able to pick up the CvGameCoreDLL.dll part of the mod. Maybe that's a clue?

And as for the other mods, yes, with Varietas Delectat, with no problem.
 
I tried both methods and still no results from loading the mod, as the game just shuts itself off regardless. The odd thing is that Debug view doesn't pick the error at all, yet it is able to pick up the CvGameCoreDLL.dll part of the mod. Maybe that's a clue?

And as for the other mods, yes, with Varietas Delectat, with no problem.
Mhm that's really strange. Unfortunately I wont have access to my laptop the next week so tough for me to have a closer look. If you want to spend more time on this you could of course try a fresh install of the game and then install the mod without any other mods to see if there might be some strange interference. Or if you are familiar with modding you could also build a debug version of the DLL and then check the crash dump.

Kick-arse mod that deserves more attention than it gets. Is Babylon OP?
Thank you! Haha, totally possible. Balance is not the main focus of the mod but I at least tried to keep things somewhat reasonable.
 
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