Civ4 Reimagined

Hello, I'm starting new game with 1.5a. I found out that texts in the citybar seems very low resolution compared to other texts in the game. Is it intended or is there any solution for that? I think the wide citybar function is not working well somehow...
 

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After getting a parrot on a tile event, I found out that this low resolution text problem is shown not only in city bar but also on a tile text box. I think something is wrong on text rendering on the game map. Without the mod, city bar and other text are just okay with a proper resolution.

I really like your mod. So I desperately need to fix this strange problem. Please help me.
 

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Honestly I haven't played without the mod for such a long time that I didn't even notice. But yes, I have the same low resolution texts on my machine. Unfortunately I don't know what the reason could be. You could try different graphic settings and see if it changes anything. Could be BUG mod as well but I doubt it. You can try downloading the newest K-Mod version and see if you have the same problem there (probably not I suspect). So probably we messed something up at some point. But I have no clue because we really didn't make many interface changes. Sorry, I don't have a fix for this I fear, if you find something out, let us know.

Actually I found the problem. Will see what I can do.
 
So here is a quick fix. Just paste those two files into Civ4 Reimagined/Assets/Res/Fonts overwriting the existing files there. That should be it. We will include it in our next version or release a hotfix, will see.
 

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Thank you very much Team NP! Problem solved and I'm enjoying your great mod. By the way, I found out that strange combinations of civics are possible in the mod. For example, republic government + absolutism or theocracy + state atheism... etc. I think this is because categorization of civics is not properly done. Do you have a plan for revising current civic system?
 
Thank you very much Team NP! Problem solved and I'm enjoying your great mod. By the way, I found out that strange combinations of civics are possible in the mod. For example, republic government + absolutism or theocracy + state atheism... etc. I think this is because categorization of civics is not properly done. Do you have a plan for revising current civic system?

Great to hear that it works and you are enjoying our mod. Yes, strange civic combinations are possible but usually not advisable. In general civics are designed in a way that the logical combinations also grant the biggest benefit. E.g. Dynasticism works usually much better with Absolutism than Republic because of the capital happiness effect. Of course that doesn't always work out perfectly and sometimes you might play some really strange combinations. We will probably not revisit civics on a grand scale in the near future. But we are currently working on a feature that will encourage civs to make more logical civic choices in the modern era.
 
Hello, what is 'No Production Mali' from central planning civic? Something related with Maliness civilization...? Sorry for the stupid question, but I really don't know what it means.
 
Hello, what is 'No Production Mali' from central planning civic? Something related with Maliness civilization...? Sorry for the stupid question, but I really don't know what it means.
It is not a stupid question. It is just very badly phrased. It should be phrased "no production malus for military units when having a resource shortage". For example when you only have access to one oil resource and your civilization requires more than one because your resource ratio is below 1.0, then you would get less production when building units requiring oil (tanks, ships, airplanes,...). With Central Planning you can still produce these units with your full production capacity. Actually we already removed this effect from Central Planning in our development version because it is kinda broken balancing wise and doesn't make too much sense.
 
It is not a stupid question. It is just very badly phrased. It should be phrased "no production malus for military units when having a resource shortage". For example when you only have access to one oil resource and your civilization requires more than one because your resource ratio is below 1.0, then you would get less production when building units requiring oil (tanks, ships, airplanes,...). With Central Planning you can still produce these units with your full production capacity. Actually we already removed this effect from Central Planning in our development version because it is kinda broken balancing wise and doesn't make too much sense.

If anything this effect would make more sense for fascist civilizations, considering the chronic shortages of oil and other vital resources Nazi Germany and Imperial Japan faced. In Civ5 there's an Ideological Tenet that straight up doubles the number of strategic resources you have, perhaps this would be a better version of this mechanic?
 
Hi, seems like an amazing mod! I haven't played it a lot yet.

The French Missile Submarine acts weird when it's being selected or built. It messes up with the city screen (the one that builds it) and the action buttons are not valid. It seems playable but is inconvenient. There is also no Civilopedia info about it, only thing I can see in the entry is the unit icon.

Nonetheless, I love the simplicity of this mod! This one is on point, no hassle with superfluous units, mechanisms, buildings etc. Great job!
 
Hi, seems like an amazing mod! I haven't played it a lot yet.

The French Missile Submarine acts weird when it's being selected or built. It messes up with the city screen (the one that builds it) and the action buttons are not valid. It seems playable but is inconvenient. There is also no Civilopedia info about it, only thing I can see in the entry is the unit icon.

Nonetheless, I love the simplicity of this mod! This one is on point, no hassle with superfluous units, mechanisms, buildings etc. Great job!

Thank you for your praise. You are right, I just checked it and the french missile submarine unit graphics seem to be broken. We will just replace it with another one I think. If it bothers you, you can also do it yourself. Open the file Civ4 Reimagined\Assets\xml\Civilizations\CIV4UnitArtStyleTypeInfos.xml and search for ART_DEF_UNIT_SURCOUF_FRENCH. Replace those with some other submarine, e.g. ART_DEF_UNIT_212A_ATTACK_SUB_ITALY.

I found out that Incan warrior looks like Vanilla warrior not VD Incan warrior texture.

Thanks I took a note. In general we are not using all VD graphics. Sometimes we just don't like them or they look too modern. I will have a look if that was the case here as well.
 
It seems that something is wrong with the Military Unit Cost. When I adopted Levy Armies civic it was as if it didn't give me more free military units (maintenance didn't go down). Also the cost is not seen in the Economic Advisor screen. Could this be fixed? Or am I misunderstanding something?

On another topic. Does the Aggressive AI option affect this mod like it affects the vanilla version? Seems that the AI is quite aggressive even without the option on.

Is there a further development going on? I could even be interested to modify this on my own. Is there a way I could learn to do that well?
 
Hello, thank you for the reply. I wonder do you have a plan for implementing 'dynamic civ mod'?' https://forums.civfanatics.com/threads/dynamic-civ-names.226609/ It would be very historically immersive with this one!

So far we have no plans in this direction. We will take a look if it suits our mod and could be integrated easily.

It seems that something is wrong with the Military Unit Cost. When I adopted Levy Armies civic it was as if it didn't give me more free military units (maintenance didn't go down). Also the cost is not seen in the Economic Advisor screen. Could this be fixed? Or am I misunderstanding something?

On another topic. Does the Aggressive AI option affect this mod like it affects the vanilla version? Seems that the AI is quite aggressive even without the option on.

Is there a further development going on? I could even be interested to modify this on my own. Is there a way I could learn to do that well?

Thank you for your message. This is quite an annoying bug. It will be fixed in the next official version. Yes, development is still going on. Not much happened the last two years but now because of Corona and short time work there has been more progress. If you don't want to wait for the next official release you can also checkout our repository on Github: https://github.com/pbatr/Civ4-Reimagined. You can modify our mod on your own of course. If you don't have any programming background then the learning curve might be a bit steep. But you can find tutorials here in this forum for modding and compiling the GameCoreDLL.

I don't know exactly how aggressive AI worked in vanilla. We didn't change much in this regard, it's mostly from K-Mod. Basically the AI is more aggressive diplomatic wise, so it will declare war more often and makes less deals.
 
Hi Team NP, I would like to thank you again for keeping and developing this awesome mod.

One question : I can't see 'A first impression is a lasting one' attitude modifier in the mod. Is it deleted? I also found that there are few negative diplomacy modifiers compared to positive modifiers. It seems easy to keep good relations among other Civs.
 
I'm eagerly waiting for the next version of this mod. I was thinking of learning to modify this in case you guys wouldn't continue. I trust that you are doing the changes/improvements that are the best.

Are you open for suggestions? Those would possibly regard only the game options rather than the core gameplay.
 
Thank all of you for your encouragement :) depevelopment is still going on and there are gonna be some major new features in the next release.

One question : I can't see 'A first impression is a lasting one' attitude modifier in the mod. Is it deleted? I also found that there are few negative diplomacy modifiers compared to positive modifiers. It seems easy to keep good relations among other Civs.
I don't think this modifier was shown in vanilla BTS. I can't recall removing anything. Maybe we can add this modifier though.

I'm eagerly waiting for the next version of this mod. I was thinking of learning to modify this in case you guys wouldn't continue. I trust that you are doing the changes/improvements that are the best.

Are you open for suggestions? Those would possibly regard only the game options rather than the core gameplay.
We are always open for suggestions. In general we are not lacking of ideas though. Its just that our development time is limited so we only implemented what we find most urgent or what is fun to develop/test.
 
Civ4 Reimagined 1.6

This update is not savegame compatible.

Download Civ4 Reimagined 1.6

New
-Civilizations have a starting position bias for native terrain and features
-New Leader Jayavarman VII of Khmer empire with Creative, Industrious
-After the discovery of Liberalism all Civilizations adopt an Ideology depending on their current civics. Ideologies influence diplomatic relations and allow building specific wonders.
-New Wonder Olympiastadion (req Fascism Ideology, no Unhappiness from Conscription, other fascist civs contribute to Great General progress)
-New Project Communist Manifesto (req Communism Ideology, grants Communism tech to all civs, better resource ratios for every communist civ in the game)

Changes
-Reassign almost all leader traits
-Lumbermills grant 1 less :hammers: but are available with Machinery
-Reintroduced longer anarchy for large empires
-Removed Leader Brennus
-New American UU Supercarrier replaces Navy Seal
-Statue of Liberty now requires Liberalism Ideology, trade routes on the continent give :food: and :traderoute: bonus with other liberal civilizations
-Founding cities on new continents after Astronomy does give slave points instead of always acquiring a new slave
-Totalitarianism and Statue of Zeus destroy culture of adjacent tiles of conquered cities

Tweaks
-Harbor gives additional 2XP for ships but costs increase from 80 to 90
-Russian Cossack :strength: increased from 15 to 16 but no longer has reduced costs
-Guided Missile air range increased from 5 to 8
-Tactical Nuke range increased from 6 to 8
-Missile Submarines cannot pillage or blockade
-Carrier :move: increased from 7 to 8
-Blitz promotion only requires Flanking II or Drill II
-Changed Woodsman promotions to 10% attack&defense and +10% heal for friendly/neutral/enemy territory (was: +25% defense, healing and first strike on woodsman3)
-Removed adjacent tile healing from medic promotions (almost never used in our experience, and the implementation was computationally expensive)
-Medic3 promotion decreased from 15% healing to 10% healing
-Tanks no longer have Blitz promotion per default
-Central Planning no longer disables :hammers: mali for military units
-Apollo Program costs decreased from 2000 to 1500
-SDI costs increased from 2500 to 3000
-CERN Research Complex costs increased from 800 to 1200
-Space Elevator costs increased from 1000 to 1500
-Spaceship projects are slightly cheaper
-Great Harbor moved to Guilds from Refrigeration, reduced cost from 250 to 150, removed +100% :hammers: with steel, removed +1:commerce: per water tile, +3 :culture:
-Can change 3 civics for one turn of anarchy on quick speed (was 4)
-Barbarian ships do not spawn in Medieval and later eras
-Longer period between Apostolic Palace votes
-Factory requires Coal or Oil
-Coal Plant requires Coal
-Nuclear Plant requires Uranium
-Iron Works requires Iron
-Motorized and Mechanized Infantry have 50% combat bonus vs Mounted
-Great Engineers can hurry Projects
-Slaves cannot be gifted to other civilizations
-Absolutism :commerce: modifier by :c5happy: surplus is capped at 75%
-Cannon requires Chemisty instead of Military Tradition
-Pinch promotion requires Military Tradition instead of Chemistry
-Higher passive spread rate for corporations
-German Panzer starts with March promotion instead of bonus vs Tanks
-Incan Terrace stores 60% :food: on growth instead of 67%
-AI improvements leading to faster research, better civic decisions and faster colonization
-Best Defense quest reward nerfed from +3 attitude to +1 attitude
-Slaves are a bit harder to gain via conquest in later eras

Fixes
-Low resolution for texts and icons
-Occasional crash when changing civics
-Levy Armies did not grant free units
-Seowon and Madrassa did not give science bonus with Scientific Method
-Protective players couldn't pillage their own improvements
-French Missile Submarine had broken graphics
-Abolish slavery would not always update corporation yields
-Freed colonies would sometimes get warrior units as free defenders in later eras
-Event that spawns Deer and places Camp correctly removes forest

scoreboard-png.574914

civics-png.574915
 
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