ExtremeMod

I Think your energy would be best first fired on Typo's and Gamebugs then new things as the old things should be easier now then when you add more stuff

I will also Create a Torrent Mirror for you on the Next update if you want
 
I Think your energy would be best first fired on Typo's and Gamebugs then new things as the old things should be easier now then when you add more stuff

I will also Create a Torrent Mirror for you on the Next update if you want

The problem with that is that typoes and bugs aren't fun to code :lol: but new models, units, and technology are :crazyeye:

I recently added a ton of new stuff and that needs to be checked now :confused:

Oh boy!
 
Well it's your mod your will is law i like this mod anyhow Just don't let it die

And Easy job is always the rotten job

The Old Extreme mod you Chanced into Multiverse or the Extreme2? that is still a bit Shady for me

*edit* i guess i know it now that the Old Extreme mod i so love is now Multiverse Alright makes the Comunication easy

*Second Edit*
My map had ZERO Resources from beginning I will do a test of Generation types to Pinpoint Problem and then Give you work to fix it i ain't a modder i would like it but well things ain't nice for me atm
Well i sure found a Superbug

*Third Edit*
Resource Update It is a problem in one of the Map Generators Somewhere Tried two types so far (Writing down all settings is tiresome i don't write much)

Also a improvement point i found
Camels should Receive a bonus over Mounted units for the Same reason as Elephants, Horses hate/dislike/fear Their Smell
Oh and the Fishing boat mention scrap it from your list i guess i was half blind at that time
 
ExtremeMod was tested almost exclusively on Noble, and on Epic speed with Aggressive AI and Raging Barbarians.

You would be the first to play on Settler as far as I know. Anything at the level would have been simply be the stock settings of the previous Mod (Thomas' War) or even the vanilla settings. I really see no point at playing a game at such a simple level that it offers no challenge, and I cannot give any strategic hints.

You have made allot of comments but I will touch on a few:

My Advice -- don't use automated workers. I will look at why they do that, but you are losing so much of the game by automating things -- there is no race, so take your time and use workers sparingly and effectively.

Try playing on Noble (and Raging Barbarians) and without the Great Wall to protect yourself (you will see barbarians and plenty of them). That is how the mod was designed to be played!!!

Don't play the game on Normal speed. Play it on Epic.

I am unsure where you are seeing the -7% unless you are looking at one of the traits for a specific culture?

Steam Power created a cultural environment dependent on carbon (coal, wood, even fossil fuels to a less extent) fuel sources to such a degree that life during those times was quite unhealthy. The Era of Steam was the most unhealthiest times to live -- look at 19th century England for examples of the miserable living conditions.

Wonders were picked up from the previous Mod, but I will take a look at them.

Overall, you need to really step your game up a bit. Its fun, in a childish way, I guess playing on Settler, but not even my youngest testers would seriously consider a game at that level.:confused::confused::confused:

I always start playing a new-for-me mod at the Settler level so I can get a good feel for it before devoting serious time to it. And I absolutely HATE games which include an aggressive AI, be it a barbarian or any other computer player. I play games for relaxation and escape from competitive reality. Maybe you will too when you get older and grow tired of always having to fight people and things (like gravity). I'm 63 and have been physically handicapped since birth. I won't b playing your mod.
 
The problem with that is that typoes and bugs aren't fun to code :lol: but new models, units, and technology are :crazyeye:

I recently added a ton of new stuff and that needs to be checked now :confused:

Oh boy!

Ever thought about taking on an unpaid intern?
 
Ever thought about taking on an unpaid intern?

It's that i hardly know Anything else i would have Volunteered

Tim i found out that when you have the Right Settings Even Settler in this mod can be Noble on Vanilla
Christensen also for that :goodjob: And please keep that so

But this is by Far THE Best Mod i found for Civ 4 and i done Quite a list
 
Most of the praise should go to Tsentom for his excellent mod, Thomas' War. I use his as a basis for both ExtremeMod (now called Multiverse) and Extreme2.

If you want to intern, just play the game and send me thoughts and bugs (a hell of a lot of typos in there as well).

Also save praise for the next version really mixes things up quite a bit and with a massive overhaul of unit production and the introduction of the lizardman race as the evil barbarians.

Thanks for the support guys, it means a lot to me!
 
Most of the praise should go to Tsentom for his excellent mod, Thomas' War. I use his as a basis for both ExtremeMod (now called Multiverse) and Extreme2.

If you want to intern, just play the game and send me thoughts and bugs (a hell of a lot of typos in there as well).

Also save praise for the next version really mixes things up quite a bit and with a massive overhaul of unit production and the introduction of the lizardman race as the evil barbarians.

Thanks for the support guys, it means a lot to me!

Wow, thats kind of cool because Thomas' War was one of the first mods I downloaded for Civ bts.

edit:Is the link in your signature the latest version?

edit2:Maybe you could borrow the RiFE launcher to use for ExtremeMod? Its pretty cool, it lets you load games(including autoload last played), lets you turn off components of a mod, and it can do it all before civ is even started up! How about also implementing more up-to-date Libyan leadership?

Also, how about a civilization based around the neanderthals, that focuses on a brute force approach but generally has less impressive vehicles and mounted units since neanderthal man didn't master animal husbandry to my knowledge. Actually, maybe give them prehistoric animals to ride; like triceritops knights or huge anti-cavalry armored tyranosauros and mamoths that are used into the industrial period and start to have cannon and artillery mounted on their backs. And instead of being able to research more modern techs they have to take them from other civs; for instance, when a neanderthal unit kills an infantry, rifleman, or cavalry unit in combat it gains a promo that allows it to upgrade to infantry form, and mammoth riders would be upgraded to huge living siege weapons after destroying enemy cannon or artillery. This would be possible because neanderthal units would be stronger than equivalent human units. Also, they don't lose the ability to see mythical creatures later in the game.

Atlantean roadways are called "build atlantean roadways".
 
Wow, thats kind of cool because Thomas' War was one of the first mods I downloaded for Civ bts.

edit:Is the link in your signature the latest version?

edit2:Maybe you could borrow the RiFE launcher to use for ExtremeMod? Its pretty cool, it lets you load games(including autoload last played), lets you turn off components of a mod, and it can do it all before civ is even started up! How about also implementing more up-to-date Libyan leadership?

Also, how about a civilization based around the neanderthals, that focuses on a brute force approach but generally has less impressive vehicles and mounted units since neanderthal man didn't master animal husbandry to my knowledge. Actually, maybe give them prehistoric animals to ride; like triceritops knights or huge anti-cavalry armored tyranosauros and mamoths that are used into the industrial period and start to have cannon and artillery mounted on their backs. And instead of being able to research more modern techs they have to take them from other civs; for instance, when a neanderthal unit kills an infantry, rifleman, or cavalry unit in combat it gains a promo that allows it to upgrade to infantry form, and mammoth riders would be upgraded to huge living siege weapons after destroying enemy cannon or artillery. This would be possible because neanderthal units would be stronger than equivalent human units. Also, they don't lose the ability to see mythical creatures later in the game.

Atlantean roadways are called "build atlantean roadways".

I knew i forgot something with the Roadways xD

You Neanderthal civilization is a cool idea One thing a Tyrannosaurus was a Scavenger not a hunter (Look at it's claws not suitable for hunting also it can't run miles on end like other hunters) it is possible it did kill other animals but then slow and weak prey
 
I knew i forgot something with the Roadways xD

You Neanderthal civilization is a cool idea One thing a Tyrannosaurus was a Scavenger not a hunter (Look at it's claws not suitable for hunting also it can't run miles on end like other hunters) it is possible it did kill other animals but then slow and weak prey

Thanks. It may not have been a good hunter, but its arms could be used to knock over heavily armored cavalry and it could probably take out war elephants and even armored horses with it's bite. Maybe it could be a slower moving cavalry, war elephent replacement?

Did you mention the civic screen in your post, in my game it's cut off on the sides and I can't see the exit button so I end up having to hit escape to get back to the game.

Also, the soldiers number in the demographics screen says I have 49735790000 soldiers and I have only around 5 millitary units. I'm playing as the atlanteans.

edit: A barbarian peasant spawned on my borders and starting building a path. I don't know whether to capture him or wait untill he finishes...:undecide: But what I'm trying to say is I think peasants and workers should be blocked from spawning for the barbs.
 
Did you mention the civic screen in your post, in my game it's cut off on the sides and I can't see the exit button so I end up having to hit escape to get back to the game.

Temporal Civic screen Fix increase Game size until he finds a way to incorporate a better Civic screen i gave him the link to a mod that has one

Also, the soldiers number in the demographics screen says I have 49735790000 soldiers and I have only around 5 millitary units. I'm playing as the atlanteans.

Didn't found that bug but i can see why it is Annoying if it does Report back to Finances

edit: A barbarian peasant spawned on my borders and starting building a path. I don't know whether to capture him or wait untill he finishes...:undecide: But what I'm trying to say is I think peasants and workers should be blocked from spawning for the barbs.

Well they are Vital to Resources they didn't spawn i think but made in a city and the path will link two city's so if you want to capture and destroy a Barb settlement you let it finish on the other hand they do increase Speed in which barbs can Penetrate your defences and i Advice a Defence Line of soldiers to kill of Barbs Before entering your borders and wreak Havoc in the Country lands

This Mod does Chance tactics a lot and it is Either adapt or die Vanilla Tactics are here Second ranked And Barbs act like any other Enemy by the Exception that they are more Deadly and not interested in peace
One of my Games Libya was Destroyed in 2-4 turns can't remember exactly but they are Highly hostile and if you don't have Defences after 10 turns you are Dead meat so i Welcome free units

If you want to intern, just play the game and send me thoughts and bugs (a hell of a lot of typos in there as well).
Well then i am part of your crew :)

Also save praise for the next version really mixes things up quite a bit and with a massive overhaul of unit production and the introduction of the lizardman race as the evil barbarians.
Okay i will stock up on Coffee and try to sleep good before i Test your next Version to Help Balancing those Pesky Lizards as fast as possible
 
Thanks guys for the help. I do truly appreciate it.

I am trying to figure out something with the Civic Screen -- it can be fixed if you run the game at a higher resolution, but I am unsure what that does on your computer. I guess you will need to weigh the pro and cons on that. Wouldn't mind finding an alternative to that screen, but not really sure how to change it -- I just mess around with the XML.

With the next release, it really opens up all the doors again for play testing because so much as changed and for me it is real tough to catch all the errors, I just restart a game every night and play a couple hundred turns and jot down ideas. Anyway, I am sure there will be allot of scratching our heads in the next version!
 
@TChristensen: I think the RiFE modmod for Fall from Heaven uses alot of new civic types as well as other things you might be interested in, I've played it for a long time now and can tell you they really have found some pretty ingeneous ways to incorporate new mechanics(and so have you in this mod by the way, I'm just suggesting them because they might have some different approaches/mechanics that you might be interested in using). Anyway, heres a link to their forum: http://forums.civfanatics.com/forumdisplay.php?f=360

Temporal Civic screen Fix increase Game size until he finds a way to incorporate a better Civic screen i gave him the link to a mod that has one



Didn't found that bug but i can see why it is Annoying if it does Report back to Finances



Well they are Vital to Resources they didn't spawn i think but made in a city and the path will link two city's so if you want to capture and destroy a Barb settlement you let it finish on the other hand they do increase Speed in which barbs can Penetrate your defences and i Advice a Defence Line of soldiers to kill of Barbs Before entering your borders and wreak Havoc in the Country lands

This Mod does Chance tactics a lot and it is Either adapt or die Vanilla Tactics are here Second ranked And Barbs act like any other Enemy by the Exception that they are more Deadly and not interested in peace
One of my Games Libya was Destroyed in 2-4 turns can't remember exactly but they are Highly hostile and if you don't have Defences after 10 turns you are Dead meat so i Welcome free units


Well then i am part of your crew :)


Okay i will stock up on Coffee and try to sleep good before i Test your next Version to Help Balancing those Pesky Lizards as fast as possible

Ok, I didn't think about that before.
Who is in financing again? Do I need a phone number?:confused: I'm glad its not I'm losing -9gold per turn 2000BC from city maintanance on 60% slider research.:lol:

What I meant was, I thought it was kind of weird for them to have unescorted peasants walking around other civs territories. I guess they were made in a city, I found one north of my capital when I was chasing a barb peasant down.

I also noticed you don't capture peasants if there is another unit in the tile your attacking.

edit: The centaur description uses uses "site" instead of "sight".

edit2: Also as a request for a later version when you have the time, I was thinking about Raven Destroyer's comment about fey creature strength: how about having them become weak as civs adopt religions in the medieval-renaisance period to show less of a belief in the supernatural. Then later on their strength scales up based on how far an ancient religion spreads that believes in them(like how many cities have it), available only to the antlanteans. This would tend to make them stronger late game when most civs get free religion. I think RiFE uses a promo that scales up a combat bonus based on an armeggedon count, so maybe that could be used for reference?

edit3: The great bath doesn't have a picture for the pop-up telling you you've completed the wonder.

edit4: Also, I really like the flavour texts for the civs and units, it puts vanilla text to shame even! Where did you learn about all these different cultures anyway? Was it a college course you took?

edit5: The arrowhead promo gained from the fletcher building is different than the one you get with experience, meaning you can accumulate it twice.

Spoiler :

Atlantean dromons don't have a work rate.
 

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I'm also seeing a weird bug with world wonders; did you mean to change the national wonder limit to three and then accidently edit the world wonder limit instead? Also, the Antlantean IV tech popup(when you choose the tech to research) has a text error.

It also seems strange that tobacco grants a health bonus while herbs do not.
 
I'm also seeing a weird bug with world wonders; did you mean to change the national wonder limit to three and then accidently edit the world wonder limit instead? Also, the Antlantean IV tech popup(when you choose the tech to research) has a text error.

It also seems strange that tobacco grants a health bonus while herbs do not.

Will look into the World Wonders -- not sure what is going on there :crazyeye:

As for Tobacco it should give +1 happiness but -1 Health

Herbs cannot be cultivated or enhanced (improved).

All the civ info is a direct result of Tsentom and not I -- he is the genius. I simply stand on the shoulders of giants.
 
Will look into the World Wonders -- not sure what is going on there :crazyeye:

As for Tobacco it should give +1 happiness but -1 Health

Herbs cannot be cultivated or enhanced (improved).

All the civ info is a direct result of Tsentom and not I -- he is the genius. I simply stand on the shoulders of giants.

The tile display for tobacco says it gives +1health, I'm not sure if its just a mistake with the tile or what, but I'll check the resource screen in my city to see if it also says +1health.

This is still some very impressive modding.:goodjob:

One last thing; I have iron working, calender, and tropical culture I but when I try to build a plantation over this one jungle tile it says I need tropical culture II to do it. I can choose to clear jungle though and then build plantation(the resource is bannana) so it ends up being more inconvenient than an actual roadblock.

I'm also not sure if this is a bug but the jetpack knight carrier requires coal or iron instead of coal and iron.
 
Okay i should have kept little more Close tabs on this Forum :lol: Well then i will go Explain things i meant, Argue points and Confirm bugs :mischief:

@TChristensen: I think the RiFE modmod for Fall from Heaven uses alot of new civic types as well as other things you might be interested in, I've played it for a long time now and can tell you they really have found some pretty ingeneous ways to incorporate new mechanics(and so have you in this mod by the way, I'm just suggesting them because they might have some different approaches/mechanics that you might be interested in using). Anyway, heres a link to their forum: http://forums.civfanatics.com/forumdisplay.php?f=360

I think he Failed to find TAM's Civic screen or didn't gotten Around to it
well i might get some time to look into that


Ok, I didn't think about that before.
Who is in financing again? Do I need a phone number?:confused: I'm glad its not I'm losing -9gold per turn 2000BC from city maintanance on 60% slider research.:lol:
-9 on 60% Research how far in game and what Difficulty? Medieval/Renaissance i kinda have that problem mostly straightened out when i get my first Rifle's into Warfare (My defence is mostly Faster upgraded then Offence mostly as they are half way across the globe fighting a Godless war)
And who is in Financing You lead the Nation you lead the Treasury, Internal Affairs, External Affairs and all other State Departments (Quite weird if you have a Civic against that:lol:)

What I meant was, I thought it was kind of weird for them to have unescorted peasants walking around other civs territories. I guess they were made in a city, I found one north of my capital when I was chasing a barb peasant down.
Don't Forget AI is AI. Apparently Slaves don't think


I also noticed you don't capture peasants if there is another unit in the tile your attacking.
Didn't found it but i barely notice it as i treat Them as Enemy Occasionally some fall into my hands and then they will be Shipped to Safety if not there won't be a Record of them (like i did Earlier with whole Races no Trace no Race :D)


edit2: Also as a request for a later version when you have the time, I was thinking about Raven Destroyer's comment about fey creature strength: how about having them become weak as civs adopt religions in the medieval-renaisance period to show less of a belief in the supernatural. Then later on their strength scales up based on how far an ancient religion spreads that believes in them(like how many cities have it), available only to the antlanteans. This would tend to make them stronger late game when most civs get free religion. I think RiFE uses a promo that scales up a combat bonus based on an armeggedon count, so maybe that could be used for reference?
Is one way. does remind me of a Peter pan movie of Faeries dying when people say they don't Exist

edit3: The great bath doesn't have a picture for the pop-up telling you you've completed the wonder.
Guess i was a little to Focused on Other things but i did notice that (Sorry For not Reporting)

edit4: Also, I really like the flavour texts for the civs and units, it puts vanilla text to shame even! Where did you learn about all these different cultures anyway? Was it a college course you took?
I must Admit i was also Quite Impressed Reading about other Cultures added in this mod

edit5: The arrowhead promo gained from the fletcher building is different than the one you get with experience, meaning you can accumulate it twice.
Eh there are two Arrowhead Promo's maybe you got Confused

Spoiler :

Atlantean dromons don't have a work rate.

^Should have Added that :lol:^
But that is Exactly the same bug i Found

Also the "Wonder Bug" I did Report it and i just guessed it was a Implementation of the mod either way it has the right to be called a Bug as it Bug's People


Herbs cannot be cultivated or enhanced (improved).
Intentional or not?
 
One odd thing I just noticed as I was going through a preliminary check of graphics is that when you use the Civliopedia, I never realized that it shows the units as barbarians. This isn't normally a problem but in the case of Multiverse (the old ExtremeMod) the barbarians are lizardmen -- thus, all the stock units are lizardmen in appearance.

Not a big deal, but the models for the lizardmen are much reduced than generic stock human models.

Please be aware that playing other than the lizardmen, the graphics will be richer.
 
One odd thing I just noticed as I was going through a preliminary check of graphics is that when you use the Civliopedia, I never realized that it shows the units as barbarians. This isn't normally a problem but in the case of Multiverse (the old ExtremeMod) the barbarians are lizardmen -- thus, all the stock units are lizardmen in appearance.

Not a big deal, but the models for the lizardmen are much reduced than generic stock human models.

Please be aware that playing other than the lizardmen, the graphics will be richer.

was occupied so i haven't had time to give you more data but i await your update and i won't complain about Graphics

Also i am ready to make a Torrent mirror to have people stop nagging about the current Download site
 
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