ExtremeMod

Hi st1nky,

That very well could be a bug with the landmines. There is so many different units now in the game it is hard to nail down every one in combination with other units. I will take a look at that immediately.

As for arming the mines, that really doesn't happen since you just bump them up next to an opponent (they are really no different than any other unit in the game sadly) to set them off.

The movement issue could be a result of several things, but it may be that they only get 1 move or that they don't receive the same bonus that allows other units greater movement. I will look into that as well.

Thanks for pointing this out, it truly helps.

Cheers!!
 
thanks for the quick reply

i only mention the arming button because i've played Mine Warfare mod and there's an arming button,i shall snug a few mines up to my border and see who tries walking over them i guess :P

as for the buttons,no idea what could be happening there,all was well with naval mine sit seemed but then when i researched landmines the mines went wonky
 
This morning I looked at the issue and I think I found a problem and fixed it. I played a couple of games with mines in it and they all kept their buttons, so it looks like it was solved. Though I always caution myself that every time I fix something, it often comes back to bite me :)
 
I am going to be releasing an update to ExtremeMod very shortly. I was hoping today, but I want to run through it a couple of times more Perhaps next weekend, if all goes well.

Land Mines
Try this: when the mine's turn comes up, click on another unit and then click back to it -- it should then have the various buttons. There is a problem with its animation, or the lack of one, that causes the buttons to disappear.

If all else fails, the mine does nothing but fortify and attack so you could just use the mouse or movement keys to get them into combat.
 
thanks again for the swift reply,i shall try that,i think i read your next update will have magic,I'm not a big fan of magic so i probably won't update to that one anyway


oh darn,forgot one other thing, Herbs, i cannot work them,i have 1 city built on a herb and that one is worked,in same city radius i have 4 more herbs but the workers or civil engineers do not have any action that says produces herbs... :P
 
thanks again for the swift reply,i shall try that,i think i read your next update will have magic,I'm not a big fan of magic so i probably won't update to that one anyway


oh darn,forgot one other thing, Herbs, i cannot work them,i have 1 city built on a herb and that one is worked,in same city radius i have 4 more herbs but the workers or civil engineers do not have any action that says produces herbs... :P

Yes the next version does have allot of Atlantean Magic, so it may not be worth your time to download it. I may go back through 2.5 and update just the stuff in it and fix the bugs keeping the 2 version for more realistic stuff.

The herbs are not a resource that can be developed or worked -- that is, you get nothing extra for building a farm on them. They simply give a bonus to the square they are in -- thus it may be possible to put a farm on it or even a mine, but neither improvement changes what you gain from the mushroom. I hope that makes sense.
 
Civ4ScreenShot0061.jpg


Notice the different types of paths in this picture. Latest version has added a very early level roadsystem called a path. It really has its uses, and is free to make.

Uploading ExtremeMod3 to the first of several download hosts and should be available later on today. Will follow up on more notes and what the major changes as time permits.
 
It might help if you add a changelog... ;)

I was going to, but realized I changed SO MUCH and ADDED SO MUCH that it would become a real chore (it would almost be like work) and I just grit my teeth waiting for people to lambaste over the lack of a change log.:mad:

:crazyeye:I started out really documenting stuff, but as time went by I just added stuff and stuff and stuff without writing it down. Now to go back through would be scary, to say the least.:confused:
 
Bug Report: I have been informed that the Civic Screen is too large to fit on the base level screen resolution of Civ IV. Not truly a bug, but for those running on older machines or laptops this may be an issue.

Short term fix: change the the resolution to something higher than basic res.

Long term fix: I will need to rework the Civic Screen perhaps redesigning the layout so it fits on all screen resolutions.
 
Very interesting mod if I may say so. I like the magical Atlantean stuff in it, I fired up a quick match as the Australians making use of that tech (for want of a better term). I can think of some weird stuff possible in this mod, for instance regular WWII American faction sitting in a World War II Pearl Harbour in this mod would see a steampunk/Atlantis force somehow in the hands of Japan and think, "Obviously the Krauts have spiked the water..."

Still, it's good. Weird, but in the case of the ExtremeMod, the weird depicted is good. Well done! :goodjob:
 
Thank you for the compliment.

We had similar situation arise the other night when Ibn Saud attacked me with Centaurs and I beat him back with muskets. Some very odd things happen.

And I notice it is very hard to get all the tech branches and that it is better to say, I am going to do X this game, rather than just getting all techs as the game is played.
 
A number of minor graphical glitches have been found in recent testing and I will be updating the XML on these very soon.

I am also trying to balance the AI so they will have a tendency to build more defensive units and also desire to construct more wonders.

Atlantean technology seems a bit too expensive and the units, although cool, seem too costly at the present. Reducing the RP and unit costs all around here.

Trying to add in new Atlantean wonders as well, but this would require changing other than XML and would mean I would have to have the entire mod redownloaded, rather than just have particular XML patches added -- still considering the ramifications there.
 
My current game continues to be a blast, I noticed the AI doesnt defend its cities that well, sometimes only 1 defender, maybe giving the AI extra free defenders at start would do the trick. Using the extra defense stats I put in for wall/castles though makes taking cities really tough esp. if you get a castle built, really really tough but realistic as developed civs tend to be able to survive at least until modern times. If anyone is interested I can post a download of my slightly modded version, basically exact same game with a few defensive changes. I also changed cultural victory to 4 cities instead of 3 to get that one making it a little harder because with all the culture builds its easier to max 3 cities than normal.
 
My current game continues to be a blast, I noticed the AI doesnt defend its cities that well, sometimes only 1 defender, maybe giving the AI extra free defenders at start would do the trick. Using the extra defense stats I put in for wall/castles though makes taking cities really tough esp. if you get a castle built, really really tough but realistic as developed civs tend to be able to survive at least until modern times. If anyone is interested I can post a download of my slightly modded version, basically exact same game with a few defensive changes. I also changed cultural victory to 4 cities instead of 3 to get that one making it a little harder because with all the culture builds its easier to max 3 cities than normal.

Thanks for the suggestion. I changed it to give the AI, 2 Defenders, but they seem to take those troops and use them elsewhere or it is not working. The AI is continuing to be relatively dumb -- but I keep playing with XML in creative ways. I am hoping to find just the right mix that will make them tough but not excessive.

With the latest edition, the AI have been dropping like flies against the barbarians (which I run on Raging), but I think I found some controls to offset the aggressive nature of the barbarians.

I am working on a small XML fix that will be maybe 8 meg download that will alter unit strengths, powers, balance, AI, and other related things.

Thanks for playing the game.
 
I noticed in my current game after I built Via Appia wonder to get roman roads I lost the food bonus from regular roads(with defense tower), not sure if it was intended or not but did cause starvation in several cities.
 
I noticed in my current game after I built Via Appia wonder to get roman roads I lost the food bonus from regular roads(with defense tower), not sure if it was intended or not but did cause starvation in several cities.

Very interesting. It was not intentional, but it was an oversight on my part. I will need to add in the Via Appia into the Improvement XML so that it maintains or grants some kind of bonus.

Thats a fairly easy XML change which is gone, because my next update will only be from the XML folder. It will be fairly small, around 10 megabytes, but will have many changes such as the one you pointed out.

It should not break saves, but I cannot guarantee it. It won't be out for another couple of weeks, but I will make sure the Via Appia road system is added in.

Thanks for the spot!
 
Back
Top Bottom