ExtremeMod

They should spawn just like any of the metals but much later in the game. I also have given them out as rewards for several of the Corporations. If or when I ever update the Mod again, I will need to make numerous little changes to the way these two resources are created.

I will also be uploading maps in the future to the proper forum and will make sure they are in those files.
 
New 18 Civilization Earth map on an Immense World

I have put together an Immense sized Earth map; it is 200 squares by 120 squares. It is a very large map, coming in at 24,000 squares and will require a relatively beefy machine to play late into the game. Since my original post I have found a couple of nagging issues with the map and have fixed them with a version 2.

Better positioning of starting empires and a bit more corrective details and bonus placements -- worth a download @ only 2 megabytes.

You can download the map here: http://www.atomicgamer.com/file.php?id=87798

In the world I put 18 civilizations placed relatively close to their real world locations. Some room for creative license and for the sheer size of the world may create some unusual terrain or odd resources. Although I did not spend hours on it, I think I have made a generally fun map that recreates our planet well.

I have included the following civilizations into the map: Churchill, Kamehameha (Hawaiian), Hitler, Mussolini, Pol Pot, Cardenas, David (Israel), Adriaen van der Donck (Netherlands), Dom Pedro, Logan, Yagan, Zara Yaqob, Cleopatra, Shapur II, Pericles, Ho Chi Minh, Kublah Khan, and Peter (Russia).

Have fun!
 
They should spawn just like any of the metals but much later in the game. I also have given them out as rewards for several of the Corporations. If or when I ever update the Mod again, I will need to make numerous little changes to the way these two resources are created.

I will also be uploading maps in the future to the proper forum and will make sure they are in those files.

I do hope you release an update that tweaks the mod (which is enjoyable), it has much of what i have been looking for and i love the idea of an "Steampunk era"
 
I am actually putting things together for another update. I told myself I would not, but it is hard not to. I am trying to make the AI a bit more aggressive, but also adding some new stuff to the game. I will try and add in some more SteamPunk stuff as well.

I will also be testing Unobtainium and Liftwood a bit more and trying to see if they appear as readily as other resources.

Try out a few of my maps I uploaded. I did physically put them in those maps. I am also going to be making allot more smaller maps too.
 
Update 1.4 will be posted soon with the following adjustments:


+++++Aleterations+++++

Jungle has returned to its nasty disposition -- get Tropical Culture if you have any.

Changed the cost of Tropical Culture 1 to half of the original beaker value.

Turned off showing point scores. Now you must make your own opinion on the strengths and weaknesses of empires.

Modified the way the AI conducts foreign and internal affairs. Hopefully wanting to build more colonies and make more workers.

Changed the Handicap levels to be more in line with the ExtremeMod's style of play.

Mechanized Infantry was changed to requiring more appropriate technology

Changed the number of Breweries, Silversmiths, and Goldsmiths to 1; adding overall value to the building so that a single instance equals that of multiple instances of it.

Added a dozen Promotions to the DIPLOMAT unit type.

Increased the benefit of Leather Armor, Chainmail, and Platemail for better effects.

Nationhood had become less than desirable with newer additions, so adjustments were made to make it more useful

Colonialism has been changed to -90 percent modification due to distance from capital and also +2 food for Plantation.

Changed Oranized Religion, Theocracy, and Pacifism to allow greater depth of play and playing styles.

Removed The Force and switched it with "Esoterism".

If your empire has Mercantilism, Naval Base grants +2 hammers.

Further refinement into making the AI a bit more deadilier.

Unique names for some units, most especially for Trade Goods.

Blacksmith costs being reduced 15%

Indigenous People -- another way to expand the empire, not with colonists but with the ability to absorb the indigenous people of the land (used mostly for island hopping).

A new pirate vessel (still in the works) that has capabilities to take on Man of Wars and to some lesser extent modern ships.

Tech name changes -- Changing the names of Stone Tools to Neolithic Age and Flint Tools to Paleolithic Age.

Looking into ways of changing some methods of moving through arid, frigid, and jungle environments.
 
I guess this mod has to be played only on your custom scenario maps. I get problems with any custom game maps. For instance on most maps wetlands, coral, bogs and dormant volcanos do not appear. On maps where coral, wetlands and bogs do appear, I cannot build a farm on plains or grassland without having one or both jungle techs! The regular pangea map has no ocean or any terrain features aside from grassland and a small amount of forest.
 
I have not heard of this. We often play on both Custom Maps but play many on random generated worlds of Large, Huge, and beyond with little problem. I do admit that for some reason jungle appears far more rare of late, but hopefully this will be fixed in an upcoming mod. I have not seen any problems with wetlands or bogs, with the last map we tried having large expanses of the terrain.

Concerning the farms, I think what may be happening is that you need fresh water to build farms. After getting Tropical Culture II, you get automatic irrigation with the Chanampas but you can also get that without the Tropical Culture at a later tech (can't remember right off the top of my head). Try building farms along rivers and lakes. Oceans aren't good because of the saline. I would bet if you try this, you will be able to build farms. I am always willing to look at shuffling the technology around to better show new ways of achieving goals -- so I could be convinced of making a tech specifically called Irrigation (or something like that).

I will look into the water issue -- try playing on the world random map generator called ExtremeWorld. It has a ton of options that should suit you.

Please let me know how things work out.

Thanks!
 
Concerning the farms, I think what may be happening is that you need fresh water to build farms. After getting Tropical Culture II, you get automatic irrigation with the Chanampas but you can also get that without the Tropical Culture at a later tech (can't remember right off the top of my head). Try building farms along rivers and lakes. Oceans aren't good because of the saline. I would bet if you try this, you will be able to build farms. I am always willing to look at shuffling the technology around to better show new ways of achieving goals -- so I could be convinced of making a tech specifically called Irrigation (or something like that).

I will look into the water issue -- try playing on the world random map generator called ExtremeWorld. It has a ton of options that should suit you.

Please let me know how things work out.

Thanks!

You may be right about the farms near an ocean square. So you are saying that farms can't be built unless they are next to a river or these irrigation techs are researched? Fair enough. I was just confused as to why I could build them on the same terrain some times and not other times.

I tried the ExtremeWorld random map and that is one where none of what I assume are your custom terrain tiles show up. (You can add dead trees and desert scrub to my previous list.) Also, no matter how many continents I ask for, the map created by ExtremeWorld is always the same: a huge circular land mass with forests in the center, then an outer ring of desert, grassland and plains followed by large snaking lakes at the outermost edges!
 
As for the farms, they must be located near fresh water of some sort. Sometimes there are wonders that will give you fresh water as a reward. There are also a couple of techs that give irrigation, which allows you to string farms together -- but ultimately you need some fresh water to make the first one. I am looking into adding a new tech a bit earlier, but make the cost of it more expensive that simply allows irrigation.

That is strange you are getting odd performance out of ExtremeWorld. I found this map generator to be so good that that is the only one I use. It creates all sort of wonderful possibilities; although as I said it is too light on jungles, but that may be more of my reworking of jungle terrain than the map generator -- trying to find a work around now.

Do you know how to get into World Builder? I am curious if you try 6 or 7 AI with 2 Civs per continent, what you would get? We play often with those general settings, turning on all the little extras to our liking?

Look at all the settings, there must be something you got toggled that is giving you the odd Pangea continent?

Extremeworld1.jpg
 
I tried the settings you are showing in your post and I did get a normal map. (Yes, I've been checking these mapscripts out with WorldBuilder.) I'm not seeing desert scrub, bogs or wetlands, but the other terrain features are there. What I've been doing with the ExtremeWorld script is leaving the default settings but lowering the sea level and playing on huge with, as I said, only one or two continents.

Some other mapscripts turned out to be completely worthless, showing the exact same oceanless and mainly featureless map.

So far the only mapscripts that seem to work properly are Hemispheres (though I don't see any dead trees on that one) and Custom Continents.
 
I tried the settings you are showing in your post and I did get a normal map. (Yes, I've been checking these mapscripts out with WorldBuilder.) I'm not seeing desert scrub, bogs or wetlands, but the other terrain features are there. What I've been doing with the ExtremeWorld script is leaving the default settings but lowering the sea level and playing on huge with, as I said, only one or two continents.

Some other mapscripts turned out to be completely worthless, showing the exact same oceanless and mainly featureless map.

So far the only mapscripts that seem to work properly are Hemispheres (though I don't see any dead trees on that one) and Custom Continents.

I am completely baffled. I have tried the mapscript generator on other computers and they seem to generate some traditionally looking maps.

Another idea is just choose some vanilla stock map scripts or do the "Play Now" option and select from that list.

Thanks for bringing this to my attention. I will spend some serious time looking at this and hopefully will have a fix on the next update (hopefully this Saturday).

Cheers!
 
I'm having the same map problems too.

Nice mod!

If you play on a non-custom map, using the Play Now feature and select any number of those map criteria, do you still just get giant Pangea worlds?

I am truly baffled by this. I will have some of my testers try and make some random custom maps and see if they too experience it (Generally they always play from my machine).

Anyway, I have not had any problems with the map but I am sure there is something really odd going on.

Can either of you give me exactly the map, all the options, and the number of AI and difficulty? I will try and replicate it.
 
I havn't tried the "play now" yet, but I will. I was getting the error under custom game - trying to limit the number of opponents so I could get used to the mod mechanics - using several different mapscripts and got one continent that took up almost the entire map. The only terrain was in the squares visible at the beginning of the game. Other than that there were a few one square lakes and a few volcanoes (I think). Evething else was plains.

I'll post a map and the specs tonight.
 
I havn't tried the "play now" yet, but I will. I was getting the error under custom game - trying to limit the number of opponents so I could get used to the mod mechanics - using several different mapscripts and got one continent that took up almost the entire map. The only terrain was in the squares visible at the beginning of the game. Other than that there were a few one square lakes and a few volcanoes (I think). Evething else was plains.

I'll post a map and the specs tonight.

This weekend I will be uploading version 1.55 of the game. In this version I have included many new mapscripts and hopefully this will remedy the situation. I have also discovered the bug with Jungles and they are prolific again (hooray).

A ton of changes and additions are ready to be rolled out and I can't wait for you to download the new mod and try it out.

Cheers!!
 
The only thing this really lacks is animated leaderheads.
I just don't understand why you chose not to include them.
 
The only thing this really lacks is animated leaderheads.
I just don't understand why you chose not to include them.

Thanks!

The absence of animated leaderheads was because the original mod I based mine off from (Thomas' War) didn't have animated heads. Secondly, I also didn't include them because they are a resource hog in comparison to what you get out of it.

ExtremeMod was developed primarily for myself and my friends who love to play Civilization in multi-player. Although thoughts of sprucing it up for the solo player have crossed my mind, I am not even sure where to start to add them back in (not impossible, but just so many other cool ideas I want to get done first).

One thing that attracted me to Thomas' War was that he had so many off the wall and really new leaders -- something in my group of friends we really loved. So I am unsure if there would be animations for all the leaders in the game.

I hope you continue to play the mod, even without the animations, and the next couple of mod releases are sure to please!

Troy
 
I just set up duel suzed custom maps for the first 12 scripts (no options checked, time only victory). Seven scripts generated reasonable maps and five generated endless plains. The ones that don't work are Archipelago, Balanced, Continents, Fractal and Highlands.
 
I just set up duel suzed custom maps for the first 12 scripts (no options checked, time only victory). Seven scripts generated reasonable maps and five generated endless plains. The ones that don't work are Archipelago, Balanced, Continents, Fractal and Highlands.

Thanks for your help. Out of curiosity I set up some duel sized worlds too. I checked the ones you had problems with such as Archipelago, Balanced, Continents, Fractal and Highlands. I got completely different results -- although the maps are very small, each one generated what I would expect.

I have played with many values on version 1.55 (to be released tonight) so perhaps something changed in the code to allow better maps.

I am also including several new map generators, so if one doesn't work please try another one.

I real happy to announce that I fixed my Jungle bug and that terrain is back in the game.
 
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