ExtremeMod

Version 1.55

+++++Alterations+++++

Jungle has returned to its nasty disposition and will damage units travelling through the fetid morass.

Deserts and Hills are more expensive to move through.

certain ocean terrain, such as coral reefs, will now damage your boats and ships a small amount.

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.

Made Martial Law even better for warlike nations.

Modified the way the AI conducts foreign and internal affairs. Hopefully wanting to build more colonies and make more workers. Further refinement into making the AI a bit more deadilier.

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.

All aircraft now have expanded combat capabilities in line with more realistic command and control.

Camel Riders have been adjusted down to 13/2 and have had their attack modifiers decreased to 15 percent.

TradeGoods now have unique names to give them a bit more of aesthetic feel.

Blacksmith have been made cheaper and changed so that they give the city +3 hammers.

Naval and Land mines now have a per player limit, at any one time, of 10.

Added Indigenous People, a way to colonize distant lands by using the local peasentry rather than by conquest or by moving your people into the area.

Missile Cruisers now require Laser technology to be constructed.

Deleted the sniper -- in multiplayer games it caused too many crashes for its cool effects :(

Created a new unit called the Corsair which is a bit beefier pirate vessel that can be used later in the game.

Created a new unit called the Jetpack Carrier, which is a new steampunk technology unit allowing a sizeable force of jetpack knights to be moved quickly across the ocean. I wanted them to be able to be launched from the ship (in paradrop mode) but appears that is not possible.

Added back a number of different map scripts, hopefully allowing for a variety of maps.

Corsairs and Galleons when defeated in combat returns under ownership of the victor of the engagement.

All UU have been updated to be more useful and competitive with my modifications.

Increased the chance of finding Unobtanium and Liftwood.
 
Sorry. I spoke too soon. The Extreme mapscript isn't generating any forests or jungles for me. If I choose heavy forests/jungles I get some (probably just the extra ones). I can generate any of the other map types with no problems.

Working on a solution now. I'll let you know if it works.

No luck. I tried purging the 'documents/my game/beyond the sword' folder and that didn't work. I also tried reinstalling, both the game and the mod, with the same results.
 
Sorry. I spoke too soon. The Extreme mapscript isn't generating any forests or jungles for me. If I choose heavy forests/jungles I get some (probably just the extra ones). I can generate any of the other map types with no problems.

Working on a solution now. I'll let you know if it works.

No luck. I tried purging the 'documents/my game/beyond the sword' folder and that didn't work. I also tried reinstalling, both the game and the mod, with the same results.

That's too bad, I had hoped we had worked it out. I guess you should find a map that works and play on that until we can isolate the issue.

I wonder if anyone else is having this problem, or if it is just something you are seeing?

You are putting the mod in: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods
 
Hey.

I have a problem with the Composite Archers, they have a city defense value of 113131% or something like that, its huge.

That makes the green life bar on every units very loooooooong, and i got lots of green lines on the map :crazyeye:

I cant seem to find anywhere to change that value.

Help needed asap, really want a go at this before civ V comes :king:
 
I keep getting XML errors when trying to load version 1.55. I didn't have any problems with the earlier version 1.35. I deleted the previous version and made a clean install.
 
I keep getting XML errors when trying to load version 1.55. I didn't have any problems with the earlier version 1.35. I deleted the previous version and made a clean install.

What sort of XML error?

No one in my test group has seen anything like this, so any sort of clue will help isolate it.
 
Hey.

I have a problem with the Composite Archers, they have a city defense value of 113131% or something like that, its huge.

That makes the green life bar on every units very loooooooong, and i got lots of green lines on the map :crazyeye:

I cant seem to find anywhere to change that value.

Help needed asap, really want a go at this before civ V comes :king:

Wow, that does sound interesting. Can you give me some clues on what sort of game you are playing? The difficulty? The size of the world? Number of AI? I am just drawing straws here because of all the games we have played I have never seen that. Also just because it has some weird defensive value, it doesn't really mean he has it -- more than likely it is just a bogus percentile. If the city has walls, parapet, and castle that could easily happen but doesn't really mean it is real.
 
What sort of XML error?

No one in my test group has seen anything like this, so any sort of clue will help isolate it.

This time I left version 1.35 in the mods folder but changed its folder name to "ExtremeMod1", and now version 1.55 loads with no problem!
 
This time I left version 1.35 in the mods folder but changed its folder name to "ExtremeMod1", and now version 1.55 loads with no problem!

Very interesting. It could be getting confused if multiple ExtremeMods are in the Mods folder. I tell my playtesters to always delete the old version first, then to uncompress the new zip onto the desktop -- from there move it to the Mods directory. if you uncompress into the mods folder, with an older version there is a chance that it won't over write all the files.

I have seen that happen even when the person explicitly tells the uncompression to over right all files -- crazy.

I hope you don't have any more problems.:)
 
Wow, that does sound interesting. Can you give me some clues on what sort of game you are playing? The difficulty? The size of the world? Number of AI? I am just drawing straws here because of all the games we have played I have never seen that. Also just because it has some weird defensive value, it doesn't really mean he has it -- more than likely it is just a bogus percentile. If the city has walls, parapet, and castle that could easily happen but doesn't really mean it is real.

Noble - Large - Terra - 9 AI - Raging barbs - Agg AI.
 
Noble - Large - Terra - 9 AI - Raging barbs - Agg AI.

That is exactly how we play the game. I will bet that it isn't a real value. I have seen things even in the vanilla game that has oddball values like that (most notably the original unmodified Organized Religion Civic).

If that is your unit, I wouldn't rely on it to save your city. If it is an enemy, I think a could of good axemen will teach that bugger a lesson.

It is strange that you are getting that value though. I wish I could recreate it-- we are now in a multiplayer game like the one you spoke of and the only problem I have seen is Promotion issues with Witch Doctors and incorrect Religious symbols.

I will continue trying to figure that out.

P.S. Don't go to Civ V -- Stay here for another couple of months :)
 
Very interesting. It could be getting confused if multiple ExtremeMods are in the Mods folder. I tell my playtesters to always delete the old version first, then to uncompress the new zip onto the desktop -- from there move it to the Mods directory. if you uncompress into the mods folder, with an older version there is a chance that it won't over write all the files.

I have seen that happen even when the person explicitly tells the uncompression to over right all files -- crazy.

I hope you don't have any more problems.:)

Except that I did delete the earlier version before adding the new one to the mods folder. I don't know what changed, but now it loads fine.

BTW, I see you fixed the Pangea mapscript. :)
 
That is exactly how we play the game. I will bet that it isn't a real value. I have seen things even in the vanilla game that has oddball values like that (most notably the original unmodified Organized Religion Civic).

If that is your unit, I wouldn't rely on it to save your city. If it is an enemy, I think a could of good axemen will teach that bugger a lesson.

It is strange that you are getting that value though. I wish I could recreate it-- we are now in a multiplayer game like the one you spoke of and the only problem I have seen is Promotion issues with Witch Doctors and incorrect Religious symbols.

I will continue trying to figure that out.

P.S. Don't go to Civ V -- Stay here for another couple of months :)

Its actually extremely hard to kill, had 5 axes, 3 cat, 3 war elephants, and other still couldnt beat 1 composite archer :king:

And yes the new religion symbols are mixed up :crazyeye:

This is a very good mod though, not like that crappy RoM which demands an extremly good pc to play bigger than standard maps.
 
Its actually extremely hard to kill, had 5 axes, 3 cat, 3 war elephants, and other still couldnt beat 1 composite archer :king:

And yes the new religion symbols are mixed up :crazyeye:

This is a very good mod though, not like that crappy RoM which demands an extremly good pc to play bigger than standard maps.

Sorry to hear that. Of course that is some weird bug that is occuring when all the planets come into alignment -- In all of the games we have played, I have never seen that. There is a unit in the game, called the King, that is very hard to kill but then he is the king!

I know its a rotten deal you got, but think about starting another game. I can't imagine what is causing that? Do you know if it had wall around the city? A parapet? That could have caused some kind of weird anomaly.
 
This is a very good mod though, not like that crappy RoM which demands an extremly good pc to play bigger than standard maps.

Let´s not modbash: I always play on Huge no matter what mod, so it sounds more like you got a crappy PC.
 
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