Future Mod

I have to go through the XML and look. Several buildings and units. An artillery piece, a modern frigate, a cyclotron and about 10 leaderheads. The mod will either not load or crash if you don't have RTW. I'll post the list here. Maybe cut and paste the stuff into the next upgrade. Or just have alternate versions, one that economizes on memory and one monster file.
 
Thanks, looks like I'll have to go through my HD and see what I can delete to get RtW back. Do you know if RtW Ultimate Edition would work?
 
I use the following assets from RTW by path

Leaderheads:
Turkey, Finland, Siam, Dutch, Yugoslavia, China2, Italy, Scandinavia, Mongolia, Iberia

Buildings: Modern Granary, Tank Factory, Chain Reactor

Units: WW2 Frigate (late era look for unupgraded Frigates)
rtw_transport (replaces transport, so regular transport can be the late look for Galleon which is renamed "light transport"),
and AT Gun ( in unitsnew, for 3.17) (which is the late look for "field gun" ie cannon)

I don't know if RtW Ultimate Edition has those particular assets. Some of them were added with the 3.17 upgrade. You also need Final Frontier and Afterworld and NextWar.


The new dll for spaceports that forge connections like seaports is very buggy, so I am thinking of just doing the same effect with just XML. I will use the same method for each of several main Bonuses like uranium, he3, antimatter, superconductor, and maybe fuel. I'll use Uranium for an example.

There will be a national wonder, Uranium Exporter that requires Spaceport and Uranium and gives the free building Uranium Importer in every city. Uranium Importer gives its city free Uranium. Thus I will have to add two new buildings for each Bonus I want to make space transportable. And these buildings will all be quite cheap. Also, I think I'll merge Revolution DCM in there, make barb units all spacecraft and appear in the Near Future. I'll make Minor Civs start in the modern era with all the techs up through Near Future and I'll call them all Space Pirates, with a new city name list. And I'll make all spacecraft capturable as...themselves. I've already made Transhuman Militia defensive only. Should finish all that this weekend....

I've done the merge with Revolution. Really enhances this game. Occassionally I get those traceback popups, I guess my nonstandard settings for Barbs don't fit with Rev.

I'm testing on a Solar System map right now. The Alien Empire is absolutely going through a fall of rome thing, split multiple times. Also I've improved barb units: they have all spacecraft type units and are space pirates and appear in the near future. The "animals" are as was. Barb Civs get all the techs prior near future and appear in the modern era. Have to get the era music working. I haven't heard it in game yet. There are barb "spaceships" all over the place in space and a barb civ is building itself up on Venus.
 
I've uploaded another improvement, version 1.19.
Much later edit: removed link to defunct version.

Edit. I just started it up and suddenly there's a graphical problem with Flintlock415's mounted ranger that I am using for the barbarian Outlaw. I thought I had gotten rid of it, but I did a cache clean and its back. These horrible brown arrows. Fixing it now and will patch and upload a whole new 1.191...
hmm, restarted and it was gone. Very strange. Much later edit: I just skipped Flintlocks unit and used his skin on Cavalry and its great.

Called this version 1.19 because its not quite there to 1.2. Built all the main structure but needs lots of facade and paint. Mean to reskin the late Vandal to keep the weapons but have a spacesuit. Mean to make separate versions of the missionaries in spacesuits, with different symbols on the suits. Still mean to look up credits. Added music but it doesn't seem to work. Mean to reorganize files so names are the same all the way through. Mean to make the buttons and civilopedia better, including extensive explanations for the yields of terrains and improvements. Mean to try out all the fury road leaderheads as alternate leaders for Minor Civ and see what that does. That sounds like fun, I'll do that first. Didn't work, got tracebacks, made a separate SpacePirate civ, non human playable, and gave it all those leaders, and the tracebacks were gone. Anyway, also mean to figure out why I can't get He3 to appear and I mean to finish the rest of the Importer/Exporter buildings. And redo the eras so that the late look starts with near future, middle look is modern, and early is all prior to that. But that means somehow breaking industrial down into two eras. Also redoing the years so they work for all speeds. Currently calibrated for an Epic Advanced Start and all post modern starts begin in 2015, even the dstant future.
 
I could download RTW Ultimate Edition and see if it has the requisite files. I'm not installing it because I'm perfectly happy with the standard one. Other than the massive disparity in unit strengths between major and minor powers. The difference should be like that between a UU and a regular unit, not like that between units two generations apart.
 
I was kinda hoping someone would take the Future Mod and combine it with some other mods for a really long and epic game. Anyone have any idea how to do that?
 
Yeah, I'll extend this mod back to the stone age eventually. I'm going to have Bronze Age, Iron Age and Dark Age as well as expanding the rennaissance. I looked at TAM to maybe try and weld it on, but the fit wasn't good, great as TAM is.

What I plan to do is have a whole game of Ancient development up through the Dark Age. Once you research all the techs up through the dark age, the only techs left cause buildings to go obsolete and units to upgrade, so you will not have any units that can build ancient Improvements, which will get pillaged because I'll add massive pillage payoffs for them and plenty of land privateer type units. Ancient Civics will have to be added so you can research the basic ones of the current game and get out of actively negative civics. And I'll force you to research these Degeneration techs to stay militarily competitive. Ancient Armies will be expensive to maintain and build, while early Dark Age units will be cheaper, stronger Hordes and Auxilliaries and such. Then, once your civilization falls into Barbarism you will be able to research Renaissance Techs and proceeed.

But before I do that I have to get this part right.
Right now I've gotten the music working (it doesn't want me to add a tag for a new song name, so I just use UserDefined) and am experimenting with different leaderheads, like a whole civ called "Space Pirates" that uses all the Fury Road leaderheads and starts in the Near Future.

The problem is the same as the problem with regular civ: leaderheads don't update. How can I start you out with some Ancient type and expect that to be good up into the future? Of course leaders in civ don't really represent individuals, they represent dynasties or ruling factions. So I'm considering renaming them with more generic names like a Reagan and Roosevelt pair for America named "Republican Leader" and "Democratic Leader." Further, civs rise and fall. A set of civs that works in one era may not fit for another. A country that is tiny and insignificant may be a world empire in another era. If you supply them all, then its about probability: how can you give equal weight and probability of appearance to both America and Cambodia? Even Revolutions doesn't make up for that. Of course, just scripting the evolution like Rhyes is one solution, but I don't enjoy it.

I'm thinking about offering several patches for different leaderhead options. Also with Rev now added , more than one leaderhead per civ might be good and I might eliminate the extra civs I made so each civ would only have one leader. Basically I'm redoing Civs. But if I get creative with futuristic civs and making stuff up, that messes with the pastward stuff. My original idea was that you can make scenarios, or select your civs in a Custom game, so I should include everything.

What about offering patches each consisting of replacement leaderheads, leaderhead and civilization xml files, and text support for a different era. So, you would have the option of installing all Ancient and Medieval Civs and Leaders and playing them into the future, all Rennaissance and Industrial Leaders and Civs, all Modern era Leaders and Civs, or all fictional Future era leaders and Civs. So, the next version I post will have the Civilization list trimmed down and will come standard with a set of Modern and Future era leaders only, at least two per civ.
 
Great mod so far :) Im gonna keep playing it.

So far no bugs, just couple minor issues - for the record Im playing on Noble, Standard size, epic speed, earth+moon map, rest defaults
- the revolutions seemed to plague all AIs after about 100 turns the AI development pretty much stopped, best AI still has like 600 points (compared to over 2k mine) and it didnt earn much since I had 600. Also, currently there are over 20 civilizations, most of them 1-2 cities :(
- when starting new or loading the game I'm getting an error window saying that Revolution.ini was not found - it points to mod directory\revolution - which does not exist, because I've never used it. Even with this error, the mod works ok - maybe it causes the effects in point above ?

Besides, lots of great work done to deliver this mod and I was always looking for some more scifi touch to C4 :goodjob:

Edit:
It seems I found a bug - the religions becoming obsolete sometimes go haywire - it keeps trying to obsolete my state religion, even though its most powerful, while keeping religions that have influence in 1 city only ...
 
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Thanks for the feedback Xeovar. The religion mod was someone elses work, and fit my design plan almost perfectly based on the assumption that it doesn't obsolete a state religion. If it does that I need to actually look at the python code and maybe find some way to exempt state religions. Its never happened to me, and I expected a tag setting state religion to 0 in the event to exempt state rels, but apparantly it only keeps the event from being exclusive to state rels.

I might not be up to fixing Revolution DCM, though I could probably do better with the python merge. The Rev DCM was a recent addition, and it may be possible to rig the design so the fit is compensated for. I may be able to do Leaderhead personalities so they don't ignore unhappiness and stuff.

Edit: For the next version, coming this weekend, I've fixed the religion problem with some simple XML, added an alternate outcome to the event trigger, now you can "Subsidize this religion" for 1000 gigacredits, and it's team only, not global. So if your state religion is threatened, you may be willing to pay, but if it's some rel that exists in one city that somebody sent a missionary to you may just let it go. The AI tends not to save, and thus will tend to just lose rels, but this will remain local to them. I also may add more options. Have revised Civilizations so all the preindustrial leaderheads are grouped under basically three new Civilizations: "Environmentalists" "RetroEuropans" and "Native Americans." Added all the Fury Road Leaderheads as alternatives for an AI playable "Space Pirates" that start in the Near Future. Got a bunch of leaderheads from all over to supply alternate leaderheads for modern type civs, so for example Italy can have Mussolini, Garibaldi, The Pope, or The Other Pope. All this will greatly increase download size, so I'll make it an alternate "patch," that can replace the existing civ and leader scheme which is pretty light on size. I'm getting all kinds of exceptions (I have python exception popups turned on) coming from the Rev python, mostly regarding civ IDs. I had to stub in nobody-playable civs with all the classic names to get rid of one recurring one, but the right fix would be to find out where this registry of expected civs is coded and edit it.
 
Uploaded version 1.2.
Now fattened to 172 mb (zipped, over 350mb unzipped) with music and leaderheads (Civs revamped). Some idiosyncracies corrected also: the vanishing religion event now offers a chance to buy out, He3 now appears, the Outlaw is just a well behaved reskin of Cavalry. Improved some city lists.

Quite playable now, yet lots of improvments to go.
 
Got a bit further into the game and couple questions/comments:
- how can you link your off-world colonies to trade network ?
- too many units that can build cities, really unused (on expensive war units especially), it only clutters the screen. Also not really necessary on workbots to have it.
- the different fuels come to fast in research (at least so far) compared to their availability
- very big jumps in strenght very fast - before i built my first mechs and first dread i already had to upgrade it and transhuman militia was available. And conqueror drone is completely overpowered.

I'll restart with the newer version.
 
Off world colonies are an ongoing problem. I tried to get some code that would make spaceports link you to trade, but it didn't work very well. Later I may go back and try to fix it, but now that I've put in RevDCM, that means I'll have to merge the source code. I'll put a link to the thread here. http://forums.civfanatics.com/showthread.php?t=316111&page=2 In compensation, I made a couple of buildings that connect He3 to the trade network: one is a National Wonder "He3 Exporter" that requires He3 and a spaceport, and puts another building "He3Importer" in every city, and that building gives its city a Free Bonus of He3. I'll add more buildings that do the same for a few other resources. Its an inelegant solution. And inexplicably He3 occurs VERY rarely.

Units that can found cities: All three kinds of Space Battleships and Space Carriers, Nanoswarms, Workbots, Transhuman Settlers, Colony Ships, Settler, Air Migratiion. Carriers and battleships have this based on the concept of Battlestar Galactica. If you have one of these left you can concievably restart your entire civ, they are so huge. Also, to entice the AI to settle off planet. Nanoswarms and workbots are so versatile and high tech that logically by the time they exist they can build a city, including inhabitants of some sort, from scratch. Settler, Air Migration, and Colony Ship are a progression of settlers with different kinds of transportation. Transhuman settlers just reiterate the point that in the future the "population" represented might consist of more than just standard humans. Also all the extra settlers were partly made specifically to keep older forms from becoming obsolete when one new form becomes available. I don't want you to have to build an expensive colony ship just to make a colony right next door. Since only the Transhuman Settler and 3 tiers of regular settler are pure settler units, the others do not contribute to clutter since they have other functions. Edit: I eventually took settler away from the big spaceships, though all but the first versions of them can upgrade to Colony ship.

The different fuels coming too fast? I don't understand. You have oil, but if you don't have it but have grains you can build a Biofuel factory at a health cost, and/or if you have coal you can build RocketFuel plant. Rocket fuel and varous kinds of batteries (lithium or electrolytes) can allow Highways and some kinds of light armored units, but batteries cannot be used for rockets. Some units can use uranium or lithium for fusion once you have fission and fusion, others eventually use Antimatter etc...Every civ will not have lithium and you cannot make it, but there is a decent chance of it and there are alternatives. Same with uranium. Antimatter is purely manufactured by buildings.

The jumps in raw strength are somewhat mitigated. Most of the advanced units have strong promotions and bonuses that give them relative achilles heels. Transhuman militia has been made a defense only unit. Early hover dreadnoughts move extremely slowly. Hover tanks have a large defensive bonus in cities and are very available. The conqueror drone line are bonused up city attackers that can move very fast on all terrains (other space units, like gunships, generally cannot capture cities). However, Conquerors can be pretty easily killed if caught outside cities or on defense. The idea with them designwise is to make sure they don't have blitz and must work with other units to take cities. Perhaps now that I think about it, I'll try toning down Conqueror raw combat and give them blitz to make them mop ups, leaving spacecraft the big fight. Another thing is the Sentinel which just has pure combat power without a lot of huge bonuses anywhere. Big spaceships can take it out though and let the Conqueror mop it up.
 
About the fuel - I my game got me to the point where I had technology for exotic matter before I managed to get my self antimatter. All because no lithium meant no reactors, which meant to antimatter and in the meantime i created the corp that provides exotic matter ...

Now I started a new game with 1.21, same settings and first what I have are two civs, one started with 720 points and the other with over 1k (Space pirates and Aliens). They have transgenics for starter units, while everyone lese has longbowmen. That doesnt seem right.

Edit: I see you removed 1.21, Ill try with 1.20 then.
 
The Aliens civ starts with all Distant Future and Far Future techs and no techs prior to Distant Future ones. The Space Pirates start with all techs up through the end of the Modern
Era. These two civs are not supposed to be Human Playable. They ARE imbalanced. The Space Pirate are a recent addition, but I have played often with the Aliens. Before Revolutions was added what happened was that they leaked tech to the other civs to form alliances, and raided them a lot, so if you stayed on their good side (were a lackey against other human civs) and then turned a dogpile against them once you were advanced enough you could take them down, since they are unable to win a spaceship victory (FTL tech is disabled for them). On the other hand, they are a real threat at Diplomatic victory. Consider them an extra challenge thrown in occassionally. Now with Rev DCM, the Aliens are plagued by awfull revolutions and get dogpiled and wiped out.

The Space Pirates are a relatively new idea. I figure the same thing will happend. They will leak tech, everybody will suck up to them and then it will level out. Tech slows down so much in future eras that they won't be that far into the Near Future when everybody else gets there. Played by a typical AI they will probably not do well. And I don't think they have transhumans, only the Aliens. The Space Pirates have, like, a Mechanized Engineer and a free Spaceport building.

Maybe I should find some way to make it a selectable start condition, like playing with Aggressive AI or No Barbarians: Advanced Opponents? Do you really think they are so bad and imbalancing? My philosophy is, the occassional unpredictable imbalance can be interesting. I'm going to take a look at the conqueror, though and in fact post a whole unit tree.

As for the fuel, all I can say is COOL. That's the kind of thing that's supposed to happen.
And as for Longbowmen, every civ used to have its unique unit as a replacement for the Longbowman, and I got rid of that because it was a silly mess and to prepare for a future extension back in time, so longbowmen are back. I may have to create a better late rennaissance unit that is believable, like maybe a combination of pikes and Harquebuses, as a substitute for it.

I doubt 1.20 will be that different. Only minor tweaks between them. Thanks for playing, keep up the feedback.
 
The idea behind pirates and aliens is ok, but in this case they shouldn't start on the same planet (im playing solar system map, so they should start really anywhere else but earth).

Didn't have much time lately, but I'm playing another round, will see how it goes. So far so good, only Cobra Commander from Oceania keeps coming with tribute requests every single turn, probably some minor bug.
 
Just installed 1.20 + 1.21 patch...

Vista 64 - 4 Go DDRAM - Dual core 3 Ghz

Problems encountered :

1) Each once i load a game, Future Mod search for Revolution Mod...

2) i modified "privatemaps" into "publicmaps" but no result

3) The both maps are not showing in scenarios menu, i open them and it says "you are defeated because 7075 AD...

4) i will try to rename back publicmaps to privatemaps but i'm fully fears...

Good job "toutefois"... :goodjob:
 
ADDENDUM : the two maps seems to be empty
 
@ Lachlan: The scenarios were made under an earlier version and possibly won't work because of that (sorry about that, I make the upload from the version in my mods folder, which retains old stuff when I patch up changes), but the map scripts should be fine. I will patch the scenarios tonight (its morning here). I have Vista and a computer comparable to yours and made the mod on this computer, so that can't be the problem. All I can suggest is to reinstall the mod if the public maps don't work.

@Xeovar: I foolishly gave Cobra commander a free tech, trying to be palsy with Alien Leader's pals, and now he/she/it comes to me EVERY turn asking for a free tech, cycling through all my techs, but remains Pleased. I'll have to look at the settings, that's wierd. Also Idi Amin was Moslem, so I need another Christian African. Can't find Desmond Tutu, but there are plenty of leaderheads I could rename. Do you think those two African civs are a good idea and should I split the Vatican from Italy? As for the Aliens and Space Pirates, I'll make them not playable by human OR AI, so they only appear when Revolutions promotes a Barb civ. Also I've made a three planet script with Luna, Earth, and Mars. Later Edit: putting civs on planets other than Earth (except on the Alpha Cenaturi map) is difficult because I'm using Normalize to generate rivers on Earth only. Maybe when I eventually get around to making the maps fancier, with Deserts on earth and stuff, I'll figure out how to just go and erase all rivers in areas where I don't want them, and can then place some civs on other planets. For now the maps are servicable.

@ all players. How much AI interest have you seen in expansion off Earth on multiplanet maps? I've seen very little, other than barb cities. Which is another reason for (1) Revolutions and (2) the Conqueror drone. I think it may have to do with the fact that from an AI perspective all other planets are essentially the interior of another continent (because unlike Earth they are not set off by Oceans). Perhaps what's really needed is for me to give up on having both Extraterrestrial planets and Space colonies and just make Space an ocean terrain. Feedback?


Put patch 1.22 on the first post. Added Kim il Sung and Big Brother, gave Cobra Commander a memory, did some more leaderhead adjustments. Repaired Derivative civs in CivInfos, so revolutions should work better now. Also added three planets map script with Luna, Terra, Mars. Still haven't got the old scenarios up yet.
 
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