Future Mod

Hmm... I'm having a few problems with the latest version of your mod. I started a game using the "Play now" option, and it seemed to give me a list of civs for the industrial era although I was starting in the ancient era. Also, if I tried to choose the Chinese Empire, the game would immediately crash to the desktop. I opened up the xml and saw that the Industrial China civilization should have the leader "Cixi" which didn't exist in the leaderheads file, so I just changed it to Qin Shi Huang and it seemed to work fine. Also, as China, the game wanted to name my cities odd things (for example my capital was named "Krod Scott"). I haven't noticed any other problems yet, but so far I've only played to about 1000 BC.

Also, why are there barbarian sea monsters? I'd rather keep the ancient to modern eras realistic and keep the fantasy to the future eras.

Anyway, besides these nitpicks, it looks like you put in a lot of work in the mod, so thanks! :)

Edit: Oh, and I like how the unit graphics change according to the era in the game. But for some reason, some very outdated units have the model of the sea monster.

Edit2: I almost forgot, the Renaissance music plays from the beginning of the game in the ancient era, which isn't a big problem at all but still bothers me ;)

Edit3: OK, I swear this is the last edit. I wanted to say that the team colors in my game seem to be all mixed around (China is peach colored, Carthage is blue, Aztecs are yellow). Sorry for my nitpicking, thanks for your work!

Edit4: I lied. I just reached the Industrial era in 95 BC, while my rivals have barely entered the classical era. On noble, my score is about 400, my closest rival's score is about 200 (and he only has 1 city), and the other 3 have less than 100. I've only gone to war against one of the civs with less than 100 score. It seems like the AI is beelineing to the Dark Age before researching anything else, rendering them eons behind in tech.
 
Hmm... I'm having a few problems with the latest version of your mod.
Thanks for the report

I started a game using the "Play now" option, and it seemed to give me a list of civs for the industrial era although I was starting in the ancient era.
Had you previously started a game in the indusrial era? The era civs thing is kind of temperamental. It gives you a civ list from the last game you actually started, until you actually pick a civ. But "Play Now" will only start games in the ancient era, and all other civs will be randomly selected from the ancient era. Think of this as a cool feature allowing you to play as any civ from any time playing against the world of a completely different time!


Also, if I tried to choose the Chinese Empire, the game would immediately crash to the desktop. I opened up the xml and saw that the Industrial China civilization should have the leader "Cixi" which didn't exist in the leaderheads file, so I just changed it to Qin Shi Huang and it seemed to work fine.

That's because the tags in LeaderheadInfos forr Cixi referred to my Ekmek leaderheads package, the original plan, rather than the one included. I decided she was too important to be optional and included her but left the tag unchanged from the "expanded version" of 1.7 that relied on the outside package. I have made patch 1.82 for this. I'm also removing the Ekmek folder from my mods folder so I can see if there are any more like that.





Also, as China, the game wanted to name my cities odd things (for example my capital was named "Krod Scott"). I haven't noticed any other problems yet,
That's the random city names mod. It was originally supposed to act only on Barbarian cities, but in getting rid of an exception I somehow made it work also on human player cities. The other civs still work fine, and as a human you can of course rename your cities any way you like. I guess I need to fix this.

but so far I've only played to about 1000 BC.

Keep on playing and please report. I'll tell you one thing I noticced about the future era is that when I switched the city soundscape from standard future to the Next War one to get rid of the honking car horns (I went looking for how I might put my own together, and it was just there!) I lost the late era music, which I happen to like.

Also, why are there barbarian sea monsters? I'd rather keep the ancient to modern eras realistic and keep the fantasy to the future eras.
I agree. That was a mistake. It was already pulled out in patch 181. Actually just toned back down. They are still there in the ocean, but only come into coast if there is a feature (wind or sun). Having them come on land was dumb. Having just a touch of it like this should be OK, in this limited context. What you see in civ represents the reports the king recieves. He hears about sea monsters--was it really? Probably a storm. Need to explain all this in civilopedia.

Anyway, besides these nitpicks, it looks like you put in a lot of work in the mod, so thanks! :)

Edit: Oh, and I like how the unit graphics change according to the era in the game. But for some reason, some very outdated units have the model of the sea monster.

Yeah, the original had provisions for this, but I made a modcomp to do it era by era, not just early middle and late. I haven't yet BEGUN to use the full capabilities of this one. Yes, Horde (which I need to redesc "host" and Workgang look like sea monsters if they are still around in the near future. Foederati and slave gangs will be among the first to be infected with the mutation. Perhaps that was frivloous, but at least its in the correct era now. Maybe they should get a more humanoid upgrade? I believe I've seen some perfect stuff...

Edit2: I almost forgot, the Renaissance music plays from the beginning of the game in the ancient era, which isn't a big problem at all but still bothers me ;)
I like it better. Some of the ancient era music is horrible.

Edit3: OK, I swear this is the last edit. I wanted to say that the team colors in my game seem to be all mixed around (China is peach colored, Carthage is blue, Aztecs are yellow). Sorry for my nitpicking, thanks for your work!

Edit on. I did this on purpose. I decided you can only really tell apart about 20 colors, so I would have exactly 20 civs per era and the same 20 colors would be recycled. Some civs don't exist in every era, so they used a disused color. The Franks become the French, so they keep using the same color, and the Celts become the English, but Israel exists in the ancient era then disappears until the Modern era, so I can let their color be used by another civ, such as the Portugese, who exist only in the Renaissance and the Prussians, who exist only in the Industrial. In the process, I paid no attention to which colors went with what civs initially. The colors are just different, so I figured it was no big deal. However, it messes up flags, so I have to create a whole set of WhiteFlag icons. Is it really that important so I need to make them match the original?

Edit4: I lied. I just reached the Industrial era in 95 BC, while my rivals have barely entered the classical era. On noble, my score is about 400, my closest rival's score is about 200 (and he only has 1 city), and the other 3 have less than 100. I've only gone to war against one of the civs with less than 100 score. It seems like the AI is beelineing to the Dark Age before researching anything else, rendering them eons behind in tech.

Lie on. You mean Renaissance? The eras go: Ancient, Renaissance, Industrial, Modern, Near Future, Far Future, Distant Future. Yes, the lameness of the AI in the ancient era is a problem. In Renaissance era starts they don't seem to have any difficulty. In fact, its lucky they beeline for the Dark Age they are so bad at the ancient era. At least they get powerfull military units. Maybe I should put some civic changing techs in the way. Like change the prereq for Dark Age to include Monarchy?

Checklist:
Fix Cixi: Done
Fix Sea monsters: Done
Fix Flags EDIT: mostly done. maybe some fine tuning.
Provide Chart of Civs, colors, leaders (update 1st draft spreadsheet and post) EDIT: such documentaiton much later
Humanoid upgrades instead of kraken EDIT: they just keep the industrial era look, and ffh units for halloween civ EDIT: uu generally planned
Get back late music
Fix human city names: Eventually
 
Things to do. (my pile of notes)

Spoiler :
Farm on Marsh, but not town. Oil in marsh (other bonuses too)
Swamprat promotion. Redes Horde to Host, Dweller to Warband. Make missionaries not req rel (only monastery or free rel civic). No AS2D Build Aztec Religion of Tagid3. Force wall. Chivalry not req for knight, just gives a plus, maybe a chivalry promotion. Calendar reveals wheat, rice, corn. Deplated farm still taps them. Granary and ren farm require one of them? Terrace req corn, granary req wheat, stable req horses or cows. Hagia sopia plus with Universal Surveillance? Its obs with gunpowder...Too much space between HA=6 and Cataphract=10, give HA retreat and collateral. Fix map latitudes. Trading post plus gold not food. Harbor plus food. Its backwards. Ballista elephant too good compared to real catapult (did i fix this?) Let adva mine get lithium. Replacable parts gives militia, musket w gupowder. Steam power gives (improved) workshop. Explorer on venus butn ot mars? Factory town = ancient town but extr bonus from mercantilism(gold) automation (hammers) and is plus food with special tech, food synthesis. Advanced mine removes regolith, why no he3 popping? Get rid of obsolete names (?) Give some civs advanced mine as preferred imp. Start doing uu for future civs (halloween, virtuals) ind and mod look for horder (done) Adv mine outside borders ok. Make terraform buildings increase hammers, not food? Maybe depend on civic. Let space explorer upgrade to spy and great spy. dump the free space explorers, change to a variety. make spaceship parts one per city? (cant be done with just xml) give era civs free techs per era so you can regular start there (no, it doesn't work that way) use a different animation for space explorer. city list for africa. Re BG and use these RTW leaderheads as corporation heads (civs from SOTM that only exist to upgrade from barbs (not human or ai playable): Curtin, Ulmanis, Wilhelmina, Michael, Ryti, Chancellor, Haakon, Chichai, Gustav, Petain, Peter II, Shicai. Use African Aminah, not enough african LH. Get a real asian for East Asia. Colonizer: settler ai only (done). Make reskinned late paratrooper. use the bolters and mechas and new buildings. increase civs in dll. event: on meeting any new civ you get a randomly selected plague. txt key city name copenhagen, stockholm. redesc polar sea as frigid sea (in case it gets generated on regular maps). call it New mecca. make spaceship parts require an additional tech that is a later era beyond the existing tech. Redesc Halloween "realm of halloween" Get some space infantry from sotm and see if you can find a kfm to make them float around. free market: extra money from all levels of town. you sould always be able to windmill on venus. Make a prefab windmill. Give pioneer tank movement type promotions. Replace horde for barbs. Make tribal warrior upgrade. redesc flood planets as wet planets, desert to plains, plains to graass, wetland to coast in addition to current effects. heat planets also : grass to plains, plains to desert, marsh to grass. Add cool planets: tundra to ice, grass to tundra, desert to plains, plains to grass, venus to desert. Try space marine with an air attack vs spacecraft. try all near future civs get a free pioneer tank. "Has organized the barbarisns"-->"hhas united some ethnically related principalities"
go back over leaderheads and make them match. they are exactly as taken out of broken star and meso except music, names, and some favorites. fix flags. use the rtw flags. use the sotm flags. use some downloaded flags. finally, delve into other mods. credits credits credits. allow hunting camps on pasture bonuses (less yield though). Make ancient great library a national wonder. plus vs melee 35 for archer, 70 for compound. make archer req archery, let javelin take its place at hunting. ancient farm: feature makes valid: forest. Probably what wrong with modern one too. trading post: plus gold. Chemistry req for combustion. forge: change happy bonuses. compass req for electricity. biology for med. tech: green mandates, obsoletes fossils. biology req for bioscience, food science. make more late looks for all old units. late archers look like chokonu. later settlers: no food build. mayba all. titan map: add callisto terrain. city name stockholm. type ALL in. standardize text, type in all desc and strat, reference all civilopedia and make them something other than just the name. see what is needed by actually notiing down from ingame pedia. hi tech worker. give a 5 combat defensive only, all builds of a workbot. Make oil more likely to vanish. lower space aircraft. let scout upgrade to spy, great spy. trebs, small collateral, just big bombard. Catapults the reverse. Move improved windmill and watermill to replaceable parts. Move lithium to electricity. catalyst improves chemical plants (rocket fuel plant, ind park, etc...Militia: get a separate look. Maybe something in old american rev mod. redesc cataphract "Armored Cavalry" Matchlock becomes musket, pike becomes militia. Javelin req no shield, has old archer stats. remove shield from preshield units in nifscope. try having hordes build with food. Hi percent withdrawal for mobile arty. space plane button. titan map wrap xy. upgrade auxilliary beter. rename solar energy buidlings "renewable energy" find other art. Auxilliary upgrades to militia? Upgrade matchlock to militia only. no extra tech for militia. (?). Writing prereq for missionaries. forbid railroads in space th worker. redesc ancient settler "migration" get a city list for berbers (i know i did this) Look up "Autochthonously."


EDIT: If you got patch 1.82 get patch 1.83. I renamed the EkmekLeaderheads file in my mods folder so tags couldn't find it and discovered Khomeini was also referenced incorrectly. Checked all the others and those were the only two.
 
I guess its all taste, many people think my mod is horrible. Go ahead and say, I'll just work harder to make it better.

Hey, I love your mod!!! And I will help you in any way to make it perfekt! (=


Big problem:

The sea monster is swimming at the land and attacks with 28 strengh my primitiv units!!!:eek2:

Another interesting problem:

Sometimes, one or two of the AI Civiliazations begin on a little island with only a few parts of land.
 
I think the patch in the first post fixes the sea monster problem. Also get patch 183 if you were one of the two who got patch 182 before I noticed it didn't fix all the leaderheads.

I put the land mobile sea monster in a game, and kind of enjoyed it. The sea monster is compelled to move every turn, so it never heals, and will eventually die. Also, it can only move where there are features such as forest. Something I noticed long ago is that if you take a unit and make it All Terrain, but bar it from terrains you specify it not to go into, without specifying features you want it excluded from, the presence of passable features will make the terrain passable. Thus I figured the sea monster would occassionally pass from ocean through coast where there may be features, onto land with features, and slink around in dark forests. In one game it happened like that, and I had fun sending hordes out to destroy it. But in the next game, the things flooded all the land and just kept coming. Had to go.

As for AI civs starting on a tiny island, that happens sometimes. To a human player it is just a challenge. Prioritize that first galley and get a base on the mainland. To the AI it is a sentence of death. However, there are plenty of other civs. The reason it happens on my maps is that they turn off functions that normalize terrain around city sites to make them good. Ever see a map where you are in the arctic, on an island of grassland in surrounded by ice? Tha'ts what this function does. Excluding it is necessary for my maps to work, because they are dependent on specifying certain terrains in certain regions and cannot have a function come after that and maybe mess them up. Imagine if a civ started in a polar region and the normalizer replaced all the orbit terrain with grass. I changed the DLL to make the AI settle more by increasing its opinion of local real estate if it can't find a transport (instead of just disbanding the settler). This led to crashes when civs on these tiny islands couldn't settle overseas and couldn't settle locally. I knew what the problem was by isolating exactly what civ was causing the crash, making them a land bridge, and watching the crash go away. Also, by changing the dll and watching the crash go away. Unfortunate, because I WANT this modification, or something like it.

EDIT: on second thought I might be able to use some of the code where the original Highlands map manually corrects untenable starts and use that instead of normalizing.
 
Hey Tholish, been a long time since I last posted here.

I've got a couple of issues I've noticed; not sure if you've noticed them too, but I figure it doesn't hurt to report them anyway...

I've been playing an Alpha Centauri game on a Near Future start. It's a fair challenge, and I'm learning a lot about settling the non-terran planets in the process. But yeah, got a couple of issues:

* On near future starts, you can't build libraries. This wouldn't be so bad on the face of it, but you can't build Universities (which require Libraries), which means you can't build Laboratories which means you can't build all the stuff that comes off of libraries like Bio War labs and Mad Scientist...monasteries...whatever they're called. Also, no Oxford University.

* Space Migration settlers can't get off of non-terran planets. I know, it's hard to figure out how you could get them into space without allowing them to settle on non-terran planets, but I just figured I'd mention it anyway.

* Thirdly, Mountain troops can walk on Titania but they can't walk on Carbon Ice (a feature on Titania). Either you forgot to forbid Titania to these guys, or...nah, that's probably it. Just thought you might've overlooked it.

* Fourth, Advanced Starts in Modern and Near Future Eras on Alpha Centauri maps don't seem to have access to all the units you can build on game start. All you can buy is a Machine Gunner, an Auxiliary (5s unit), a Worker, a space settler, a Scout and an Explorer. No Infantry, no Supertanks, no Mechanized Infantry.

* Lastly I'm finding the disappearance of Scorch on Luna to be mildly annoying, leading also to the occasional famine (early Near Future, tends to even out later). Conversely, it seems that if you build Solar Furnaces on hills, it doesn't matter if the Scorch feature sticks around. Kinda weird, but I'll take what I can get. Still, there's a lot worse issues than these, and getting Civ 4 to allow features to spawn under improvements would be a big task (assuming it's possible). Would be nice if this feature and the Regolith were visible on the map too, but again, that's not a high priority.

Other than that, I'm having fun with this game. I looked over that to-do list of yours and I'm rather looking forward to a number of things on it. Well, the cool things anyway. ;)
 
Hey Tholish, been a long time since I last posted here.
I've got a couple of issues I've noticed; not sure if you've noticed them too, but I figure it doesn't hurt to report them anyway...
Glad to see you. Please do.

* On near future starts, you can't build libraries. This wouldn't be so bad on the face of it, but you can't build Universities (which require Libraries), which means you can't build Laboratories which means you can't build all the stuff that comes off of libraries like Bio War labs and Mad Scientist...monasteries...whatever they're called. Also, no Oxford University.
You're right. I'll correct it. The Genetic Modification labs are essential.

* Space Migration settlers can't get off of non-terran planets. I know, it's hard to figure out how you could get them into space without allowing them to settle on non-terran planets, but I just figured I'd mention it anyway.
Right, they can't cross "Margin" which all planets other than Terra and Titan (on the Earth Titan map) have. This keeps them from crossing interplanetary space. They can climb up through an atmosphere using wings, or they can hop around on one planet, even if it doesn't have an atmosphere, but they just can't go that far. They are a replacement for the Air Migration that just happens to work in space, yet also gets you off Earth (though only into nearby space). I mean to add some more techs so they come a bit later also. Also they are way expensive and I believe I should keep the regular settler (the pickup truck, which maybe ought to have a future era graphical appearance) around longer. You need the Colonizer to actually cross space. Did you notice you now get one with every spaceship part? I noticed the AI really went for the spaceship parts (at some point I tweaked the DLL so they would build more projects before I realized I could make the Terraforming projects as Buidlings), so I decided to give them something for it.

* Thirdly, Mountain troops can walk on Titania but they can't walk on Carbon Ice (a feature on Titania). Either you forgot to forbid Titania to these guys, or...nah, that's probably it. Just thought you might've overlooked it.
No, I wanted them to be able to walk on Titania, but TerrainImpassables is overridden by any passable feature, so if I didn't make carbon ice impassable they would be able to also walk on Icemoon or Aresia wherever there was carbon ice. The carbon ice is like very thick soft snow, on Titania, which makes it impassable to those not properly equipped.

* Fourth, Advanced Starts in Modern and Near Future Eras on Alpha Centauri maps don't seem to have access to all the units you can build on game start. All you can buy is a Machine Gunner, an Auxiliary (5s unit), a Worker, a space settler, a Scout and an Explorer. No Infantry, no Supertanks, no Mechanized Infantry.
I know. The late Auxilliary has to go. As merceneries they don't require resources, unlike the untis they upgrade(d) to. So they were always there. In the next fix version I've already changed its upgrade path. Many of these other units require certain resources, so if you buy improvements and hook up resources you will find you can make more units. However, some of the other units have been barred for a long time. Early in development I was mysteriously finding Safety Workers available in all eras on Advanced Starts, even though they required a later tech, so I just banned them from advanced starts and got used to it and never changed it. Probably was a result of one of those memory overrun things. The limited selection can kind of be rationalized but maybe I need to revisit.

* Lastly I'm finding the disappearance of Scorch on Luna to be mildly annoying, leading also to the occasional famine (early Near Future, tends to even out later). Conversely, it seems that if you build Solar Furnaces on hills, it doesn't matter if the Scorch feature sticks around. Kinda weird, but I'll take what I can get. Still, there's a lot worse issues than these, and getting Civ 4 to allow features to spawn under improvements would be a big task (assuming it's possible). Would be nice if this feature and the Regolith were visible on the map too, but again, that's not a high priority.
I didn't notice about the hills. Yeah, I've been weighing the shifting features and decided they were cool. It might be easy to make features spawn under imps, it might be one line in the DLL or something. I should check. Absolutely possible to upgrade this graphically, though, and using flood plain for everything because its basically invisilbe was an early substitute. Hate to rip stuff out of planetfall but it has just what I need.

Other than that, I'm having fun with this game. I looked over that to-do list of yours and I'm rather looking forward to a number of things on it. Well, the cool things anyway. ;)
Excellent, its about fun. Your advice is clearly on target. Right now I'm doing flags (RTW is full of them!) and the civilopedia. But plenty of gameplay fixes are also in order.
 
No, I wanted them to be able to walk on Titania, but TerrainImpassables is overridden by any passable feature, so if I didn't make carbon ice impassable they would be able to also walk on Icemoon or Aresia wherever there was carbon ice.

-> you should incorporate the unofficial patch in your mod, it's fixed there.
 
Thanks, I'll try it, when I get back to messing with the dll Anyway, I've posted patch184, which incorporations earlier patches from version 1.8. It eliminates dud leaderheads and civs from the civilopedia, has better flags, and now the Laboratory does not require the University, but the Hospital does. This will allow the construction of the Genetic Modification Lab on Near Future starts.
 
Curious, always I want to open the worldbuilder, the game chrashed into desktop...

That never was a problem before.


Edit: I found the patch. Is it right I only have to overwrite the original files with new ones?
 
Yes, unzip the patch and just drag the "FutureMod" folder into your mods folder and Windows XP or Vista will prompt you to merge them. The newer of two files with the same name will replace the older and totally new files will be placed into the correct location in the directory structure.
 
Patch 1.87 will be the last one for a week or so. I now have plans to add unique units for all the future civs, to make a "swarthy" alternate look for all pale units with uncovered skin, and rearrange and expand the future tech tree. Basically the same tree, just a slightly more logical progression and some extra techs to take the pressure off overloaded ones. That will have to wait until next weekend though.

EDIT: I reuploaded the whole thing.

EDIT: Patch 188 is just like 187 except it makes Scorch and Regolith visible and tweaks the Advanced Mine and He3.

EDIT: Patch 189 contains a 24 civ dll and completely rearranges the tech tree in the later eras to be more logical. Also tweaks the UUs, adds one, and makes one available to all civs. Functions of techs will be changed to match the logic of this new tree, with playtesting. Tried to use CurrentEra() to check for civ playability vs iMinEra and iMaxEra but anything other than the current way either closes off all civs or opens them all up all the time. Also put in the space flag for future eras.
 
This is a link to version 1.9

EDIT: LINK DELETED. I playtested that thing over and over as I added stuff. The patch was too big so patched my Mods version and did a complete upload and suddenly it is a messed up piece of junk. I have to figure out why. If you downloaded 1.9, sorry.

ANOTHER EDIT: Never mind, that was panic. I was trying to make a scenario from a premade map. The linked version was good (edit to the edit: the Africa civ had got renamed AFRICAN when I was renaming unit graphics for african civs, also I weakened the alien saucer uu a bit and just used the default javelin for african civs for this version.





For 2.0 I will start a new thread with a better presentation, so this one might as well sink.
 
I lied. In addition to the database, here's a direct link to version 1.97 on AtomicGamer.

http://www.atomicgamer.com/file.php?id=82106

Looks like I fixed the barb ctd. Also adjusted tech costs, project prereqs. The dll change that gave projects bonus prereqs really makes the future era last much longer, and you can really see the terraform buildings take effect. Also, singularities now struct advanced resources and show up in the pedia.

This should be the last version for a while because I will be away from high speed interenet until about Christmas. When I come back I plan to start a new thread.

PS: The AI seems a bit more aggressive and successfull lately. After fighting periodic stack wars with my peers (Pacal and Theodoric) I just got it handed to me on Monarch in about 1800 when Clovis invaded my Flintlock defended kingdom with Tanks, Gunships, and Modern Infantry.
 
I created an Earth-Moon map for this mod, using your EarthMoon script as a reference.

I even made the height map for the moon from a real map! (I'm quite proud of myself because this is the first time I've used MapView :lol:) I also placed the superconductor resource on Earth (are there any other resources this mod adds that should be on the map? or are all the others gotten from buildings/wonders?).

The file is here: http://www.filefront.com/14970925/EarthMoon18Civs.Civ4WorldBuilderSave

Screenshots:
Spoiler :
earthg.jpg

moons.jpg
 
Awesome! I was working on something like that and now you've done it better. There is also He3 which hasn't been showing up on maps because I don't have the Flatlands tag in BonusInfos checked. I can't upload a patch, but there will be both that fixed and an event to make it appear, in addition to various ancient era forest thinning events. And don't forget features like Regolith and Scorch. And of course many bonuses have been renamed, such as Gold is used as Catalyst, Marble as Lithium...
 
In space, no one can hear you scream. I don't know what the problem is. There was a partial sound problem a while back, so if you have an old version...get the latest, its been fixed. As for money per turn, the ancient era in this mod has ruinously bad civics initially. For instance, under the Robbery civic, the only form of economic exchange is when people steal from each other. This means -90 percent gold so you might want to switch to Barter.

I posted a patch in the first post, throws in a couple of more events and scenarios, fixes he3, and adds some building art.
 
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