Future Mod

I thought you might be interested to try this mapscript created by TC01 for the space mod of Colonization in my sig; it creates sets of random spherical planets floating in a "sea" of space, and uses the base Civ4 terrain types, so hopefully it might not be hard to adapt for your mod if desired.
 

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Ooh I'm betting it will be out before Civ5 too! Can't wait!
Maybe. Civ IV has vast untapped potential, yet, and I'll probably keep modding it. My skills are still growing.

I thought you might be interested to try this mapscript created by TC01 for the space mod of Colonization in my sig; it creates sets of random spherical planets floating in a "sea" of space, and uses the base Civ4 terrain types, so hopefully it might not be hard to adapt for your mod if desired.
Thanks, I'll see.
 
And a blue shirt and black armor standing in front of a decrepit railroad car. I intentionally made a really bad Hitler. I felt he demanded inclusion but not respect. The idea was to convey theatricality and copied fantasies of glory against a backdrop of sordid atrocity and decay.

The UltraLight version exclusively uses stock leaderheads in clever rearrangements. For instance Pibulsongram from RTW in front of Montezumas pyramids for Calles of Mexico. Leaders are one of the main things that bloats download size, but you have to have something fresh to look at, especially for the future. My current plan is to then piggyback other mods for a "frills" pack, essentially saying, "Download and install these mods for the leaderheads," and only include XML for reaching into those other mods by path to run the leaderheads. People download the same 400 mb mods made with the the same dozens of 5mb leaderheads and have multiple copies of each one. I think I'll probably use CivGold for the past part and thus only have to add future era leaderheads directly.

EDIT: although I could also just do a bunch of "patches" so that you can just add leaderheads from whatever other mods you have installed by patching in new XML that connects them to the FutureMod. Incidently, I'm naming the Civs by the modern name rather than the earliest one, ie Mexico not Aztecs, and consolidating civs so that Greece gets Justinian and Germany gets Charlemagne for instance.

I see. Maybe I'll make a version of this mod with improved leaderheads and release it some time after you make the Ultralite version.
 
Oh, alright, here's what I've got right now.

EDIT: attached a new version, much better

ANOTHER EDIT: Revised again. Includes a radical experiment with units: almost all ranged units do collateral damage, if they have long range they have very high withdrawal chance. UnitCombat collateral immunes become very important.

YET ANOTHER EDIT: still plugging along at it.

PRETTY SOON I'LL PUT IT IN DOWNLOADS
 

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Great work:thumbsup:

But I've got two questions

Why I cannot play with more than 12 players when the dll allows 24 players?

And for the 3 publicmaps (colonies, futearth, invasion), how can I use them? I can't see them in the game menu and it crashes when trying to open with WB?

(playing with version 2B)
 
But I've got two questions

Why I cannot play with more than 12 players when the dll allows 24 players?

And for the 3 publicmaps (colonies, futearth, invasion), how can I use them? I can't see them in the game menu and it crashes when trying to open with WB?

(playing with version 2B)



#1 Are you "Playing Now" or custom game?

#2 Thers some code in WB files. All you need to do is change this:

Code:
ModPath=C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\FutureMod

to:

Code:
ModPath=FutureMod
:scan:
 
I've tried both "custom game" and "play now" for the same result

Maybe I made a mistake in the installation because in "play now" mode when your have to choose a civ i've got about 4-5 "indian empire" (for exemple)
And in the "custom game" mode I cannot choose Utopia, Oceania...etc

Is it something normal?
 
it's because of some python coding that Tholish did, which makes it so that if you choose a ancient era custom game, only ancient civs will appear. The same goes for all other eras. Just go to custom game and change the era setting to Near Future, and you should get to play as a future civ.:scan:
 
Hi Tholish,

after a big break, I found your mod again and I am happy to sea, that you fixed the AI problems. Very good work. :)

A question. You told me, you are not interested to integrate a teraform unit. After all, that is a pity. But you integrated a kind of building to terraform the planet.

What is the best way to terraform the moon?

heat ->Pressurize -> flood -> drain

Doing that in every city and I can create a green paradise. :)

Could you create a guide for the best way to terraform the moon? Or some other planets? Maybe I am wrong?
 
Another question.

Multiplayer:

Everytime someone builds a city, the game isn't sync anymore and have to reconnect the game. Where is the problem?
 
Yeah, Tholish is a genius. Hopefully using their talents for something good that we can enjoy in the future...
 
My congratulations to the author of the mod.

Very good ideas, expecially the solar system one and the new techs.

Excellent work.


Is it stopped? What a pity, it was so close to 2.0 version...

Anyway, if it works I'll download it.

I've read about installation issues, are they solved? Can you make a sum or readme?
 
I managed to install it correctly, unfortunately, when I arrive at the far future era, the game crashes to desktop.

There are some rough models used for some of the units, if anyone knows exactly what tools I need I might try my hand at cleaning them up somewhat. Of course that is if the author doesn't mind?

Also, would like to ask if anyone knows why the author did not use the angle of withdraw from the surface and extend so that you could go into near orbit, far orbit, geo-synchronous orbit, then out to satellite surface and finally planetary. Anyone have an idea as to how to accomplish such?

Does civ4 even use skyboxes? (term from Bioware NWN)
How about transitions for the forementioned orbits?

Since there is NWN2 that uses Python, and civ4 uses Python, maybe what works in one can be used to work in the other? Just a thought.
 
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